Show monsters that have armor break on waystones (so armor builds can avoid them).

Not many people are playing Armor builds, but we need better defenses for armor against monsters that break armor.

They take a huge chunk of it without you even realizing until it happens.

So I was thinking, just how we have:

"Monsters have increased critical bonus damage" or
"Monsters penetrate #% elemental resistance"

We need to know if there are monsters that break armor.

A person that does elemental damage will avoid a modifier that says:

+50% elemental resistance to monsters.

Alternatively, we can put armor break resistances on the passive tree.
Last bumped on Jan 9, 2025, 7:22:24 PM
if they are going to keep armour break in the game it needs a rework might be the most hamfisted thing in the game considering POE2 is supposed to move us more towards skillful or high effort combat and away from "died because of random confluence of bullshit".

Like what are they thinking?

Hey guys melee/warrior has no life scaling
So it has 50 to 250% less eHP than ES does.
takes 70-80% more incoming damage due to proximity
Gets rooted in place for seconds at a time to attack
Main layer works worse the larger the hit
Is just worse than EV now that EV works against all attacks and proj/spells.
Main layer does nothing versus elemental
Doesn't mitigate bleed or poison physical damage

Oh also lets make sure it can be stripped away by some random mob...

Adding this stuff up its mind boggling every time i do it.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
"

Alternatively, we can put armor break resistances on the passive tree.


Absolutely not, one of the big reasons why POE1 melee was bad for so long was that someone kept adding bloat and opportunity cost to "melee fixes" every time, they actually made Melee worse. Almost consistently worsening the archtype every year until mid way through 2024 when Mark used objective metrics to figure out that SOME melee skills were actually 400% under tuned. Sometimes they worsened it by making the base attack speed of every attack a negative multiplier (a mistake they've doubled down on in POE2). Sometimes they made it worse by proxy nerfing melee like when they DOUBLED THE DAMAGE OF SOME HAND CASTING SPELLS in the "hand casting" revamp. Or when they gave rangers 3 free ranged totems with no investment in the "bow revamp".

Which really just means that melee had anywhere from 50% to 400% too high opportunity costs or if you want to think of it in another way: 50% to 400% deficit in technical and mechanical debt from years of mistakes, bad "revamps" that made it worse, and buffs to other playstyles.

Imagine being wrong by 400%

I wonder what current POE2 melee is off by if Neon were to do the same sciencey metric A to B testing.

Like imagine Ice strike Monk insta shattering half a breach, versus say a Sunder or EQ Warrior? or how about Spark Archmage?

1.5 to 2 seconds to damage output versus "LUUUUL MAH WHOLE SCREEN IS FILLED WITH DEAD ENEMIES INSTANTLY"

I hesitate to give a honest non hyperbolic guess.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Jan 9, 2025, 7:26:47 PM

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