Block is an inflated Defensive Stat that is way too OP and completely out of Line

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if you 'fix' everything, make everything balanced and in line, then you will turn poe1 into a different game and it will be a less exciting game.

finding a super powerful item like mageblood is really hype, finding a set of mechanics that feels broken is really exciting, it feels great.


Mageblood would be fine as a chase meta item as is, if it weren't for the enchants and flask mod downsides it gets to ignore, i.e. Enkindling Orb and 25% flask effect mod that'd normally have huge downsides. I think that's what makes it go from insanely strong to just outright busted.

There's no problem with "insanely strong" items existing, those are needed just as much as "meh" leveling items, otherwise the game would just be boring af, but there's nuance here that shouldn't be left ignored.

I.e. it's a bit beyond silly that a Mageblood on a no Ward scaling build can give you twice the Ward from a single flask mod with an enchant and 1 passive (for 5% flask effect). Going from 200 base Ward to 400 base Ward at all times is pretty fucking massive. That's almost as much Ward as from all 3 base items that currently exist, without additional T1 Ward rolls. And that's not even the strongest aspect of it by a large margin.

I don't want the game to become bland and unexciting, quite the opposite actually, matter of fact I don't want my builds nerfed as much as anyone else, but as I've said before, we have reached a point where we are slipping into the realms of utter silliness. Next thing you know, we get bosses with several dozen billions of HP to counteract this problem. And then the cycle continues.

GGG has collaterally nerfed many of my builds over the years and I got mad about it every single time, I'm not afraid to admit that, but the game just keeps evolving into more stupidity that continues to make me question why these collateral nerfs were handed out in the first place.

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the flaws in poe1 give it character, thats what gives it the personality is currently has and make for a certain type of excitement for certain types of players and thats the entire reason this game is continuing rather than just becoming poe2.


I agree. My favorite thing to do in this game is to make the occasional "ridiculous" build, i.e. check my signature flair for The Unplayable Build or Poor Man's Ward Loop, where the main goal is just that, utter silliness.

However, we can have those things without the necessity for tons of on-death effects and one-shot mechanics that are a direct result from the game's scaling becoming way too bonkers.

Seriously, I'd not have a problem with GGG nerfing my build's DPS by 90%, granted that I could still play the game with it, meaning that it'd have to come with accompanying monster rebalance, but that's not how they typically operate. And that's what makes most of the nerfs shit imo, as the approach is always one-sided.

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i just get evasion on 2h chars.


Ward is also an option, if you know how to use it. I made a two-hander Bleed build not long ago that uses a bit of Ward because it was overall more useful than Armour. I could have built it more defensively as well, but the lack of Block made me not bother. Just a mere 50/50 would already make a world of difference. As I play softcore and the character got to lvl 98 with no issues, why give a damn.


Sounds like you have observer bias from leveraging block as your defense mechanic. Sounds like you don’t want your personal defense mechanic to get nerfed.

Also seems like it’s personal to you
Last edited by Lore#3772 on Jul 29, 2025, 6:16:57 AM
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Pashid#4643 wrote:
what's next on the "too op" list?


Spell Suppression.


Spell Suppression is not op. It is annoying and mandatory thats just the truth.
Nobody wants this stat being in the game but if you don´t have it you get destroyed by almost every spell in the endgame.
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Ward is also an option, if you know how to use it. I made a two-hander Bleed build not long ago that uses a bit of Ward because it was overall more useful than Armour. I could have built it more defensively as well, but the lack of Block made me not bother. Just a mere 50/50 would already make a world of difference. As I play softcore and the character got to lvl 98 with no issues, why give a damn.


Sure, ward’s an option, but like any other defensive mechanic, it only works if you actually build around it. Slapping on some cheap gear with barely any ward won’t magically boost your EHP. In fact, all it does is leave you vulnerable once the initial hit pool is gone. Without proper defensive layers, avoidance, or mitigation to support that tiny hit pool, you’ll just get smacked hard once without any further mitigation.

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TayPoE#6379 wrote:


Spell Suppression is not op. It is annoying and mandatory thats just the truth.
Nobody wants this stat being in the game but if you don´t have it you get destroyed by almost every spell in the endgame.


Honestly, players reaching level 100 and engaging with endgame content in Hardcore without spell suppression are proof that it's not mandatory. It's more of a nice-to-have if the build can fit it, but definitely not a mandatory must-have for everyone.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
It's starting to seem like you think everything that actually leys you play/survive aspirational content is OP. Block, Spell Suppression, a high ES pool, Mageblood, stacking and so on.

I hope you realize that if they nerfed all of these elements, a lot of content would be more or less off-bound for... Everyone? Nerfing these mechanics would force them to overhaul the game and I don't really see that happening at this point.
Bring me some coffee and I'll bring you a smile.
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Phrazz#3529 wrote:
Nerfing these mechanics would force them to overhaul the game


Precisely.
[3.26] Poor Man's Ward Loop: https://youtu.be/9zC-Q6a_MwY
[3.26] Shaper Beam Totems: https://youtu.be/soG0-Y2pDDo
[3.26] Gorilla Pop: https://youtu.be/JYGmntfn1ho
[3.25] Lazy Susie: https://youtu.be/VlcH6tIBzkg
[3.25] The Unplayable Build: https://youtu.be/WlyVf34_TiI
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TayPoE#6379 wrote:


Spell Suppression is not op. It is annoying and mandatory thats just the truth.
Nobody wants this stat being in the game but if you don´t have it you get destroyed by almost every spell in the endgame.


Honestly, players reaching level 100 and engaging with endgame content in Hardcore without spell suppression are proof that it's not mandatory. It's more of a nice-to-have if the build can fit it, but definitely not a mandatory must-have for everyone.


Well that might be but I will not compare myself or anyone to those who mastered poe with the amount of time they could invest in this game. I will be never on the level of PoeDan, Ben or Carn obviously there are more players out there. For the normal player that stat became just a mandatory stat sadly. And its super annoying to get it if you are not on the right side of the skill tree.

I still remember someone talking about bottom right tree has not enough defensive options, made me laugh for sure.
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Precisely.


You should probably have led with that. Asking for nerfs on everything in a semi-vacuum just seems odd.

Anyhow, asking for a total overhaul of everything in a game that is (not even) second priority, is probably a little naive and you're entering "utopic" territory here.
Bring me some coffee and I'll bring you a smile.
Next thread: "skill gems are OP, remove" in order to force us all to attack with unarmed melee or wand attacks.
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Seriously, I'd not have a problem with GGG nerfing my build's DPS by 90%, granted that I could still play the game with it, meaning that it'd have to come with accompanying monster rebalance, but that's not how they typically operate. And that's what makes most of the nerfs shit imo, as the approach is always one-sided.


That you?

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For instance, Jonathan, who I personally consider the anti-fun police personified in this context, will absolutely delete anything and everything that goes against his personal idea of fun, but at the same time will let things slide forever until they get out of hand, hence why aurastackers survived for as long as they did - because he was playing one.

Just look at the lvl 1 spell nerfs in patch 3.25. There was exactly 1 build that used this to full advantage, one of mine, and he nuked it because he deemed the "amount of projectiles excessive", even though he did not explicitly mention my build, but basically implied it. I played that build for 2 full leagues in a row, starting in 3.23 Affliction.

(I've been trying hard to find this exact interview where he talks about 600 vs 60 projectiles, the latter being what he views as "more fun" and so on. Unfortunately, it seems the VOD is gone and the video on YouTube is the cut version that doesn't contain that section. I even used ChatGPT to scour the web, but alas, nothing.)

Anyway, that was definitely a targeted nerf because every single spell I was using in that build was nerfed in the following patch and, at the time, it was afaik the only build around that worked that way (Ward Loop builds use high level spells). Which I found super odd, because it wasn't exactly popular (to play, that is). I guess they wanted to nuke it before it took off, as I considered the build dead after that patch.
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That you?


...and? Can you read?

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Seriously, I'd not have a problem with GGG nerfing my build's DPS by 90%, granted that I could still play the game with it, meaning that it'd have to come with accompanying monster rebalance
[3.26] Poor Man's Ward Loop: https://youtu.be/9zC-Q6a_MwY
[3.26] Shaper Beam Totems: https://youtu.be/soG0-Y2pDDo
[3.26] Gorilla Pop: https://youtu.be/JYGmntfn1ho
[3.25] Lazy Susie: https://youtu.be/VlcH6tIBzkg
[3.25] The Unplayable Build: https://youtu.be/WlyVf34_TiI

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