Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery
Looks like a balancing nightmare that wont change player behavior in SC. It will just result in more powercreep and dmg available to players in SC, because they wont need to invest as much for minimal viable defense.
If defenses need to matter maybe increase the punishment for dying from 10% loss of exp to all exp of an uncompleted level. I am a masochistic sadist though, so what do i know. Last edited by JinLee1337#4744 on Oct 6, 2021, 5:54:32 PM
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" Aside from people who use deadly ailments (because of its recent nerf), I strongly doubt a spell caster's melee hits will come anywhere near a poison, bleed, or fast attacking build's melee hits. My last bleed built char was hitting tens of thousands of damage per hit, a caster using shield charge probably wouldn't crack 1,000 damage. |
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not good how are we going to get 30k of evasion rating and get life is not possible .... you not play the game i die and i cap dodge attack and have 5.8 k life and i use ic setup ... really you dont play the game
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Everything depends on the tree because at a glance this seems like NERFS to defenses for most characters and pigeonholed gear in every slot required for each different archetype to remain viable.
" I realize that you're going to add a new Blessed Orb item to allow modification of this value in the future but please don't do this. This is meaningless bloat. This is not Diablo 2. Nobody asked for this. " Seems very strong. Hope the tree mods are strong enough to allow varied itemization. " That's an auto-take for anyone who can reach it. You're going to be ailment immune so there is no downside. Hell if self-chill is left in the game you might WANT the downside. Life regen being presumably gutted sucks. Life on Hit in Shadow area has potential to be OP (think how often a "double CoC" type build hits) unless it's a dinky meaningless amount. Life recovery is now going to be geared towards hitting your flask button it seems like. Blind nerf results in double attack damage taken for all spellcasters. Fortify nerf is 20% more damage taken for all spellcasters. Hope you can balance this in time. |
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Reasonable and long awaited changes.
For my understanding dodge is not dead its just got mixed with evasion. Dodge was another layer to calculate if attack hits or not but with the changes the needed evasion to avoid being hit was halved.Made it so you have to invest evasion to be unaffected.Spell suppression seems more reliable than spell dodge since you needed specific items to maximize it.Also spell Armor was the weakest defensive option by far and even now its okeyish.Better could have been that if you have very high armor to have also a chance negate physical damage completely.This effect with be less effective against bosses. Armor characters(especially melee) also need at least 80% resistance to be able to survive heavy bombardment of spells or magic projectiles off-screen. Energy shield got buffed so nothing to complain. Hybrid options are both great and will be a huge defensive boost changes to blind are uncertain and the offensive part is very lacking.It would make more sense to make it that blinded enemies take more damage 10-15% seems fine since they are exposed when blinded. Was about time to adjust Block especially gladiator since he was the most resilient character.More spell block was needed since only specific items gave the needed spell block to reach cap.Even if you get the new skill and end up with 50/50 block it will be at an acceptable level with the other layers of defense. Fortify can be made to work like resonance.Dealing melee damage strengthens fortify(filling its gauge) if you have an effect for it that grands fortify on hit and passives can increase the effect cap to increase its damage reduction. Overall solid changes and a step to the right direction. Thats my opinion and many may disagree or whine but if yourself tried many different play-styles over the seasons you could tell what worked or not and it wasn't fun when half of what you wanted to work didnt due to defective defenses unless picking specific options to counteract the damage. |
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sorry miss click not a reply for you ... sorry
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" your premise is wrong because evasion cap is 95% and there are way to mitigate damage as an evasion character let me introduce you to ward, wind dancer and kintsugi. You can thank me later :) To vanquish without perils is to triumph without glory.
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" You should read the post again... Blind is not dead - blind is considered a bonus if youre stacking evasion, if you want to benefit fully from blind. Which is fair, makes evasion reliable as a defence. Block will be availeble to pretty much everyone, beecause they are adding a less powerful version of Versatile Combatent (former Gladiator node). Dodge - i get why they are removing it, since it became super powerful, you just had to grab 1-5 nodes and you where golden. They made several defensive options reliable now, so you arent left with nothing (read the post bro). Fortify was meant for melee as a way of getting defence, it makes sence that you would actually have to do melee damage to get fortify. Since it becomes "out of reach" for anything but melee, then you will have to pick some other kind of defence, which is more than possible to do. I would suggest that you read the post again, since you clearly skipped major parts. And that you spend some time on POB, when patchnotes comes out, i think you would benefit from it greatly :) |
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Flask changes were too good to be optimistic for second and third parts
Politeness is a weapon!
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" Wow, a hater who didnt understand anything with 1 achievement is never touching the game again AS IF Diablo 2 > Diablo 1 > Diablo 4 > Diablo > Torchlight > Titan Quest > Grim Dawn > Diablo Immortal > Path of Exile 2 > Path of Exile.
Purchased Vessel of Hatred Supporter Pack |
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