Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery

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Aviark13 wrote:
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Change Wind Dancer to further improve high Evasion builds rather than reducing Evade chance, but making it riskier if you're not Evading attacks a lot. It now gives less Attack Damage taken if you haven't been Hit by an Attack recently, and more Evasion Rating and Attack Damage taken if you have been Hit, so it's better for Evasion characters that have a high Evasion Rating and bad for characters that are being hit a lot. It has no interaction with Spells now, to focus its interaction on Evasion.


I must be missing something, because this sounds really bad for wind dancer?

You take 20% more attack damage when you have been hit, that lasts for 4 seconds (because you have to not be hit for 4 seconds to get the 20% less damage taken), so we can only evade 19/20 hits at most (%95 evasion cap and entropy means we take every 1/20 hits), which means if we are taking more than 20 hits in 4 seconds we are perpetually taking 20% more attack damage? I feel like 20 hits in 4 seconds is extremely common outside of bosses.

Personally this just reads as you take 20% more Attack Damage, but would love to be wrong.



yeah that sounds really terrible, these changes to defences in general seem like a massive nerf to evasion characters, all my evasion builds are just going to be way worse off, probably at least 50% of their ehp just deleted/

youre never going to take that node with increased damage taken like that, when you need your defenses the most that node is going to mean you take a lot more damage so its terrible. evasion itself might just be terrible now, we will have to see.
Also why don't just have a build-in fortify on every melee skill, that provides fortify if u have attacked with the skill in the past 2sec, and a gem that all archetype could use, but only give like 9% more dmg on gem, so some non-melee builds have the choice of getting more survivability by giving up some damage, or just choose to go for damage gem instead. Also it get rids of the leapslam-fortify thing
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Berylstone wrote:

I don't understand why any build that specializes in block would want to cut their maximum block chance by 25%.


If you specialize in block, you obviously don't take that keystone. This is for builds that wouldn't usually have acess to spell block!

How do you know they're not adressing oneshots from rares?
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fireinthahole wrote:
I'm a bit shocked.

Here I was expecting massive sweeping redesigns of core defences to make them more suitable for general use. Instead, they're just as narrow as they always were, and the few defenses that were in a decent spot have been nuked from orbit.

The problem with armour isn't that it's too hard to stack. That's never been a problem. It's that it only applies to physical damage, and only hits at that. Why choose such a narrow defence when evasion and energy shield compete for the same spot.

Putting max res on the tree isn't going to fix that. You'll just take the res where you can, and build something else anyway.

Likewise, spell supression is not a solution for evasion. In evasion's case, it's one shots that are it's bane. Reducing spell damage is all well and good, but spell dodge already effectively did the same thing, leaving evasion much the same after as before, and probably slightly weaker. 100% chance to reduce spell damage by 50% is still worse than ~60% chance to ignore it entirely.

Then you still have to contend with one shots as well. Overall, that looks a lot like a nerf to me. People will use it, but only because everything else was gutted, and defences were too fragile already.

Energy shield remains viable, but thats because IT'S USEFUL ACROSS THE BOARD. It gives you an additional hp pool, and several tools too shore up it's only real weakness - chaos damage - with minimal effort.

I am not a fan of these changes. I came into this thread expecting to see massively improved defensive options. Instead, I see the most useful defences removed, ineffective ones remaining much the same, and playing builds that can actually take a hit being likely even less viable than before.


You and the thousands and I agree...it's a shame this just destroyed the entire game for so many..

GGG has just proved 100% without a doubt they are out of touch and can not run the game. I'll give it a year before they lose most of their income and realize they made the biggest mistake in ARPG History...there is a reason why every single other ARPG does not nerf defenses even slightly.

its a real shame that GGG seems completely oblivious to the fact that 1HKOs are the true danger to basically every build.

Not one of these defensive changes makes a difference in that regard. I think the changes are nice and a step in the right direction but there really needs to be PARTIAL mitigations of damage similar to Armour for all other defensive layers. Evasion is still crap against the bombardment of hits.

I would have added something to evasion where it could act as a "glancing blow" kind of effect: max evasion doesn't just give you 75% chance to evade damage, but also breaks it down so you have a chance to avoid 50% damage/25% damage etc. Armour still does nothing against heavy hits, change the mechanic so that your entire investment in armour doesn't get ignored by any damage higher than 5x your armour (intead becomes 50% effective or whatever).

GGG we need 1hko mitigations that allow us to react with potions or ANYTHING.
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groink19 wrote:
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Berylstone wrote:

I don't understand why any build that specializes in block would want to cut their maximum block chance by 25%.


If you specialize in block, you obviously don't take that keystone. This is for builds that wouldn't usually have acess to spell block!

How do you know they're not adressing oneshots from rares?


So basically it's just a huge nerf to Gladiator and they're going to add some sub par blocking passive that sacrifices max block for average blocking abilities so they can pretend they are buffing it.

That's pretty much what I was saying they were doing in the beginning. So we've arrived full circle.
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Berylstone wrote:

So basically it's just a huge nerf to Gladiator and they're going to add some sub par blocking passive that sacrifices max block for average blocking abilities so they can pretend they are buffing it.


It's official: you didn't read the notes.

They explicitly stated that the Gladiator ascendancy will have another block node to counteract the downside of the keystone.

I'm out of here. You guys are judging GGG even though they didn't even announce all balance updates. Rubbish attitude.
Hmm deep delve without accro ?? fun incoming
holy frikkin hell, back to the drawing board for every build, is it finally time for defense to matter?
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
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groink19 wrote:
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Berylstone wrote:

So basically it's just a huge nerf to Gladiator and they're going to add some sub par blocking passive that sacrifices max block for average blocking abilities so they can pretend they are buffing it.


It's official: you didn't read the notes.

They explicitly stated that the Gladiator ascendancy will have another block node to counteract the downside of the keystone.

I'm out of here. You guys are judging GGG even though they didn't even announce all balance updates. Rubbish attitude.


Oh right, something that is supposedly going to make them "more lucky". I'm sure it will be awesome because hoping you get lucky is such a great way not to die.

I'm sorry you don't like my attitude. But I'm just reacting to what I'm reading, which seems to me to be a shadow nerf disguising itself as a buff to so-called "core defenses". I could be wrong. But I'm just calling it like I see it.
Last edited by Berylstone#2209 on Oct 7, 2021, 7:05:35 AM

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