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

With these changes I just tried to play with a 20k armor build, it wasn't so bad, untill a crazy fast dps beyond boss kill me for sport. Yup, the physical resist has nothing to with it.

This kind of build should be playable way beyond till now.

Expecting many monsters to nerf coming after the new patch, because we going to die alot without the powerful block/dodge.
Last edited by linghuchong9#4177 on Oct 11, 2021, 5:05:42 PM
Wait, really? Attack dodge is gone AND there's more hazard to handle spells? Yeah well, thanks for making it even more impossible for the casuals to at least SOMEWHAT keep up. -.- Ah well, I already more or less quit thanks to the last changes anyways. *shrugs*
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Woelfchen_Nina wrote:
Wait, really? Attack dodge is gone AND there's more hazard to handle spells? Yeah well, thanks for making it even more impossible for the casuals to at least SOMEWHAT keep up. -.- Ah well, I already more or less quit thanks to the last changes anyways. *shrugs*

But now Evade will be almost as "good" as before the Jade flask nerf, lul.
Excellent news. In 3.15 those niche defense mechanics were the only thing keeping us alive, thus greatly reducing a viable pool of builds. These changes will open so many new build possibilities! I love the changes!
My goodness, are these actual proper buffs? GGG, I'm really proud of you!
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TheRealFandomGirl wrote:
My goodness, are these actual proper buffs? GGG, I'm really proud of you!


Not really. Armour is still good against white trash mobs and bad vs bosses. That's because an X amount in increase of incoming damage you still have to compensate it with 5x Armour value. So boss damage still kills you.

On top of this block mechanism in gladiator ascendancy has been double nerfed, so no 2nd defensive layer there that works.
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SeaSkipper wrote:
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TheRealFandomGirl wrote:
My goodness, are these actual proper buffs? GGG, I'm really proud of you!


Not really. Armour is still good against white trash mobs and bad vs bosses. That's because an X amount in increase of incoming damage you still have to compensate it with 5x Armour value. So boss damage still kills you.

On top of this block mechanism in gladiator ascendancy has been double nerfed, so no 2nd defensive layer there that works.


On the other hand, we've more health regen and more element max resistances, armour modifiers on armour pieces are stronger, along with easier access to % physical damage reduction

Also, the block mechanism in gladiator ascendency isn't completely nerfed if they go through with the "attacks blocks are lucky" passive: it could very well be better to not take Versatile Combatant, hence getting significantly better normal blocks at the expense of the old spell block. (we'll have to see how good Tempest Shield is at compensating for spell block)
hi GGG, hope you are reading this!
I wanted to not only rant about "everything beeing shit", but actually providing infos about my build:

old:
10.000 evasion + blind + acrobatics
==> was 73% evasion (because of blind) and around ~80% chance to not be hit (because of dodge)

new (already calculated in the new blind values)
10.000 evasion + blind
==> is 49% chance to not be hit (no dodge)

new with ADDED 50% reservation GRACE (new grace changes accounted for)
27.000 evasion + blind
==> is ~ 77% (according to GGG 24.000 = 75%)

SOOOOO: THIS MEANS WE HAVE TO USE AN ADDITIONAL 50% AURA TO REACH THE SAME DEFENSE AS BEFORE??? are you kidding me? what kind of BUFF is that supposed to be?


Please GGG reconsider the values and raise them DRASTICALLY...


ps: I left out the missing spell dodge, because I dont know how the spell suppression will be added to the existing evasion nodes, but it better is INCLUDED in the same nodes we already take for evasion.
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Psaakyrn wrote:
On the other hand, we've more health regen and more element max resistances, armour modifiers on armour pieces are stronger, along with easier access to % physical damage reduction

Also, the block mechanism in gladiator ascendency isn't completely nerfed if they go through with the "attacks blocks are lucky" passive: it could very well be better to not take Versatile Combatant, hence getting significantly better normal blocks at the expense of the old spell block. (we'll have to see how good Tempest Shield is at compensating for spell block)


Well, considering you are investing 25% mana reservation for Spell Block for most likely a meager 20-30% value, it is still a nerf.

Old values: 75/75
New values: 93.75/20-30 with 25% mana reservation and a skill gem slot

And I might be even exaggerating with the 20-30% spell block value on the re-worked Tempest Shield, considering that the new item suffix on shield will provide 15% Spell Block or 16% Attack Block. Most likely the values on Tempest Shield will be closer to these values or lower as it also does other things - immune to shock, lightning damage on block, etc..

As for your argument on health regen.. It all sounds good but when you are one-shot by a boss' crit damage, life regen won't save you. As many have stated before on this thread, some even with calculations backed up:
Armour is only good for white (trash) mob, which do not kill melee characters, they just chip away from their life, which they can sustain with life steal and regen. Melee characters are usually dead to boss' crit phys damage or ele damage or a combination, as they are one-shot. Players are not concerned about the 1k-2k damage they receive from mobs, they are concerned about the one-shot incoming damage 8k+ damage, against which you still need 40k armour just to mitigate 50%. 40k armour is only possible with massive investment and when the stars align (all flasks up, etc)

AND we are not even talking about the hard mode yet, where characters will barely find any items and where melee characters' damage will suffer as they heavily depend on weapon damage. Spell casters do damage like 300-2000 based on the gem level, where the weapon damage is irrelevant. Melee skill gems on the other hand do damage based on weapon damage.
Last edited by SeaSkipper#5018 on Oct 13, 2021, 5:06:38 PM
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SeaSkipper wrote:
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Psaakyrn wrote:
On the other hand, we've more health regen and more element max resistances, armour modifiers on armour pieces are stronger, along with easier access to % physical damage reduction

Also, the block mechanism in gladiator ascendency isn't completely nerfed if they go through with the "attacks blocks are lucky" passive: it could very well be better to not take Versatile Combatant, hence getting significantly better normal blocks at the expense of the old spell block. (we'll have to see how good Tempest Shield is at compensating for spell block)


Well, considering you are investing 25% mana reservation for Spell Block for most likely a meager 20-30% value, it is still a nerf.

Old values: 75/75
New values: 93.75/20-30 with 25% mana reservation and a skill gem slot

And I might be even exaggerating with the 20-30% spell block value on the re-worked Tempest Shield, considering that the new item suffix on shield will provide 15% Spell Block or 16% Attack Block. Most likely the values on Tempest Shield will be closer to these values or lower as it also does other things - immune to shock, lightning damage on block, etc..

As for your argument on health regen.. It all sounds good but when you are one-shot by a boss' crit damage, life regen won't save you. As many have stated before on this thread, some even with calculations backed up:
Armour is only good for white (trash) mob, which do not kill melee characters, they just chip away from their life, which they can sustain with life steal and regen. Melee characters are usually dead to boss' crit phys damage or ele damage or a combination, as they are one-shot. Players are not concerned about the 1k-2k damage they receive from mobs, they are concerned about the one-shot incoming damage 8k+ damage, against which you still need 40k armour just to mitigate 50%. 40k armour is only possible with massive investment and when the stars align (all flasks up, etc)

AND we are not even talking about the hard mode yet, where characters will barely find any items and where melee characters' damage will suffer as they heavily depend on weapon damage. Spell casters do damage like 300-2000 based on the gem level, where the weapon damage is irrelevant. Melee skill gems on the other hand do damage based on weapon damage.


Armour based shields are getting crit reduction modifiers which would help with that crit issue to an extent too, along with more max ele resists around the armour portion of the skill tree to help with ele damage. And part of the point is to make it easier to get enough armour (in combination with outright phys resistances) to get that amount of mitigation. Admittedly the tempest shield alone indeed probably wouldn't give extreme amounts of spell block, but it's just part of the whole solution (that and possibly having the spellblock scale with spell levels, which have other ways of boosting too).

Honestly, until they give out actual numbers of how much they're improving armour modifiers, we won't know how much easier it will be to hit 20K+ armour.

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