Do Resistances need to be so painful?

I noticed that in PoE1 and it's the same in PoE2. Even with the recent changes to higher tier maps resistances still feel very crippeling. This is especially so when you play a build that needs to stack multiple stats over 100 due to different skills.
Why does it have to be this way, on my other build i thought "would be nice to get some mana on kill from gloves or rings" but both ring slots were blocked with double res + one stat roll.
I would also like to use different runes other than res but i never did so far. I actually thought that the items system would see an overhaul since the basis of PoE1 is rather ancient by now. Stat requirements are pretty demanding even more than in PoE1, add 140 something of each resist you have to get leaves basically no room for any other suffixes like mana on kill. It also greatly limites the types of runes that get used. If you then consider using one or two unique the situation gets worse.
So my question again: Why do resistances have to be so demanding? It takes away soo much freedom of choices in suffixes and items.
Last bumped7 янв. 2025 г., 17:13:52
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Rhapthorne#5689 написал:
I noticed that in PoE1 and it's the same in PoE2. Even with the recent changes to higher tier maps resistances still feel very crippeling. This is especially so when you play a build that needs to stack multiple stats over 100 due to different skills.
Why does it have to be this way, on my other build i thought "would be nice to get some mana on kill from gloves or rings" but both ring slots were blocked with double res + one stat roll.
I would also like to use different runes other than res but i never did so far. I actually thought that the items system would see an overhaul since the basis of PoE1 is rather ancient by now. Stat requirements are pretty demanding even more than in PoE1, add 140 something of each resist you have to get leaves basically no room for any other suffixes like mana on kill. It also greatly limites the types of runes that get used. If you then consider using one or two unique the situation gets worse.
So my question again: Why do resistances have to be so demanding? It takes away soo much freedom of choices in suffixes and items.


I think you have a point, but it's attributes, not resists.

Abilities require more attributes in PoE2 but the tree gives far less forcing you to have multiple gear pieces with +attributes.

If you didn't have to get multiple stats to 100 just to turn your abilities on, gearing for resists would be a whole lot easier.


Toning down attribute requirements would fix many problems besides resistances.
Yeah the resistance system is a mess and needs a rework. I made a whole post about it that I've been linking that talks about why resistances with the current system feel bad for the game and how they could be changed for the better:
https://www.pathofexile.com/forum/view-thread/3629096
Последняя редакция: LVSviral#3689. Время: 7 янв. 2025 г., 14:59:39
They urgently need to remove this resistance mechanic or come up with something more flexible and less punitive!

Often, it's almost impossible to switch builds because if you simply change one piece of gear, everything else gets messed up, and your resistances drop to 45%.

Another thing they seriously need to consider is the requirement to identify blue items. They should make blue loot automatically identified when it drops from mobs, leaving rare and unique items for players to actually identify.
i feel ya on this ^^^ post the resistances are hard as craap to get right on this game in comparison its predecessor im willing to accept the " well it isant impossible " philloisophy to cap your reses? i like a challange as much as the last guy but this ...this is nearly impossible
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I think you have a point, but it's attributes, not resists.

Abilities require more attributes in PoE2 but the tree gives far less forcing you to have multiple gear pieces with +attributes.

If you didn't have to get multiple stats to 100 just to turn your abilities on, gearing for resists would be a whole lot easier.


Toning down attribute requirements would fix many problems besides resistances.

I actually think that the high stat requirements are a + because you need investment to cross class boundries and use different stuff. I like the idea that you shouldn't be able to rather easily use higher spells as a warrior or ranger. That is why my direction is looking at resistances and their arbitrary reduction to -9000.
You could just treat resists like armor or evasion where the higher you go with level the more you need capping it at idk 750 as an example. Then you would have to get like 350 on one item and 400 on the other for one cap. Then you wouldn't need to arbitrarily reduce your resists for no rational reason whatsoever every act.
Последняя редакция: Rhapthorne#5689. Время: 7 янв. 2025 г., 15:46:52
My build gearing, which is admittedly BAD compared to "good" builds, is pretty much all attributes, Res, Recovery. Out of my 27 [non-mainhand weapon] suffixes 25 are attributes, Res, Recovery.

Prefixes are Life with a decent amount of armor thrown in along with [surprisingly] mana which I find useful as skill costs are high and my mana recovery isn't great.
Made a similar post in 2018 or so. Back then it was even worse cause max resistance almost didn't exist anywhere so every single character had 75% resistance - yawn.

And yes, I absolutely hate the fact that the utility for every point rises and rises till it's suddenly zero.

The thing is though: I had some small hope they might look at this when developing poe2. But at this point, I have zero hope for them to switch a core mechanic like that anymore

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