Armour fix by increasing 15%?!
Judge on your own. This is before the 15% buff. I am assuming that an average monster in the endgame hits for 350 phys damage - with a factor of 0.1 to 10 between fast hitters and slamers. You should avoid telegraphed boss slams.
![]() Последняя редакция: Sachtefahrn#7118. Время: 16 янв. 2025 г., 12:42:47
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Counterpoint: I never get swarmed by something that can hit me 100 times as a stormweaver because I can summon enough ice wall to fill my screen in less than a second. Each spike pulls aggro, and/or freezes things, then comet obliterates them. Instead of slogging through the fire and the flames to bop them on the head with my melee stick.
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They should just add +% life into the armor nodes.
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" This. Though I'm fully ready for them to never get around to this ideal solution for armour, so we make it to launch with some "temporary" band-aids that become very permanent band-aids GGG complains about regularly and promises they'll fix when they start working on PoE3, when they'll really fix melee this time! |
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that's to keep you waiting on YET the next update and then the next one. and so on. they'll never really fix anything
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the devs literally said that the 15% isnt a big change, we shouldnt get too focused on it and that armour needed a fundamental change that they would be working on.
people need to start listening to what is actually said in the statements they release. " they didnt say we are increasing armour by 15% which will make it 1.7% more effective. they said they will be buffing armour so that it is about 15% more effective. " the 90% shown is against the average damage of a monster at your level. so no its not 90% only on small hits and 30% against most hits, its 90% against most hits and 30% against a small number of very large hits. it doesnt help anything when we misrepresent or ignore what the devs say or when we make statements that are not true. armour is not good and making it 15% more effective is not going to fix that, but neither is having completely disingenuous hysterical narratives about the situation and the devs responses to it. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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I think that the real issue is that armor was released in the form that it's in at all. It clearly isn't designed to be a complete system to keep you alive. Sure, they're saying "we know that we need to make this more interesting" but they released it in a state where it's basically worthless against any of the things that actually kill players. Worse, the int part of the tree gets a million ways to interact with how their stuff keeps them alive better, including damage to mana. Even ignoring MoM, that same part of the tree has 18% damage goes to mana instead of health. Meanwhile Warriors are given the option to pay health instead of mana to "cast" their big attacks, because they get no mana natively, and high level abilities get prohibitively expensive.
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the game isnt actually released released tho right?
were playing a fist alpha test of 1/3 of the game that is currently waiting for its first major balance pass. theres large parts of the game that are barely designed at all, theyre just placeholders until they get around to properly exploring them and deciding what they want to do. theyve just adjusted a ton of the monsters. so even if the armour formula was perfect before they would have to change it again now right? because it would have been perfect for a monster balance state that has just been significantly changed. the balance is a constantly shifting jigsaw. change monsters, add in the other 6 classes and 24 ascendancies with all their skills an suddenly the things that effect armour are completely different. stuff needs designed, redesigned, 2 years after launch theres been so much power creep and new mechanics from every angle it all needs redesigned again, and again. " if people are expecting a balanced finished game come back in a year for the actual release and complain then about things not being right. this is EA, if something is broken then say hey, this is broken, then go play something else until they get around to rebalancing it. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" Well I didn't intend to make another post, but I don't like being titled a liar. I'm back from work now btw. so let me entertain u a little bit. If u are familiar with the skill Earthquake, which I stated early on is my skill of choice, u should know that the way u scale EQ is by reducing Skill duration. That's nothing new, it's been this way in PoE1 aswell. Reducing Skill duration in PoE2 however does also reduce the duration of Scavaging Plates, which starts with 8 seconds base as u rightly stated. I'm at a point where I reduce my skill duration by 80%, which means Scavanged plates last for around 2 seconds and with perseverance it goes to 2.24s. That's why I stated it's a bad buff right now for my build and I also said what I'd like to see changed. Obviously u didn't adress anything else I wrote or even tried to understand. U just focused on scavanged plating, because u thought that's the solution. Anyway, I still hope u have a good night. Next time don't accuse me of lying please. |
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" ok |
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