Energy Shield and Life
" Life is getting a bit of a buff though, or didn't you read the last part? If it's an armour or evasion base then it can roll a hybrid life+flat AR or life+flat EV. AR chestpieces will also be able to roll physical damage reduction and EV chestpieces can roll dodge chance. Plus maybe some other mods to help life feel and be a bit better. |
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" yea a bold step to kill your own player base. |
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" Thats pretty much the exact opposite of what they said, lol |
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If 3.0 does go full life meta, what is everyone going to do after you have ALL your gear at the end of day 2?
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" really? check again. lol |
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Can you like not change Zealot's Oath in the beta? We need it to play Essence Drain as low life.
I don't think that ED is too crazy. | |
" It is? News to me. I used to play HC until I realized every single death I'd ever had had been due to some form of 5+ second non-responsiveness issue - kind of hard to dodge when your inputs are getting ignored. So then I switched to SC and started rushing content fast enough to be doing stuff 10-20 levels above me on a regular basis, and I never trade for anything but currency - and seldom even currency. Even in SC, I've never died to a lab trap without lag being involved, either - too easy to just flask right through them with even the barest of preparation. Lab is the most boring part of the game to me because it's a total snorefest between Izaros, to the point the only challenge is not falling asleep. Hit QS, run through trap, hit life flask, vaporize pack to reload flask, repeat, repeat, repeat. It's clearly been years since this game had any business being called challenging. Now, soloing uber diablo with a tank character and bad gear, that was somewhat challenging, since he mixed both regen and high damage output in a careful blend. Balance is where Diablo 2 did fairly well and PoE... well... just fails. I only wish I could get a Diablo 2 that had PoE's passive, skill gem and currency systems, actually balanced to suit... The core problem in PoE is that it's all damage and no proper tanks on either side. No amount of monster damage output matters if it only comes in forms that don't land because the monster is already dead. Life vs. ES is irrelevant until they address meta damage output, and while the DoT changes are at least a step in the right direction, there's way too much else still broken. People who don't like the Labyrinth are not a minority: Be heard - say you don't like it in your signature. Don't leave complaining about lab to others - GGG needs to see how many people dislike it. Ascendancy must be gated on true ARPG content, not a poorly-crafted internet Legend of Zelda wannabe.
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In my opinion, don't use 25k ES guy as a standard of majority ES players have. Most of them (including me) only have around 7-12k ES.
I am afraid this adjustment also greatly reduce the survivability of medium level ES players, thus making the game unenjoyable. Just rethink about this. 25k ES to 15k with compensation for faster recharge rate may look ok. But 7k ES to 4.2k ES, man you're killing these players. | |
" yea i checked, none are OVER 90 you check again learn2read |
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Wow, thats what I call a nerf-train.
I was truely hoping for significiant boost to life and not that hard nerf on ES, but we'll see. As if I ever had 25k ES pool. Will be hard for my LowLife builds I loved to play to reach 7k at least. |
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