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

Looks like a balancing nightmare that wont change player behavior in SC. It will just result in more powercreep and dmg available to players in SC, because they wont need to invest as much for minimal viable defense.

If defenses need to matter maybe increase the punishment for dying from 10% loss of exp to all exp of an uncompleted level. I am a masochistic sadist though, so what do i know.
Last edited by JinLee1337#4744 on Oct 6, 2021, 5:54:32 PM
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Benchmark04 wrote:
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We're experimenting with a system that lets Fortify be applied based on Melee Damage dealt, so that tiny little Melee Damage Hits don't provide a full strength Fortify. This will mean that we'll be able to introduce a Chance to gain Fortify on Hit on Passive Skills or items, which we've avoided in the past, but we're working to avoid a system where every spellcaster wants to run Shield Charge to get Fortify at little cost. Our eventual goal here is that all Melee characters keep Fortify up reliably without a huge cost, while spellcasters and ranged characters won't have access to the mechanic without significant investment (or being a Champion).

What about Poison, Bleeding and fast attacking melee builds?
They all don't rely on single heavy hits..
Maybe a simple solution would be to lower the duration of Fortify, so you would have to hit very frequently as a spellcaster to rely on that until a point where it's not handled easily anymore


Aside from people who use deadly ailments (because of its recent nerf), I strongly doubt a spell caster's melee hits will come anywhere near a poison, bleed, or fast attacking build's melee hits.

My last bleed built char was hitting tens of thousands of damage per hit, a caster using shield charge probably wouldn't crack 1,000 damage.
not good how are we going to get 30k of evasion rating and get life is not possible .... you not play the game i die and i cap dodge attack and have 5.8 k life and i use ic setup ... really you dont play the game
Everything depends on the tree because at a glance this seems like NERFS to defenses for most characters and pigeonholed gear in every slot required for each different archetype to remain viable.

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Base Types are now generated with a random 0-10% higher base defence, as an inbuilt currently-non-modifiable property. This means that all base types can be better than they currently are, and armour base types are not homogeneous any more. Energy Shield values on base types instead vary from 0-20%.

I realize that you're going to add a new Blessed Orb item to allow modification of this value in the future but please don't do this. This is meaningless bloat. This is not Diablo 2. Nobody asked for this.

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New Suffix modifiers have been added to all Energy Shield-based Body Armours and Shields that provide up to 66% faster start of Energy Shield Recharge on each item slot.

Seems very strong. Hope the tree mods are strong enough to allow varied itemization.

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New Keystone Passive Skill added to the Shadow Area called Lethe Shade: Take 75% less Damage over Time if you've started taking Damage over Time in the past second. 100% more Duration of Ailments on you.

That's an auto-take for anyone who can reach it. You're going to be ailment immune so there is no downside. Hell if self-chill is left in the game you might WANT the downside.

Life regen being presumably gutted sucks. Life on Hit in Shadow area has potential to be OP (think how often a "double CoC" type build hits) unless it's a dinky meaningless amount. Life recovery is now going to be geared towards hitting your flask button it seems like.

Blind nerf results in double attack damage taken for all spellcasters. Fortify nerf is 20% more damage taken for all spellcasters. Hope you can balance this in time.
Reasonable and long awaited changes.

For my understanding dodge is not dead its just got mixed with evasion.
Dodge was another layer to calculate if attack hits or not but with the changes the needed evasion to avoid being hit was halved.Made it so you have to invest evasion to be unaffected.Spell suppression seems more reliable than spell dodge since you needed specific items to maximize it.Also spell

Armor was the weakest defensive option by far and even now its okeyish.Better could have been that if you have very high armor to have also a chance negate physical damage completely.This effect with be less effective against bosses.

Armor characters(especially melee) also need at least 80% resistance to be able to survive heavy bombardment of spells or magic projectiles off-screen.

Energy shield got buffed so nothing to complain.

Hybrid options are both great and will be a huge defensive boost

changes to blind are uncertain and the offensive part is very lacking.It would make more sense to make it that blinded enemies take more damage 10-15% seems fine since they are exposed when blinded.

Was about time to adjust Block especially gladiator since he was the most resilient character.More spell block was needed since only specific items gave the needed spell block to reach cap.Even if you get the new skill and end up with 50/50 block it will be at an acceptable level with the other layers of defense.

Fortify can be made to work like resonance.Dealing melee damage strengthens fortify(filling its gauge) if you have an effect for it that grands fortify on hit and passives can increase the effect cap to increase its damage reduction.

Overall solid changes and a step to the right direction.
Thats my opinion and many may disagree or whine but if yourself tried many different play-styles over the seasons you could tell what worked or not and it wasn't fun when half of what you wanted to work didnt due to defective defenses unless picking specific options to counteract the damage.
sorry miss click not a reply for you ... sorry
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MissDerry wrote:
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FauxFauch wrote:
Some of you guys are completely cracked. GGG is moving entirely in the right direction with this, giving all classes more defenses. You're complaining about some auras, Blind and Dodge getting nerfed, when ultimately Evasion is finally doing what it's meant to do.

Quit being spergs, use your brains and read the post before you poop your diaper. There are fundamentally great changes at hand here, and you have a legit more diverse access to building actual defense now that isn't necessarily locked behind one singular Ascendancy.



Do you even evade bro?

You know what happens when you get hit by a physical attack as a pure evasion character? You die. Flat out, bricked and mostly one-shot.

The only defense for this was to utilise entropy with dodge as a backup. It still didn't stop you getting one-shot. Why? Because there is not enough physical reduction on an evasion char, never was, still isn't.

So lets theoretically say we get capped out evasion. 1 in 4 attacks will hit us. That is way worse than previously. So where is the mitigation coming from? Nowhere. Ok there is some spell mitigation now, yipee, that was never a problem except from Frost Bombs. We have RESISTS for that already.

So whilst you insist on insulting people who have played the game for a decade, think about who you are insulting.


your premise is wrong because evasion cap is 95%

and there are way to mitigate damage as an evasion character let me introduce you to ward, wind dancer and kintsugi.

You can thank me later :)
To vanquish without perils is to triumph without glory.
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benjaminbona wrote:
https://www.youtube.com/watch?v=uCGD9dT12C0&ab_channel=FleetwoodMac

Chris Wilson promised numerous times the only nerf was fortify

Guess we got lied to again

Ecks Dee

Blind dead
Dodge dead
Block nerfed
Fortify dead for non melee




You should read the post again...

Blind is not dead - blind is considered a bonus if youre stacking evasion, if you want to benefit fully from blind. Which is fair, makes evasion reliable as a defence.
Block will be availeble to pretty much everyone, beecause they are adding a less powerful version of Versatile Combatent (former Gladiator node).

Dodge - i get why they are removing it, since it became super powerful, you just had to grab 1-5 nodes and you where golden. They made several defensive options reliable now, so you arent left with nothing (read the post bro).

Fortify was meant for melee as a way of getting defence, it makes sence that you would actually have to do melee damage to get fortify.
Since it becomes "out of reach" for anything but melee, then you will have to pick some other kind of defence, which is more than possible to do.


I would suggest that you read the post again, since you clearly skipped major parts.
And that you spend some time on POB, when patchnotes comes out, i think you would benefit from it greatly :)
Flask changes were too good to be optimistic for second and third parts
Politeness is a weapon!
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xMustard wrote:
and now it is absolutely confirmed. i will never touch this game again

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Dodge and Blind provide more mitigation for fewer passive points and item slots than any other defence type. Attack Dodge does this in a form that is almost identical to Evasion but is far more efficient.

this is hilarious to me. because this has literally been the case every since i started playing the game, back in open beta.

i guess they've literally nerfed every single option to the point where this is next on the chopping block!

remove dodge and now just giving evasion characters mitigation instead of avoidance. really seems like you guys are confused and scrambling.

good luck with your future endeavors. goodbye


Wow, a hater who didnt understand anything with 1 achievement is never touching the game again

AS IF
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