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

Glad it helps everyone but my build. Several nerfs incoming for me yay! Don’t know why I even try anymore.
It definitely reads as though there is a lot of potential! :)

At the same time, quite a bit to be slightly nervous about...

I feel we won't really know until we play. And on that note - I really really REALLY hope GGG has a ton of people playing this on their end these next two weeks!

I want to say ideally a large portion do level 1-85 in HC with mediocre gear. Please make this feel good for the average player. Recognize that level 85+ crafting/trade will be able to optimize... Make the one shots feel mitigatable if gearing/mechanics are good for the 1-85 guys... Please? :)
First
I see a fairly significant defensive nerf to the theoretical defensive limit. Before 95% evade, 75% dodge, and fortify could exceed 100x ehp multiplier for attacks add in 75-90% damage resistance and this could exceed 400-1000x ehp. I'm not sure this level of defense will be possible any more.

Second
A dramatic simplification in building a reasonably tanky character. Doubling the effect of basic armor and evasion and drastically increasing the power of defensive auras makes the game a lot more approachable.

Third
Much better support for mixed defenses. I think this will be the new way to "layer" defenses. With promises and some examples of better tree and gear support. Reaching the old equivalent of 50k armor (25k new) and/or 50k (25k new) evasion with 50% or more block should be pretty dang easy for most classes.

Just a few quick take points.

A shield just on its own will be able to reach 40-45% attack block (implicit roll 25-30% with 15% crafted roll)
High end evasion characters will still reach the evade cap they just won't have to be a raider or depend on blind.
High end armor characters will easily reach 90% physical reduction against all but the strongest attacks.

Honestly I'm looking forward to these changes defense will be much less dependent on gimmicks.
and again selfcasters get kick in their a**es.... niceeeee.... gj .... no blind, no fortify ... lets dieeeee
It does look like evasion got hit very hard It would really help if evasion chars had a skill similar to fortify for melee builds.Elusive alone is not enough.
GGG, please stop including all these "on kill mechanics". No one is going to take them unless its for some meme build. Just make it on hit!
Hyped! more diversity, new build options.

I play the game cuz of the challenge it provides (Hardcore ofc) and i really like the changes so far. I can adapt. If you can not, ... well :)
The Dragon Hideout http://www.pathofexile.com/forum/view-thread/1076060
The Aesthetics of Evil http://www.pathofexile.com/forum/view-thread/1076060
The Garden of the Ancients http://www.pathofexile.com/forum/view-thread/1051755
I can't wait for launch day, there are so many changes I want to play around with!
A lot of investment needed for these new passives which don't seem to give that much, also some weird downsides for keystones.

No fortify equivalent for casters added?

Very scary stuff reading these patch notes...
Awesome, especially like the changes to max res for armor characters and life regen accessibility.

As for the fortify changes: What about builds that are melee but use deadly ailments, which greatly reduces the hit portion of your damage? Fortify should scale off the base damage of your melee attack, like bleed, so those builds don't get screwed by this change.

Overall like what I see here much more than the previous post.

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