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

wtf, thy so much nerfs???????? chris said this patch would have buffs but i've seen like 75% of this balance as nerfs wtf
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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%.


Please make sure item filters can be configured highlight based off of the property
Last edited by justanotherbody#3248 on Oct 6, 2021, 8:20:05 PM
dead blind + dodge > buff evade
I dont understand why building a tanky character should require so much investment. Damage checks is one thing but survival and speeed shouldnt be treated like that. I rather see "bad" or casual players be rewarded for investing in defences than seeing even experienced players constantly tweaking 5 different defensive layers. I wouldnt mind if pure life stacking was a thing again. would open the door for so many if we could take more of a beating and actually have a chance to see and learn monster attacks before going down.
Defense is nothing against no damage.

Waiting for some damage rework skills. Make all skills viable this time.
I agree that blind, dodge, block and fortify were overpowered, so it's fine to nerf them. Removing dodge entirely is bad, though. It's hard to believe that there will now be less oneshots than before the "buffs", so it probably creates more problems than it solves.

Spell suppression seems completely overpowered for PvP. Or will Block chance reduction apply to it?

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mindcontroler wrote:
For all intents and purposes, the problem with armour still remains. The problem was never "it doesn't mitigate damage effectively" (well, it kinda was), but instead it was "I have NO IDEA how much I'm being hit for). In the example you use a 2K damage hit, where is that happening mostly? Act 6? Maps? How much does a particular white enemy, in a white map, hit for, for me to know 10K armour is decent? Or 20K? How can I calculate that mitigation, if I have no idea of the damage that's being dealt to me? When you take into account mods that add damage to enemies, it's even worse.

Just make armour reduce damage by a perfect percentage. If I have 10K armour, that reduces physical damage by 10%. Or 20%. Or something. If I'm stacking armour, I take less damage from physical hits, period. Not "I take less damage given how much damage is actually being dealt to me, because this a calculation based on 30 others calculations".

Does the change mean that if an enemy hit me for 15K damage and I have 10K armour, my armour is completely pointless? It mitigates nothing? Come on.

I completely agree with mindcontroler on this and it's the same for evasion where it depends on accuracy in strange ways whereas dodge chance was mostly constant. Additionally, making evasion more effective can make it overpowered for PvP. Or will Block chance reduction apply to it?
Instead of making evasion stronger and then reducing monster evasion, you can instead reduce monster accuracy. Even better make constant mitigation rates based only on armor and/or evasion, not on damage or accuracy.
GG
Overall looks nice! RIP Dodge though :(
Nice clever changes. Love it, can't wait to see you in new league.
More stronger and less white pollution screen mobs = heathier game experience.
Last league really killed my interest to play, as many builds I tried had the damage, but their survivability was garbage as they didn't rely on block or dodge.

While these changes make me pretty optimistic, without the nerf to rare monster affixes, I worry they won't be enough to help survivability, especially for any self-casters, and even moreso for channelers. A buff to infusion or a channeling-focused aura/skill would really help to pull some of those builds out of their deep grave.

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