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

To my untwained ewye, it wooks wike dis would most wikely decwease ovwerawl buiwd divwersity. But pewhaps it couwd be beneficiawl if bawanced pwopewly.
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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.

[Removed by Support] 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.



you use physical taken as elemental, im not saying its a great way for everything to work but basically if ur evasion life based and you dont want to die all the time you use a lightning coil, its been that way ever since they added lightning coil which basically enabled evasion to not be shit and actually work with life builds that wernt hybrid with armour.

thats your other option, you dont have acro now, you have no armour penalty, so stack a bit of armour with ur evasion. i think evasion caps at 95% not 75%, so u cap at getting hit 1 in 20 not 1 in 4 if im not mistaken.

i like ur name, i live in derry in ireland, greetings from the emerald isle, and try out the coil :) it works.
Last edited by Isaac_GGG#0000 on Oct 7, 2021, 2:20:51 AM
You know, I've played this game since beta and these have consistently been an issue since day 1. I'm glad you guys are finally addressing some serious core mechanics in this game and realized the heavy lean on bull shit due to the lack of core options. Though it's rather frightening it's taken this many years. Nearly every patch you've implemented added more and more shit while your shovel got smaller. Seems your goals have changed for the better which is good. I can see these changes passively making PvP more viable in the end and that too I support.
GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
I don't like the idea of fortify having charges since that's basically just endurance mk2, but I have concerns about the proposed change as well. My main concern is melee ailment builds that do low per hit damage but still need fortify to survive, how are they going to be affected by this if fortify is going to be based off of damage dealt? Viper Strike and Pestilent Strike are already extremely niche and really don't need to be made even worse

with so much of our defenses being relocated from certain low opportunity cost staples and gear into passives, it seems as though we're all going to have our skill points stretched even thinner than they already are. In a game like this where offense is incredibly rewarding to build, the opportunity cost for defenses can't be too high or players will just give up on being tanky and only bother with the absolute bare minimum

I'm withholding judgment until I actually see locations and numbers on all the new defensive passives but my gutshot reaction is that 3.16's meta could actually end up being even glassier than 3.15
Honestly I think a good approach to fortify should be limiting its effect based on the tag of the skill you use. JUST having it based on melee damage only really makes slams benefit from the buff. I think strike skills should have the highest fortify effect because they have the worst inherent range and then slams. If the effect is 25% base then thats reasonable for strike skills followed by idk 15%? for slams. Slams are hardly "melee" now a days so i dont see the issue. Im sorry but I dont think spell casters or ranged characters should have access to fortify since ultimately this game is catered for range. Hell, if they want they could diminish the fortify effect down to 10% for ranged tags. I just feel imho that it should be tag based rather than damage based so actual melee builds regardless of it being ailment or aspd would work better. I'm also hopeful this will put strike skills in a better spot since they are kind of outclassed due to the risks involved in being so and getting locked into attacks. The rest is for ggg to figure out..
Changes, but in the end you stack whatever you got and you end up more tanky with these changes.

if you somehow manage to be less tanky, you probably just suck ass anyway ;P
I'M HEARING THAT THE DEFENSES SHOULD soon ACTUALLY DO WHAT THEY SOUND LIKE THEY SHOULD DO. Maybe even KEEP THE TOON ALIVE FOR MORE THAN A SECOND WITHOUT having to use SOME BACKDOOR HOLE IN WALL MECHANIC THAT makes NO OBVIOUS SENSE (AND PROBABLY COST MORE THAN MOST TOONS MAKE ALL YEAR). SURE. GO FOR IT. Looking forward to it.
nice
What a change!
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Krazlam wrote:
Removal of dodge is a undoubtedly a big hit to evasion/dodge builds and entropy will likely be a concern for evasion builds still



why would entropy be a concern for evasion builds? entropy is the best thing about evasion and is what makes it a great, reliable mechanic rather than an rng shitshow that will essentially get you killed regularly.



the dodge nerf is huge tho, people were already getting extremely high, maybe capped evasion and then having 75% dodge, and now they basically take 4x as many attack hits as before which is a completely ridiculous sized nerf to them. thats catastrophically huge.

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