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

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Willowgift: No longer grants “Fortify Buffs you create instead grant 30% more Evasion Rating”. Instead, it now grants “4% chance to Suppress Spell Damage per Fortification”, but removes the less damage taken from Fortification. Existing items will no longer provide Evasion Rating while you have Fortify, though you will need to use a Divine Orb to obtain Spell Suppression from the item.



So 'Per stack of Fortify' means that it isn't going to scale based on the total amount of damage, but total recent hits. Basically going to be a small amount (which also ruins fortify effectiveness stacking) and stacks up a cap. So spell casters will have to have to melee probably 4-5 times?

Or did I miss something?
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Life Complete - 100%
Last edited by Tyrm#5826 on Oct 6, 2021, 8:49:21 PM
this is not a "hell yeah" like the flask changes but this will shake the meta up. i like the idea, that we will see defensive auras again and most softcore defenses wont be dodge or die(depending on the hit)! it will go great with the idea of slowing the game down, if you can go tanky. i hope the new defense system will work with all the ground effects that oneshot you right now! standing still and loot for 1 sec and die feels alt+f4 sometimes^^
While I'm happy they are doing "something" I find it worrying to see that instead of elegantly and efficiently simplifying things, everything gets even more convoluted.

In the end it's always the same: you gotta wait for it to come out, play it and then judge it.
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
Love it. Now I can see everyone get to 100 eventually in 1 league, and not dying as much
Ctrl-F "Aegis Aurora"

No hits. Phew - looks like being immortal is still on the menu. That said I am staggered that escaped their gaze.

ES/Armor hybrids were already stupidly tanky and are going to be even more defensive gods - they could carry even dead archetypes like selfcast channeling. I'll probably league start my stormbind build again, it'll more unkillable.
Last edited by HamsterTrainer#0573 on Oct 6, 2021, 10:48:29 PM
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Snorkle_uk wrote:
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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.


Entropy is a concern because it's a guaranteed death, or a guaranteed nerf to your defense, based on when that hit lands.

If you have 1 10k damage hit and 19 100 damage hits, you could either have entropy prevent that 10k from ever hitting you, or the 19 other hits make sure you always get hit by that 10k one. Or every hit has to wait 19 tries before they land their 20th one, which will always kill you.

A true 95% avoidance has the potential to never land, and is 100% fair.
Entropy is just rocks into a bucket, until the weight makes it impossible for you to hold onto it anymore.

A system where you are guaranteed to die, given time, is not a defensive mechanic. The only reason why evasion "worked" was because of dodge, because it doesn't use entropy; and even if it did .. it basically extended evasion entropy by...like you said... 4x as much. So if you couldn't kill an enemy before the 20th swing, you now can because now it takes 80.

The system only worked by sheer numbers, rather than the mechanic itself being credible. In the same semblance, armor only functioned because of being able to essentially "erase" small damage hits, which would have absolutely killed you if you had survived a large one. It doesn't mean armor works as a defensive mechanic, just that given enough mitigation it allows you the brevity to avoid certain death 99% of the time, so it feels like it works.

Evasion will never work in it's new form, because it still falls back on the same old broken design flaw of "Eventually you absolutely die". Making the evasion values more favorable to players doesn't even move that bar a single inch. The removal of melee dodge and butchering spell dodge certainly does.
k everyone still need a unique items to make shield as a defence to work

you guys missed that, where the shield tree buff? still to spend a lot more still tree points in shield then you do other defences and then you still something to ether convert your HP into shield or some other trick for it to be viable.

guess shield will stay extreme higher end builds then.

went from worth something to now worth northing:
Memory Vault: No longer grants “Gain Armour equal to your Reserved Mana”. Instead, it now grants “1% increased Armour per 50 Reserved Mana”.

"Problem:
Because Flesh and Stone blinded nearby enemies, it was incredibly popular. The changes to Blind have reduced its power, so now characters may be missing a low-cost defensive reservation effect.

Solution:
Reduce the cost of Flesh and Stone and change Tempest Shield so that it is a similarly powerful defensive reservation effect (alongside Arctic Armour and Flesh and Stone). The intent is that there are three competing defensive reservation effects that you are able to pick between, or use together."

WHAT? this is a joke.

you guy at lest planning to ad a minion spawn to you new bosses for build sustain, specifically Brutus beucase it the first major bosses and doesnt have any way to new player to sustain there builds without a minion spawning phase in the boss arena.


MAKE LEFT CLICK GREAT AGAIN.
Last edited by maxtraxv3#6008 on Oct 6, 2021, 9:18:30 PM
Problem: Characters have no reasonable options of dealing with monster damage without relying on various forms of damage avoidance, and as a result take way more damage than they did before on average from all sources as a result of previous patch nerfs.
Solution: Nerf all forms of damage avoidance to the ground or cut them out completely, and add a little bit more base defense to the items as well as some defence nodes on the skill tree (which you will have to spend your precious skill points on btw lol).

Problem: One of the main power sources of endurance charges is having a reliable source of life regeneration, and is an enticing benefit of investing into them.
Solution: Nerf life regen so much that it's not even worth to invest into them anymore unless you're a juggernaut.

Problem: Dexterity based characters have no reasonable ways of achieving reliable damage mitigation, and as a result have to rely on dodge and blind as an additional defense layer.

Solution: Remove Dodge, kill Blind and let evasion scale just a tiny bit better.

Result: Various forms of damage avoidance and mitigation are Nerfed significantly. Block is now a WAY weaker mechanic overall. Blind is next to useless. Dodge is cut. Dexterity based characters will now suffer from various one shot deaths even more. Endurance charges are Nerfed. Characters lost a lot of defensive layers and get just a tiny bit better scaling for core defense mechanics such as Armour and Evasion, which you will HAVE to invest your skill points in.
Without specifically referencing all the spoilery specific type stuff, this all looks great. I've always thought that base mitigation, armor/eva/es felt really lackluster and had to rely way more heavily on other things to really get proper mitigation.

Looks good, keep it up!
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KaliSzop wrote:
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Previously, if you had 10,000 Armour and you took a hit that dealt 2,000 physical damage, you'd reduce that hit by 20%. Now you'll reduce that hit by 33%.

A rule of thumb with the new Armour formula is that if you want to get 50% mitigation against a physical damage hit, you need 5 times the damage as Armour


What?

So you have 10000 armor, get hit for 2000, you reduce it by 33% despite it claiming that to achieve 50% of the mitigation you need 5 times the armor, which it has in the example, am I stupid and overlooking something or what's up with that?


This is very relevant.

With the desire to reduce the power of notables and increase the flat value of base defenses we need the numbers right on those base defenses.

This one doesn't look right at all.

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