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

So same meta as last season, we skip and wait for poe4.0 to come out?
Why you didn't post these things 1-2 month agos? Now just two weeks before new league started, many changes and you are thinking that you will change the ideas base on our feedback. I don't think you can do it.
Everything be changed in short time will cause things which we don't expect.

From your ascendancy class changes, i am thinking about the case i am a poor kids, and i ask my government why my friend rich. And then my government ask my friend give their money to me. Lol and now i become a rich kid.
Last edited by zZSuperHeroZz#3132 on Oct 7, 2021, 5:08:01 AM
I'm a bit shocked.

Here I was expecting massive sweeping redesigns of core defences to make them more suitable for general use. Instead, they're just as narrow as they always were, and the few defenses that were in a decent spot have been nuked from orbit.

The problem with armour isn't that it's too hard to stack. That's never been a problem. It's that it only applies to physical damage, and only hits at that. Why choose such a narrow defence when evasion and energy shield compete for the same spot.

Putting max res on the tree isn't going to fix that. You'll just take the res where you can, and build something else anyway.

Likewise, spell supression is not a solution for evasion. In evasion's case, it's one shots that are it's bane. Reducing spell damage is all well and good, but spell dodge already effectively did the same thing, leaving evasion much the same after as before, and probably slightly weaker. 100% chance to reduce spell damage by 50% is still worse than ~60% chance to ignore it entirely.

Then you still have to contend with one shots as well. Overall, that looks a lot like a nerf to me. People will use it, but only because everything else was gutted, and defences were too fragile already.

Energy shield remains viable, but thats because IT'S USEFUL ACROSS THE BOARD. It gives you an additional hp pool, and several tools too shore up it's only real weakness - chaos damage - with minimal effort.

I am not a fan of these changes. I came into this thread expecting to see massively improved defensive options. Instead, I see the most useful defences removed, ineffective ones remaining much the same, and playing builds that can actually take a hit being likely even less viable than before.
Hello
i am not going to filter through all the spam posts before, so apologies, if this has already come up.

"

Problem:
Energy Shield is most often used with leech and regeneration like Life, rather than embracing its unique recharge mechanic.

Solution:
Increase the base recovery rate of Energy Shield recharge. Rework the downside of the Wicked Ward Keystone. Move improvements to Energy Shield Recharge to the core modifier pool for Energy Shield gear, away from specialised item mechanics.

....

-Percent Energy Shield Regeneration modifiers can no longer be obtained on Energy Shield-based Body Armours, and are no longer in the Influenced modifier pool.

-The Ghost Reaver Keystone Passive Skill now prevents your Energy Shield from Recharging (previously 50% less Energy Shield Recharge Rate).



Problem:
Builds using ghost reaver have no feasible way to recover energy shield outside of a fight. I am thinking of labyrinth traps or scenarios where you kill the last mobs in a league-mechanic and get hit by on death effects etc.. e.g. a blight encounter: your leech capped you during the fight, but you got hit by on death mechanic and are now sitting at 10% ES. normally you would just wait for 5-10s and open the blight chests in the meantime till you have enough ES for the next pack/league-mechanic. Now you are either forced to regret the ghost reaver in the map and then reskill it.. (yeah right....) or path over to the zealots oath (>10 points from ghost reaver to zealots oath) and invest in some form of (very inefficient on high ES) life regen (maybe with the consecrated ground flask, giving zealots oath, but to wait patiently for 10s or more on the small patch of consecrated ground and not do anything useful seems so bad, that i would just continue on to the next pack and take my chances). On a life build you could just pop a life flask (after the fight you should have enough charges) and be topped off before encountering the next pack.

Solution:
Dont remove ES-recharge from ghost reaver, just make it not feasible as an "in fight"-recovery mechanic.

Problem:
The RNG-bases are bad... nobody will craft on non-perfect bases (especially not with the chaos-spam, then exalt-slam preferred way ;-) ), because IF you manage to hit that perfect mod-combo for a mirror item and then have it on a not optimal base, it is going to hurt too much...this effectively means that 20/21 ES bases and 10/11 other bases are "useless"

Band-Aid:
Give an option to filter for the perfectly rolled bases in the item filter, so we dont have to pick up and manually check bases which will be discarded >90% of the time (if they are equally weighted)

Solution:
Well, i would be for removing the variable bases, but if you feel they are needed for base-farming to be a thing, leave them in with the above mentioned band-aid or another solution.

We will have to wait and see how the other stuff plays out ingame.
See you next league!

Edit:
the more i think about it, the more i feel this change to ghost reaver is hurting massively in qol. eg. on a sirus fight you will get hit by some of his ground effects while trying to get him down from his floating throne. there is no way to back out and regenerate ES with these changes, even if you take the zealots oath flask, since that only has 1 use and cannot be refilled by anyone other than pathfinder. just change the "prevent energy shield recharge" to "prevent energy shield recharge, if you have damaged an enemy recently". that should solve the issues of relying on recharge and leech for sustain in a fight and still allow players to recharge ES in a safe spot.
Last edited by lamaikyl#5875 on Oct 7, 2021, 11:56:29 AM
"
fireinthahole wrote:

Likewise, spell supression is not a solution for evasion. In evasion's case, it's one shots that are it's bane. Reducing spell damage is all well and good, but spell dodge already effectively did the same thing, leaving evasion much the same after as before, and probably slightly weaker. 100% chance to reduce spell damage by 50% is still worse than ~60% chance to ignore it entirely.

So you'd rather have 40% chance to get one shot than to have 100% chance to not get one shot (50% damage reduction because of spell suppression).
Seems like you're protecting that "bane" of evasion based characters
"
DarkenX wrote:
"
kramuti wrote:
The reason that Dodge and Spell Dodge were necessity is because at high levels you are instagibbed if touched.

The outright removal of this, with very lackluster offsets means that I made the right decision on putting this game aside for the long term.


Then, as the most obvious question, why are you HERE still?

So if we stopped playing we are not allowed to follow the development any more? Ye, nice logic.
"
Rekill wrote:
"
DarkenX wrote:
"
kramuti wrote:
The reason that Dodge and Spell Dodge were necessity is because at high levels you are instagibbed if touched.

The outright removal of this, with very lackluster offsets means that I made the right decision on putting this game aside for the long term.


Then, as the most obvious question, why are you HERE still?

So if we stopped playing we are not allowed to follow the development any more? Ye, nice logic.


Best defence mechanic after all those buffs (c) is just not to log in!

Nice.

Btw

Long live oneshots! 3.16 is more oneshot fest than ever! This is a buff!

:)
Looks like you managed to make it worse... Doesn't look like any actual problems are solved, while a lot of existing mechanics are broken.
Organic chemistry is a weird thing. If you add a spoon of shit to a barrel of jam you'll get a barrel of shit.
So u guys made already expensive archetype(energy shield) and made it even MORE expensive...Wow, just wow.

Also influenced items are even worse now. Atleast 99% of the time :)


Just wtf ggg. U didnt understand what Grimgor, Ghazzy, Ziz, Raiz etc. said AT ALL. They begged u for good loot, that we would finally start PICKING UP rare items and u came up with this? "items have chance to have 10% more of a stat"

And Gladiator nerf... Ele hit time i guess
Right Side Tree Considerations.


ADDED: Ghost shrouds, Evasion buff, and (Spell Suppression OR Spell Dodge).

REMOVED: Blind is dead, No Phase Acro/Acro, Wind Dancer is dead, No Attack Dodge.



In total, I think right side of the tree is dead. Especially life builds.

Tell me if I missed something pls.


Last edited by Gid_PathofExile#2937 on Oct 7, 2021, 5:43:15 AM

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