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

I guess spell suppression is to be it, but it's SO COMPLICATED NOW I can't wrap my brain around it. Hopefully POB will help me out
Ok i guess archers are going to go 1k life
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I guess spell suppression is to be it, but it's SO COMPLICATED NOW I can't wrap my brain around it. Hopefully POB will help me out


In short, they're replacing Dodge with a passive that can be stacked up to 100% that reduces spell damage taken by 50%, and can be further improved to make spell hits against you unlucky.

In my best understanding: Dedicated Evasion builds will be taking 50% less spell damage at all times, which means they have 50% more survivability against the one thing that used to shred evasion builds.
Every death brings me life.
Hey guys
I thought about full armor characters.
Currently the armor is sufficient to map quietly the problem is to get oneshot by big mobs and bosses.

With the changes you will need less armor to reach this state which opens up possibilities for mixed characters, but because of the rule that says armor cannot prevent more damage than its value divided by 10. You will still have to have 50,000+ armor to avoid the oneshot.

So basically it doesn't change anything for full armor characters.

Am I right or did I miss something?
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Ageless_Emperion wrote:

Yes, but actually no...because the primary source of the death in the game is still one shots. The NPC side of things got no changes done to it to make extra investment into defenses actually viable for end game. Its harder to get viable items now and lets not forget the multimillion dps checks that are the end game bosses.

All these changes do is cripple accessibility to defenses while not doing anything about the underlying reasons why the player base asked for more diverse defensive options in the first place. This is a tonedeaf response from developers that are far more concerned with fulfilling their fetishized vision of an ARPG than actually making a fun, functional game.


I truly believe that one-shots are much less common than is believed. We call it that because it happens so fast - but often enough it is obvious that it was not one big hit but 50 or even a 100 small ones in an incredible short time-window. These changes should help mitigate that by providing more ways to actually get defenses against those small hits and make it easier and faster to regen life / ES when it happens.

As for viable items: I guess we should wait and see. I too read the details of additional mod tiers for several things which means even more crap that can roll late-game. But at the same time, some slots also lost stuff. We will have to see how much harder it is to get a good item. I believe it will be easier to get a good (or viable) item but more costly and expensive to get a perfect one. Not that that's a hard prediction with the random range of bose armour /evasion / ES on items now.

And lastly, I'm surprised that you think accessibility is lower for defenses than before. My impression is that it is much easier to get defenses in the tree, which is a more natural way to achieve them and I believe will lead more people to actually use them or at least consider them. Yes, items will be harder to roll and get certain modifiers on, but I don't see that as removing accessibility overall, just making it harder to perfect your gear. But maybe you mean something else?
This patch - don't forget to slow down Alva's timer, Niko's delve cart and Cassie's mob spawner.
I'm actually a bit concerned.. Even though part 1 and 2 are insanely nice and feel good to read..

I kind of have a weird feeling that they have overstepped it a bit.. When i read through some stuff there are some extremely high %'s involved

Even though many of us, including me, whined about getting one shot all over the map by anything.. I think some of this is going to make us gods.. not that i'm opposed to it xD cuz i would love to see everyone reach end end game..

I'm just scared that due to the possible 'overbuff' shit is gonna get nerfed spell/supportwise..

Anyway, looking good!
Increased FOV when?
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Serdoa wrote:
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Ageless_Emperion wrote:

Yes, but actually no...because the primary source of the death in the game is still one shots. The NPC side of things got no changes done to it to make extra investment into defenses actually viable for end game. Its harder to get viable items now and lets not forget the multimillion dps checks that are the end game bosses.

All these changes do is cripple accessibility to defenses while not doing anything about the underlying reasons why the player base asked for more diverse defensive options in the first place. This is a tonedeaf response from developers that are far more concerned with fulfilling their fetishized vision of an ARPG than actually making a fun, functional game.


I truly believe that one-shots are much less common than is believed. We call it that because it happens so fast - but often enough it is obvious that it was not one big hit but 50 or even a 100 small ones in an incredible short time-window. These changes should help mitigate that by providing more ways to actually get defenses against those small hits and make it easier and faster to regen life / ES when it happens.

As for viable items: I guess we should wait and see. I too read the details of additional mod tiers for several things which means even more crap that can roll late-game. But at the same time, some slots also lost stuff. We will have to see how much harder it is to get a good item. I believe it will be easier to get a good (or viable) item but more costly and expensive to get a perfect one. Not that that's a hard prediction with the random range of bose armour /evasion / ES on items now.

And lastly, I'm surprised that you think accessibility is lower for defenses than before. My impression is that it is much easier to get defenses in the tree, which is a more natural way to achieve them and I believe will lead more people to actually use them or at least consider them. Yes, items will be harder to roll and get certain modifiers on, but I don't see that as removing accessibility overall, just making it harder to perfect your gear. But maybe you mean something else?


I do agree to the point about one shots being less common than perceived. As a HC player who knows a thing or two about getting one shotted, most of my early deaths were due to forgetting to manage my resistances, not getting ailment cleanses, keep up my health, not knowing mechanics (I have 'The Kitiva Cross' burned into my memory) and finally by getting to bold with my map/heist affixes. Avoiding one-shots tends to be a mix of knowledge and caution in a game where you really want to push for boldness.

I'll admit that the game could use more feedback - I'd literally buy Chris Wilson a golf set if he would implement a Combat Log - but I feel like most of my deaths could have been avoided by better positioning or better play.

Except for Heist. Heist kills my ass dead and I just sort of have to take it because oh my god they just keep coming.
Every death brings me life.
"
Discipol wrote:
I guess spell suppression is to be it, but it's SO COMPLICATED NOW I can't wrap my brain around it. Hopefully POB will help me out


From what I can understand.
If you can get 100% spell suppression.

You get hit by spells 100% of the time.
You get permanent 50% physical spell damage reduction.
50% reduced spell damage on top of your 75% max elemental resist, which is crazy, don't know the exact calculations.

If you get the Revamp Acrobatics. And you manage to invest max 75%.
You get hit by spells 25% of the time.
You get hit for 100% physical spell damage.
Elemental spells which get reduced by 75% of your max resist.

Most players will just get 100% spell suppression which requires lesser investment.

This requires more investment over the Massive powered original dodge.
You need 900 Dex to get 30% spell dodge now.

Iron-Reflex could be a thing now.
Last edited by linghuchong9#4177 on Oct 7, 2021, 12:23:04 PM

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