Defensive Mechanisms - Warrior vs Rest

Adding +max life implicit on Armour armors could work. So could increasing the amount of flat life granted per point of strength, say from 2 to 3.

I'd also like to see some kind of layering on Evasion armors as a safety valve, because you are super vulnerable to one shots. Something along the lines of Petrified Blood or Progenesis where big hits get turned into damage over time, even if you end up taking more total damage as a trade-off.

I don't really play pure intelligence characters but if Energy Shield is a big problem rather than specific nodes, having it cap at a percentage of your life (which you can increase through various means) would help keep it under control. Obviously Chaos Inoculation would ignore the cap or convert the sacrificed max life into extra max energy shield cap.
ES is absolutely nuts. I don't think armour is THAT bad, but "not that bad" isn't good enough for an archetype that fights close and personal and charges his slowass attacks while everything's trying to kill him. Warrior/mace shouldn't just have defenses that are adequate, he should have BEST defenses, period.
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LaiTash#6276 wrote:
ES is absolutely nuts. I don't think armour is THAT bad, but "not that bad" isn't good enough for an archetype that fights close and personal and charges his slowass attacks while everything's trying to kill him. Warrior/mace shouldn't just have defenses that are adequate, he should have BEST defenses, period.


Absolutely agree here. Warrior should be the tank class ingame. If one class should be able to survive regular one-shots from bosses, it should be warrior.
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Here are a few suggestions:

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1. Bring life-nodes exclusive for the south-west part of the passive tree. Make it easily accessable for warrior, but harder for other classes. This way, Warrior player can outshine other classes when it comes to life.


This is a good idea and support!
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2. Grim Feast is a problem, not ES

No, ES needs to be susceptible to Bleeding affliction in order to reign in the madness that is CI.
I think that armor should be treated more like resistances are, a set % of physical reduction and with higher level of strength requirement a higher % of reduction could be rolled on the armor piece. Then all those armor pieces are averaged through weighted average function (chest piece affects the result more than boots) and a definitive reduction will be calculated. That is something I can imagine and would actually put armor defense on par with other resistances.
Last edited by Puliver#7825 on Jan 5, 2025, 3:52:50 PM
Worse than warrior: Merc

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Warrior has, like the other classes, two defensive options.

- North on the passive tree, we have ES and on top of that MoM. This is huge, giving the player access to 2 defensive options that can tank every damage (hits, aoe, damage over time). Thanks to CI, chaos damage isn't a big problem. And there are enough nodes increasing ES and mana reg. So the north side works pretty good and that's why it's the current meta.

- South-East, we mainly have EV, but rangers go for EV/ES, have good access to "Eternal Youth" and since they attack, can also rely on life leech. And since they dodge sometimes, ES has more opportunities to start recharging. So this works pretty well too. Combine that with ranged high-dps fast clear-speed gameplay from Ranger and it's quite a safe playstyle.

- And South-West, we have Armor and Block. Block sounds good in theory, but can ONLY be used with having a shield, which excludes all 2-hand weapons. This is problematic, since Witch/Sorc/Ranger can go for 2 handed weapons and still use all their defensive options, while warrior is kinda forced to use 1-handed weapons, if he wants to use block. And armor? It only prevents physical damage. And it's less effective against big hits.

So what are the options now? I wouldn't nerf ES/MoM, because it works right now. I would buff Evasion a little bit and give armor and block a huge buff or change the entire defensive options from warrior.

Here are a few suggestions:

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1. Bring life-nodes exclusive for the south-west part of the passive tree. Make it easily accessable for warrior, but harder for other classes. This way, Warrior player can outshine other classes when it comes to life. This also makes sense, since warrior also has some life reg nodes, that would go well with it and the titan ascendency gives +15% more life. I know that you removed life nodes because all classes went for it. But if it's limited to the warriors tree, it should work just fine.

2. Give melee weapons also a block option. That means, that all melee weapons have a %-block stat, which differs depending on the weapon (2-handed mace should have more then 2-handed quarterstuff). And ofc this stat should be lowern then having a shield. And instead of "Raise Shield" make it "Raise Weapon". Skills based on having a shield equipped would ofc not work with a 2-handed melee weapon. This way, warrior could make use of the block stat, no matter if the go 1-hand or 2-hand.

3. Armor should give, similiar to elemental resistance, a fixed damage reduction. So if you have 75% armor, you only receive 25% physical damage from every source.


With these changes, warrior would feel much better in terms of defense.
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LeFlesh#9979 wrote:
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2. Grim Feast is a problem, not ES

No, ES needs to be susceptible to Bleeding affliction in order to reign in the madness that is CI.


Sure, as soon as I get my Staunching Flask back.
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LaiTash#6276 wrote:
ES is absolutely nuts. I don't think armour is THAT bad, but "not that bad" isn't good enough for an archetype that fights close and personal and charges his slowass attacks while everything's trying to kill him. Warrior/mace shouldn't just have defenses that are adequate, he should have BEST defenses, period.


This. I have no problem dealing less damage and killing bosses slower than everyone else. Not even with winding up attacks for several seconds. But if that's the case, I want to stack my defenses so high, that I can laugh at the hordes of enemies trying to push through.
Currently I can hope that I won't get oneshot midair trying to leap slam, which is quite the opposite.

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