Life vs energy shield question
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I know it early acces but realy????, energy shield guys are runig wit 27k shield and I seen one warrior with 6k life, armour is terible all life node removed but there is tens of shield nodes everyware , like where is logic here ?
Last bumped on Feb 12, 2026, 12:03:09 AM
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There is none. They just are clueless
On Probation Any%
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" Logic is supposed to be Energy shield as a defense shows your EHP (as you need to compensate the bulk of the games damage of phys hits elsewhere), while armor has the same ehp for non-elemental, but doesnt show EHP. Sadly they made armor worse compared to PoE1 instead of flat DR and Grim Feast covers for one of the weaknesses of ES while giving overflow, a effect so powerful its otherwise locked to major slot uniques, build limiting conditionals or ascendency (Wind Dancer does too since it compensates for Acrobatics + gives 10% more without focused investment, just end of campagin gem level, quality and +3 melee from weapon, but its better designed since it has skill based downtime instead of being win more thats for another topic). Last edited by Andele3025#7365 on Jan 4, 2025, 9:59:14 PM
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Energy shield, sort of like evasion, is supposed to be a life saver for when you failed to dodge manually.
But those 2 were created in PoE 1 1.0 more than a decade ago. Now the player gets thrown in situations where it is impossible to manually dodge everything. So either have ridicule inflated ammount of ES or Damage or both. Kill before getting one shot. Until they tone down both broken scaling of ES and damage AND tone down monsters a lot too, nothing will change. Unless they give more options to scale other things like life/armor/slams to broken levels of damage/clear/speed Then we might as well go play PoE1 Last edited by Gordyne#2944 on Jan 4, 2025, 10:59:01 PM
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As Andele said. The eHP on paper works out but the functionality doesn't.
I would also add When you add in MoM + Recoup the eHP and recovery gets very silly. I like MoM being 100% like OG Diablo 1 but even the nodes for ES are higher % values. I haven't played an Armor character but Evasion just doesn't work on some enemy attacks. You also get knocked back by attacks that you evaded which is really stupid. I always loved Wind Ward and in PoE1 I never understood why players didn't take it since it also stacks with Arctic armor for easy to get and reliable 50% less damage taken. "Never trust floating women." -Officer Kirac
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i will just post one example here, in poe 1 you can get 8% energy shield on jewels, in poe2 its 20%, what happened here?
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With all this ES vs Life talk I feel like we're gonna see a few things 0.5 or onward:
- Nerf to CI - addition of "X% increased life" on existing non-hybrid armour and evasion affixes. - Additional life bonus from strength - "X% increased life" roll-able on ruby and emeralds as a prefix. - Maybe less accessibility overall to increased ES. Last edited by karsey#2995 on Feb 9, 2026, 12:04:46 PM
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A solution lies to conversions....
1 STRENGTH = 6 Life points End of the discussion. Otherwise we choose all ES builds. |
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I thought it would be cool if they created a class of items with lots of life for the base stat and have % life increase, armor, life regen, etc.
Just like there are armor belts, there could be belts for increasing life too, alongside body armor. They could increase the values for life modifiers Idk why everyone is complaining though because my warrior feels like a hard to kill beast even maximizing melee damage with a 2 handed, with a tower shield bossing was really easy. With an energy shield bleed effects ignore shield so it’s easier to die and not know how. |
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LIFE needs to be REMOVED FROM EQUIPMENT PREFIXES, to allow armor/ev have triple defense prefix like ES.
Then, LIFE need to be put back into tree, with much higher value to compensate. The problem is ES have so much value, in equipment, and tree, and with CI, it became a no brainer. POE2 also have much lower base HP I think, so CI became the default defense because you aren't sacrificing much, to gain alot. Frankly, I think deflection is a superb idea, as with armor as elements, but they are still abit lacking, in value. Also, I believe, armor still need to be combined with FLAT damage reduction, basically enabling some damage reduced to ZERO, for the purpose like Sorcery Ward (any damage hit will reset its timer leaving you with zero ward). Flat reduction will work well with damage being reduced by armor. EV just need more raw value, which will be attainable if we don't need to compete with Life. Last edited by Exilion99#5481 on Feb 10, 2026, 7:03:48 PM
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