"Armour" feel useless for HC

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I like how you can get a bazillion damage to 1 shot bosses and everyones just chilling and someones like, i want to tank a campaign mini boss and people are saying skill issue.


This game seems to be entirely "balanced" around dodge roll. Seems the best option is to stack offensive stats and use RNG to stay alive.

2 of the top 3 on HC ladder are currently dead. You don't time a dodge roll one time and its over for that character. Only 51 warriors in the top 1000...


Sometimes dodge roll does not move you far enough and you just get 1 shot anyways. You have to be able to see the wind up early, preemptively run in an arc around them, then dodge roll. If you are a very patient person then this isn't really a big deal, it just takes 1 moment of thinking if i hit them 2 more times i dont have to spend 20s dodging this invuln phase theyre about to go in, but then youre 1 shot.

Dodge roll+ movement speed is pretty much mandatory. Frostblink was so good for bossing and added a layer of skill in timing. This isnt hard it just requires the utmost patience and willingness to make the fight take "some amount" longer and chance being able to dodge 43 times instead of 5. You're always better off 1 shotting the boss if you can since you only get 1 try.

It doesnt help that mace skills is the only archetype that doesnt have moving while attacking. Monks is a gap closer but its still very fast compared to warrior. Warrior just took it up the rear.
Last edited by Lonnie455Rich#2087 on Jan 9, 2025, 5:28:53 PM
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Sometimes dodge roll does not move you far enough and you just get 1 shot anyways. You have to be able to see the wind up early, preemptively run in an arc around them, then dodge roll. If you are a very patient person then this isn't really a big deal, it just takes 1 moment of thinking if i hit them 2 more times i dont have to spend 20s dodging this invuln phase theyre about to go in, but then youre 1 shot.


As a hardcore only player, I am painfully aware of how mandatory dodge timing is for survival. This game has no downtime. It gets to be a chore. As of late, I have been using leap attack as a substitute for dodge roll with some success. The problem there is also timing and atrocious mana costs.


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Dodge roll+ movement speed is pretty much mandatory. Frostblink was so good for bossing and added a layer of skill in timing. This isnt hard it just requires the utmost patience and willingness to make the fight take "some amount" longer and chance being able to dodge 43 times instead of 5. You're always better off 1 shotting the boss if you can since you only get 1 try.

It doesnt help that mace skills is the only archetype that doesnt have moving while attacking. Monks is a gap closer but its still very fast compared to warrior. Warrior just took it up the rear.


Dodge on occasion is fine if you are ranged. constantly dodging as melee just feels like I am playing an overly punishing Dark Souls alternative.

I remember getting 1 shot by the executioners hammer early in release because I did the fight without movement speed on boots. It doesn't help that an armor chest also slows you down further. This game is much more enjoyable as ranged. At least ES and Evasion actually scale well.
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1. Don't get hit by slams from a giant monke.
2. Armor is shit and needs a buff.
3. It could have been a crit, too bad the game never explains when it is one thus causing tons of false positives when people complain about a death (cuz I sure as fuck have)


Absolute crazy talk, everyone knows the technology for this so called "combat log" simply doesn't exist.
"Dodge or die" is such a fun mechanism for Hardcore...

/s
Just adding a voice to this, because it feels absurd for an armor-based character to be weakest against physical damage--the thing that armor is putatively designed to prevent. Level 87 with 3k life and 16k armor, and I get one-shot to a T1 map Silverfist-equivalent because I missed the direction on a dodge roll. I know it's a half-baked game, but that means bad game design choices haven't yet set; improvements could be made.
Except 10k armour is nothing.

I mean you should be running around with 50k+ armour and 100k+ vs elemental.

(I run with 58k armour and 130k vs elemental myself and I'm rocking a low level unique in helm and boots. You can get over 100k armour and 250k vs elemental.)

At 3k+ life there are very few sources of physical/elemenal damage that 1 shot through that.

Also everyone should be running the node that gives you 75% of physical mitigate is recouped. You'll easily get 1k+ free regen per second out of that in the middle of big juiced packs.

The biggest hits you'll see out of juiced rares are like 2k physical + 3k elemental. With my stats for an example that about 600 physical and 153 elemental.

All you really need to avoid are dots on the ground, boss slams, and the mod that makes physical damage do bonus chaos.
Last edited by Jhaerik2#3188 on Oct 7, 2025, 9:34:11 PM
It should just work like energy shield, with its own bar and regen.
Absorb physical hits and ele damage, cant think something more balanced than this. How hard would it be, sure it would need a rework to cut off armour values to a decent amount like energy shield currently is but this thing to privilege one defense layer and kill the other 2 is complete dogshit.
I agree that it just makes no sense to me how the game design could make armor not reduce physical damage when the damage is big enough. It would make way more sense to me that you can build tanky and then be a tank. The compensating tradeoff should then be that your DPS is crap. But you should be able to tank if that's what you build without being scared off being oneshot by some physical dmg slam that based on the crazy math means your armor does nothing. Crazy to me that a high DPS sorceress actually can tank bigger slams and hits because the ES scales so much higher and you end up with so much more ES than you can ever get life.

What's the point of the damage reduction from armor if you can't rely on it to actually reduce the damage from the biggest hits?

How can the game design make high DPS builds also the safest for HC?


IGN:minisparklestwo

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