I really dont understand how defences work in this game
No reply?
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+1
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" Im not saying changing this two mechanic would solve the game. But I think its a necessary step to balance endgame because the main issue you just cant kill players who nullify incoming damage, and whatever they get is instantly regenerated. Their "only" solution (allegedly) is to oneshot players. - Change the two mitigation. - Armour needs buffed. - Nerf leech and regeneration Tbf, I was even thinking that removing flask would be a huge help too - take away heals. Every "defensive" support gem is just heal, heal heal and more heal. When I go full battlemode I have like 30% leech, 15% max hp/res + flask. I really wonder what my overheal rate is, and how useless healing is, because when your hp goes from 100-0 there's not much to heal there... Would it be hard to change a few to "reduce damage"? - tone down the patches on the ground. Instead of ticking like 30% hp per second it could be a stacking debuff. What about % hp damage. Punishing, but wouldn't kill players... (in case we check loot) - introduce defensive skills and crowd control abilities. we have spellslots anyway, because due to minmaxing every spec is funneled to 1 button builds. The game needs crowd control abilities Shift from passive statchecks to actual meaningful decision. Its not a skill to outgear content or having so much max res and healthpool that you can just ignore the fights. Or admit that the ARPG part is secondary, and in reality the game is learning rng manipulation XD Give us knockback with collision bonus. (ie: if target hits the wall it get stunned) Smoke screen should limit Line of Sight of enemies, not reducing accuracy. So while they reposition themselves you kill the other half of the screen. Introduce retaliation skills for each class. And give them a cooldown, we don't want to change those to "autoattacks" Quagmires that slow down speedsters Counterstrike that reflect projectiles back... A warrior shout that reduce enemy attack damage, but would increase attack speed (would be good for thorn or shieldless builds) Where the traditional disarm? Shield wall should absorb aoe damage. It does the same thing what you do with the shield anyway... XD |
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" I can get behind that, unhinged balance leads to atrocious learning curve:) Players are either undergeared (and get frustrated) or overleveled+overgeared (and become the snobby faction on these forums). But the biggest elephant in the room is: this very mess was what made poe1 popular originally and contributed the most retention. The center of mass here are players who work to trivialize content, blow up screens of mobs, and show off with that. Fixing balance means taking it away from them. While I actively criticize GGG for their hypocrisy (they keep saying how they want to slow things down, then leave LS in the game. And several spectre nerfing hotfixes, lol), and call them out on shitty mechanics like exp penalty in the realm of RNG oneshots (for the sake of simple majority of normal players who needlessly suffer), I can see that the minority of abuser whales still has the decisive vote, and GGG will cater to the latter first. They pushed a truckload of nerfs with 0.2, but end result is mysteriously the same as before: poe2 steams show blowing screens again, not "meaningful decisions". Last edited by Echothesis#7320 on May 7, 2025, 4:16:32 PM
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" The campaign feels good. Each class have an identity. Sometime feels odd. Ie: silverfist oneshotting a shield user warbringer... Ist it us who supposed to counter him completely? But game is about a few mobs having a well telegraphed, and punishing ability. I think most of them takes like 2-3 seconds to actually connect. But mapping is the same as statstacking: its mod and enemy stacking. Volatile plant itself isn't cruel. But when it comes with 4 mod, literally hundred of enemies chewing your face while archers pulling the strings to shoot like wannabe Lorderan Archers from Dark Souls, caster sending meteors and runic carpetbombs while brutes walking in your face, casting enrage and stomp at you... While you get donut lightning, regeneration, invulnerability, etc mod stacked up... You cant filter out in that mess who you supposed to dodgeroll, so the simpliest way to counter that is: https://www.youtube.com/watch?v=7ZLS5KNDelI Well yeah... for powerfantasy perspective the game is balanced: The question isn't how can you beat the game. The true question is how much hitpoint, resistance and dps you need for each Map tier I guess... |
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" Ok fair enough you didn't use Grim Feast and my assumption was wrong but the hatred imo still isn't warranted from your line of thinking but I would certainly agree if you said it was uninspiring in the early game. If you have over 70%+ evasion that's fine and tied with other defenses and spirit skill synergies that's good, HP and ES are literally the flat line soak damage pools and evasion+block are the chances to avoid damage entirely, with resists and armor being the mitigation. The only thing that should stress anyone out is that both Evasion and Block don't have purpose in most of the campaign but does Evasion need a buff? I'm not so sure about that because of how effective it is the Ghost Shroud spirit skill + The true evasion keystone but you could argue if these things didn't exist evasion is just lacking entirely and is in the very niche realms like shield only play. Perhaps Evasion could be buffed to proc certain things, like if you avoid things you get a boost of movement or your dodge roll has increased travel distance (increased travel distance dodge rolls are very fun when you get the boon in the Trial). But from my long history of gaming, I would be very cautious about over buffing any mechanic that allows the player to avoid damage entirely as that trivializes content because all I can see from your perspective is that if you have 90% evasion, you should be free to make a tea or coffee without pressing the keyboard escape key when this is meant to be an immersive game experience. Last edited by TrunktenUK#3407 on May 8, 2025, 7:08:46 AM
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" Target lock by bosses blew my mind completely when I first started playing this game. It's like, what am I supposed to do with this? Learn frames of all abilities of all bosses and click dodge roll in a perfect ms timing, then repeat it 50 times during the fight (multiplied by RNG of lesser spam attacks from bosses)? Are devs sure this is fun? Second thing that blew my mind - I might have hp+es on all items, plus some boosting abilities from the skill tree and this is still by far not enough to survive a boss fight. What am I supposed to do with this? Grind trade site rather than playing the game? |
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the defenses are a LIE. There is no defense in this game except dodge roll. There is no way to build your character in endgame to survive any hits whatsoever, without your offense becoming a wet noodle and the fight taking 100% longer.
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Still not impressed with the spirits, they are underwhelming in their loot droppings (yes droppings it's poo).
The charms they occasionally drop are also amazingly bad. And too specific to be broadly useful. So that makes them almost worthless outside one specific build. *sigh* |
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" Spells are no different than attacks in poe2 regarding defenses |
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