Why ES is so far ahead of Armour [MATH]
"How commons are hits of 60000 physical damage really?"
Stupid question, its 100% common when you do content that actually matters. And if you spend 200h grinding your warrior to only realise "buddy, seems like you have made a class choice mistake, you see endgame content is not for melee warriors". Just stupid. ___ Hoo there wanderer... Last edited by Henide#3803 on Sep 11, 2025, 4:54:14 AM
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" Heavy hits are pretty common. Even white mob may still two-shoot you with 90% armor reduction, and I'm not joking. Nevertheless boss that is oneshotting with something else than telegraphed "red attack" while in theory you have capped armor is pure bullshit. Because ES guy may actually survive that while THEORETICALLY ubertanky Warrior will get pummeled into the ground even if he has 10k HP. It feels really bad when your character is designed to be a tank because as a melee he HAS TO be a tank in order to play the game and in the end he may as well be naked. And I will remind that most ES builds stay away from the boss and can actually move WHILE doing damage. So they have it easy to dodge boss in general, they just stay on the move and this hit will not even happen in the first place. Meanwhile many Warrior builds are actually really melee or at least half-melee and they need to be around the boss to deal damage. Also they have slow movement and slow attack animations, so they may find it hard to even damage faster bosses because they can't even finish attack animation, because boss is already endangering them with one-shot move. And I speak from experience because I play Warrior and have particular example to prove my point. Imagine that you encountered meth-infused Silverfist. Because I once encountered Silverfist boss that had like +25% higher attack speed. As ranged this fight would be trivial and if you allowed yourself to get hit by this monke then you are bad at the game and git gud, because if you can attack while moving then problem is pretty much solved on it's own. However as a Warrior I CANNOT move while attacking and my main damaging single target skill beside "nuke from the orbit" (HOTG) is Rolling Slam. I couldn't even finish attack animation before monke was able to pull his own. I died in that fight 3 times, each time from one-shot because I had to take the risk of getting nearby and sometimes Rolling Slam or Leap Slam took me a bit too close to the place the boss was attacking. Another example? Terracotta guys from Sekhamas - the same thing, if you can stay away from them it's absolutely trivial, they are slow and clunky. However as a Warrior you most probably need to stand BETWEEN them because you need to kill them both at the same time, otherwise they will merge and wreck you even harder. And now you need to track two bosses that are kinda slow, but you are between them and they kill you with one hit. Therefore in current system Armor is ass when used by melee class, and there is only one class that actually fully embraces armor and it happens to also be melee. Warrior is fucked up threefold vs literally anything else, because: 1. Armor is trash for strong hits 2. He HAS TO be near the target to damage it quite often 3. He cannot move WHILE attacking while all rangeds can |
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" That's actually exactly how I feel right now. Mapping is not that bad ...unless mob with "just don't stand nearby bro" aura appears. Let's say some green abyss bullshit that has aura that kills you in 2 seconds. But bosses are terrible, I don't feel tanky at all and all my deaths are one-shots. I never die in other way, always only one-shots because armor is trash and being melee is heavily punished in PoE2. Rangeds have only one mod that sucks for them and it's Proximal Tangibility, and they still cry about it. Meanwhile we as Warriors are tormented by exploding corpses, multiple auras, multiple exploding bullshit, shit on the ground that you cannot even see in sea of mobs, even slow bosses may oneshot us, because we are also slow and often can't even move. Armor should be best defense in this game if melee is supposed to be at least somehow balanced. With 90% phys and 85% armor to elemental reduction I shouldn't even give a shit about being hit nor I can even give a shit, because I need to focus on dealing damage. |
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Huh, aren't bosses actually much easier during maps because of the nice big and clean arena and the ability to tunnel vision on one thing instead of the 5 yellow abyss striders who are bum rushing you?
Last edited by Johny_Snow#4778 on Sep 11, 2025, 5:15:20 AM
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" With 300% increased critical hit chance to almost in every map, should be succeeded as 3k flat damage and 3k addable from Critical. Most times players get a certain death due to the insane +100% bonus damage wich in my opinion should reduced to 30% max value. Last edited by a09368652#0684 on Sep 11, 2025, 5:28:24 AM
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" Depends on the boss. But in general there are no situations in this game where being melee is better than being ranged. As ranged you just kite the boss with ease, literally no issue. As warrior you can get killed by ANY boss, because you need to stay in his area of danger while ranged can just run circles around him and you have to be braindead to get yourself killed. The only thing the Warrior has to make up for all of this is damage and in some cases - shield. And yet this damage is still worse than Deadeye's, and Deadeye has Deflection so Evasion is 360 degree shield without having to waste offhand and also Deflection is like Armor, but better because it's flat and not scaled in some bullshit way. We are in state of the game, where ranged classes move twice as fast, can attack from afar, can move while attacking AND also are more tanky because their defence mechanics are more reliable - be it Evasion+Deflection or ES. General design of the game is against Warrior in particular in nearly every mechanics currently. Last edited by Granathar#7992 on Sep 11, 2025, 5:29:12 AM
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Proximal Tangibility is dogwater solution to the "balance". It adds nothing but tedium to the game, it does not even have visual information that mob has that trait.
___
Hoo there wanderer... |
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" dear sir or madam, I have not uttered such words, please check your quote. ___
Hoo there wanderer... |
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" And it's the only thing ranged classes fear in this game as they can trivialize everything else by just not being morons and looking at the ground and staying away from mobs. They need to remember only these two rules and nothing else. Meanwhile melee has to deal with every single thing in existence, sometimes even with few of them at once where you cannot even see the ground as you are surrounded by mobs because that's how you actually fight. Last edited by Granathar#7992 on Sep 11, 2025, 5:32:36 AM
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" I mained warrior in 0.1 and 0.2 when game was even more ass, all of that is true, that does not mean that Proximal Tangibility is a good solution. ___
Hoo there wanderer... |
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