[Feedback] Giga-Nerf Energy Shield in Patch 0.5

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Albibu#9602 wrote:

Untill 8k ES is normal builds. But 10-20k is clearly OP.


Agreed, they need to limit ES top end builds to be around 8-10K ES. Its obvious that 10-20k ES is just stupidly OP.
Last edited by CharlesJT#7681 on Mar 22, 2026, 2:47:19 PM
ES needs a nerf

There's a 15:1 ratio of ES nodes : Life nodes

We can't scale life, GGG specifically stated they were hesitant to put %increased max life nodes as THEY DON'T WANT PLAYERS ABUSING IT

Ok then why the fuck can a player abuse ES and get 10k pretty easily with the right gear and then 100k ES with busted gear? the new modifiers they added this season that replace mods on only certain uniques, Some of those uniques have base mods that increase ES by 300%, replace the right mod and you can get +ES and still have the 300%+ increase making the base ES of the armor 1k+

Ya its a fucking joke and the only way to currently play is the "meta" aka the over tuned stats while they neglect buffing every other or simply NERFING the meta stats, which is all they have to do

My suggestion has always been INTRODUCE FORTIFY

A lot of other ARPG's have fortify or something similar for physical classes, Or at least ways to actually scale HP + Defenses adequately
Even having 50k+ armor and over 100% applying to elemental + max resists, Your HP still gets widdled away too easily, and slams are still a guaranteed kill

Fuck even increasing life regen, A spellcaster not only gets an absurd amount of hit points but also an absurd amount of ES regen
Its pretty easy to get regen time down to 2 seconds after getting hit, and 1k regen a sec
A melee class gets hit? You need leech to see any meaningful regen, 120-200 is not enough, 120 regen a sec vs 1k ES regen a sec, Sure you need to wait ES regen and its really not that hard to get hit, A spellcaster will have regenerated more ES in 3 seconds then a melee regenerating life over the course of 3 secs
Last edited by Jobama#9902 on Mar 22, 2026, 4:53:35 PM
idk for a solution I think the depreciating effectiveness curve for armour needs to be looked at, Maybe the max hit from physical should be matched if not higher than it's max hit for elemental.

I think health regen would still be a fun option if there was a node that could compete with life leach.

more % max life on the passive tree wouldn't hurt either. Items with a % max life increase as an implicit mod would be cool. The low scale of % max life seems fair (like 15% and 5%) but there are not enough opportunities to have those mods.

I guess one way they balanced the game was by adding thorn damage as a mod for ES items LOL
Last edited by TwitchGLHFsport#2155 on Mar 22, 2026, 5:30:55 PM
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Jobama#9902 wrote:
ES needs a nerf

There's a 15:1 ratio of ES nodes : Life nodes

We can't scale life, GGG specifically stated they were hesitant to put %increased max life nodes as THEY DON'T WANT PLAYERS ABUSING IT

Ok then why the fuck can a player abuse ES and get 10k pretty easily with the right gear and then 100k ES with busted gear? the new modifiers they added this season that replace mods on only certain uniques, Some of those uniques have base mods that increase ES by 300%, replace the right mod and you can get +ES and still have the 300%+ increase making the base ES of the armor 1k+

Ya its a fucking joke and the only way to currently play is the "meta" aka the over tuned stats while they neglect buffing every other or simply NERFING the meta stats, which is all they have to do

My suggestion has always been INTRODUCE FORTIFY

A lot of other ARPG's have fortify or something similar for physical classes, Or at least ways to actually scale HP + Defenses adequately
Even having 50k+ armor and over 100% applying to elemental + max resists, Your HP still gets widdled away too easily, and slams are still a guaranteed kill

Fuck even increasing life regen, A spellcaster not only gets an absurd amount of hit points but also an absurd amount of ES regen
Its pretty easy to get regen time down to 2 seconds after getting hit, and 1k regen a sec
A melee class gets hit? You need leech to see any meaningful regen, 120-200 is not enough, 120 regen a sec vs 1k ES regen a sec, Sure you need to wait ES regen and its really not that hard to get hit, A spellcaster will have regenerated more ES in 3 seconds then a melee regenerating life over the course of 3 secs


Or, we just ask real good Life players (Carn, Alkaizer and lots more), who don't recommend weird D4 mechanics and who do understand, that you can't compare Life (affected by armour) to ES 1:1. Maybe we will get an answer, after they laughed for a while. People, who really know, how much ES would be comparable to a heavy armoured character, that mitigates lots of damage. Yes, ES players can tank some slams....but in some occasions, they can die like a midge.

Meanwhile you could search for one viable build in poe.ninja, that plays with 100k ES and post it here. As I've said: VIABLE builds. I haven't even found many over 20k...but everyone seems to think, that every ES player runs around with that. I have seen so many dead ES players in the HC ladders, they are legion. And yes, I have also lost some there. When the game wants to kill you, it finds a way. But.....maybe you should impress us all, by playing one there.

Go on... baffle me and I will admit, that I am wrong :)
Last edited by Supercow_X#7071 on Mar 22, 2026, 5:44:50 PM
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I guess one way they balanced the game was by adding thorn damage as a mod for ES items LOL


The absoulute masterpiece is thorn damage on evasion items :D
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I guess one way they balanced the game was by adding thorn damage as a mod for ES items LOL


The absoulute masterpiece is thorn damage on evasion items :D


Deflection is better. Like retaliation!
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more % max life on the passive tree wouldn't hurt either.


I would really like to see a few % max life added to the passive tree around warrior section so we can stack another 750-1,000 life would be a great addition to life builds.
Last edited by CharlesJT#7681 on Mar 23, 2026, 1:06:56 PM

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