POE2 is the only ARPG game that has defenses just for decoration!

Enemies one-shotting player is a result of player infinite sustain.

How can you implement a risk of failure to players, when they can leech/regen/whatever infinitely? One shot.
That happened.

If you now stack more defences on players, there will be even more one-shots.


Imo:
Leave defensive layers of mitigation / ehp as they are.
Nerf Leech and other ways to sustain forever.
*poof* suddenly you need to be careful (meaningful combat) as you're on a timer. Boss dont need to one shot anymore. Fight is getting longer. Vision comes to life.
Fight becomes an actual fight and not race of who can one shot the other guy first.
Last edited by Evergrey#7535 on Dec 8, 2025, 11:28:12 AM
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Todos56#1491 wrote:



horrible take, what you are advocating for is just as bad as letting dps get out control, which is also a problem in the game currently.

read what arandan#3174 wrote, they explained it perfectly.

if you are dying you should educate yourself more or reach out to the community to help you troubleshoot your build and/or to help you understand mechanics you are dying to. more likely then not you are trying to force a square peg into a round hole and then bitching about it not working properly.

my experience has been the complete polar opposite, there are almost no one-shots in this game when you build properly, people have got to stop saying this shit.

immortality/near immortality MUST be limited to end of the league, mirror tier items, tier 0 uniques or else this game will devolve into d4 slop.
Last edited by allanballan6ix9ine#1114 on Dec 8, 2025, 12:02:17 PM
ppl ask what the best defense is: armor, evasion or barriers. I just say -- its moving out the way!!!
Last edited by ApacheVE3D#7124 on Dec 8, 2025, 11:44:24 AM
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ppl ask what the best defense is: armor, evasion or barriers. I just say -- its moving out the way!!!


haha, amen brother.
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Todos56#1491 wrote:
Yea it is the sad truth...
Make it hard to archive 100% defencive percentage but give the option of immunity to all defensive categories.


While I completely agree that defensive builds should be viable and defense should be worth investing in for EVERY build in the game, "immunity to all defensive categories" is an absolutely terrible idea.

You want to just walk through the game without having to dodge any mechanics? That makes no sense.
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Todos56#1491 wrote:
Yea it is the sad truth...
Make it hard to archive 100% defencive percentage but give the option of immunity to all defensive categories.


While I completely agree that defensive builds should be viable and defense should be worth investing in for EVERY build in the game, "immunity to all defensive categories" is an absolutely terrible idea.

You want to just walk through the game without having to dodge any mechanics? That makes no sense.


That is the point. If the mechanism to reach all defences to immunity is extremely hard and sacrifices a lot of things then i don't see where the problem is. A build with 2-3 immunities can't survive of all hits. Damage has a ton of types!
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extremely hard and sacrifices a lot of things

what does this mean? unless you are talking about Adorned type shit, this has no place in the game.
Last edited by allanballan6ix9ine#1114 on Dec 8, 2025, 12:31:43 PM
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extremely hard and sacrifices a lot of things

what does this mean? unless you are talking about Adorned type shit, this has no place in the game.


It means it will be not so easy to go for all immunity types. Passive points are almost nothing....
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extremely hard and sacrifices a lot of things

what does this mean? unless you are talking about Adorned type shit, this has no place in the game.


It means it will be not so easy to go for all immunity types. Passive points are almost nothing....


good, it should stay that way, just leveling up a character shouldn't give immunity to 2 or 3 damage types, what are you going on about my man.
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arandan#3174 wrote:
What you're asking for would not be healthy for the game.

Once invulnerable levels of defence are made available, they're never limited to characters who wish to go slowly.

Players would just create effectively immortal builds with tens of millions of dps, which would in turn lead to all the mobs/bosses getting buffed in their damage output.

It'd be the repeat of poe1 in that regard, where multiple defence layers are a requirement in order to avoid 1shots, not a choice hence not changing anything apart from increasing the entry ceiling for newbies even furhter.


You can absolutely design it so that tanky slow builds stay slow and zoomers do not get to be immortal gods.

If the worry is "everyone will just stack defense and still go 500 mph," then make speed itself the risk factor. Basic physics lesson from real life: getting tapped by a slowly rolling shopping cart is not the same as sprinting face first into a moving truck.

Example mechanic idea:
- Slow projectile hits you while you are standing still or moving slowly – you take the "normal" mitigated hit.
- You run full speed straight into that same projectile – effective impact is much higher, maybe dramatically so.
- Same logic for big telegraphed attacks. If you choose to greed DPS and dash through danger at max speed, you are gambling with a much bigger spike.

That way:
- Slow, defensive characters actually get rewarded for playing slow and safe.
- Zoomers can still zoom, but playing like a Roomba on rocket fuel is a conscious risk, not a free win once your layers are stacked.
- The game can support real mitigation-focused builds without automatically turning them into immortal speed farmers.

Yeah, implementing proper relative-movement interaction is not a 5 minute balance tweak, but this is the same game that simulates a small galaxy of tags, conversions, ailments, and interactions per hit. If any ARPG team can wire some basic "fast thing hitting fast thing hurts more" logic into their damage formula, it is GGG.

TLDR, instead of saying "we cannot have real defenses because everyone will abuse them," make defenses strong but tie their safety to how recklessly you move. If you choose to play like a bullet, do not be surprised when every stray pebble is a railgun.

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