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They should be back up in approximately .Why are fortify nodes and the fortify gem so punishing/bad?
Maybe change place of those node and increase effect?
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" Well, I may have a solution to this: -Change the Melee Damage to more attack damage instead... -...but reduces the damage bonus to half its value if a bow or wand is used. -Fortify does no longer work with movement skills -Fortify gem gets integrated into the used attack skill gem once it reaches lvl 20 (see "hungry loop" without ring) -Fortify has no quantity anymore -Fortify now gives "20% reduced damage taken from hits" after activation + "5% reduced damage taken from Damage over time taken" if a melee skill is used (see Leo mod) -Fortify duration can only be modified with items/mods, ascendancies or nodes on skill tree (i.e. Rampart cluster) Explanation: Those changes would promote the melee skills/classes more than ranged. The integrate into gem part would be a longterm goal and frees a slot later. I did consider reduced "damage over time" because melee characters are more likely to get affected by i.e. poison or ignite. |
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" But this would still be limiting, I don't want fortify to be mandatory on my main attack skill. I think there are other ways to go.. like making the buff only applying while you have a melee weapon equipped, adding a cooldown with mov skills etc. Last edited by FrancescoV#3462 on Feb 25, 2018, 3:16:23 AM
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I would prefer it if they added a new support gem for physical melee builds. The gem giving at level 20 as much MORE melee physical damage as the Melee Physical Damage support, but also prevents elemental damage and the buff lasts only 1 second to prevent using it with movement skills. And the quality on the gems should give a satisfying amount of increased fortify effect.
Also i wouldn't be against changing the other gem(current fortify), which EVERYONE is using on a movement skill, to give fortify for 5 or more seconds, but to also have a large penalty on attack speed, so if you want the buff on your movement skil, then you will be moving slower. This is not nescesery though. |
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" Umm so Brutality support gem but another buff on top of it? https://pathofexile.gamepedia.com/Brutality_Support Fortify as a buff (Just the buff), is in good place. The problem which people seem to agree with, is the way you can get it when you're playing non-melee build. I wouldn' mind GGG changing how Fortify reacts with other active skills, like I suggested adding a cooldown timer if it's supporting a skill with movement tag. You pretty much need multiple ways to get additional defensive layers on your build and Fortify has been the easy-go-to option for many builds. GGG should look into a way to add different option for non-melee builds, like how they splitted Vulnerability into two different curses, Vulnerability and Despair. _Skittles_ Last edited by _Skittles_#3940 on Feb 25, 2018, 9:39:34 AM
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We are not talking about Fortify buff, but Fortify nodes and gem.
And they're not in a good place. |
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" Honestly they should remove those nodes from the passive tree and add the effects to Fortify gem itself, just to test it out. They might have already tested it on their own, we don't know that. Still would make it cause movement skills go on cooldown for 4 seconds if linked with Fortify. _Skittles_ |
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" Or you could disable fortify completely for 5s when your character uses a spell or ranged attack. Advantage there is you dont fuck over melee with bad duration. Nobody is linking fortify with your main attack unless fortify gets "30% more melee damage". Still would be shit compared to ranged, though. 177 Last edited by toyotatundra#0800 on Feb 26, 2018, 10:44:50 AM
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" Let's refine this idea a bit so it's usable for melee and still keeps possible to make interesting builds. How about, you lose Fortify if you use a skill without Melee tag? Melee builds could still use it (Orb of storm usage still possible), but let's think it in a way, if you have time to cast spell -> you aren't in direct danger -> lose Fortify since you casted a spell. It's Risk vs Reward, you might have lost your golem, but do you have time to re-cast it? It does seem bit funny to think you have Fortify when you're casting a spell, or hundreds of them. Maybe make it possible for having Storm Barrier for casters easier than channeling being the only option now so both Casters and Melee users have their own respective defensive mechanics. Simply put; Melee; Player has Fortify -> Cast skill with Spell tag -> Lose Fortify (Omg Champion would be OP!!!) Casters; Player has Storm Barrier -> Use skill WITHOUT Spell tag -> Lose Storm Barrier Storm Barrier would need to be re-worked so it works after casting a spell and hitting enemy, similar how Fortify activates when you hit an enemy with a melee skill linked with Fortify. _Skittles_ |
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