Will GGG ever stop balancing monster damage around 1000ex max defense builds?
" Chief is tanky, champs better for the way most boss content works though infact its extremely simple to explain. The only defense that actually matters in PoE is how you handle damage spikes. This is because the default speed of recovery and relative rarity of effective degens due to the collective apoplexy it would cause mean its all that matters. As a result uniform reductions (fort+effect) and automated save mes (adrenaline) outperform chieftains recovery bonus despite that recovery bonus being fairly fucking busted. |
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" Not taking any stance on your debate but I think general problem with gearing in PoE is how it works in a multiplicative, not additive way. That's what breaks things and makes everything feel so binary. |
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There is like 3 people that still play hardcore
Need more brains, exile?
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lol.
-Official Forum Dweller-
-I started the hoho movement- -Exploit Early - Exploit Often- -Moderators are absurd and OP- -Heist Enjoyer- |
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Was always like this dude. You either play the meta or you lose. Tried myself to play real melee for a while, and it is doable, but only with perfect gear. Even then you can get one shotted if you ever get hit.
First lesson is you only play ranged builds. Second lesson is you play caster because dmg scales easier. Or ranger, but a bit more gear dependent. Thats my view at least. http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
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" which is wrong melee is stronger in HC for a while now. this melee meme from reddit must die it's been wrong for a while now To vanquish without perils is to triumph without glory.
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" See this kind of dialogue isn't helpful, because you are right but its nuanced. Slams are stronger, Strikes? Absolutely not and of course the real reason slams are is because their scaling allows dumping an extra 10-20 passives in survivability while having the same output as a non slam pleb. Personally I think bows are the worst though and it isn't even close, i'd rather play heavy strike than any bow skill in HC aside from maybe caustic/TR. |
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" and the champion ascendency that is just above everything else too in term of defences. And the bottom left side of the tree have the best defense nodes. Overall in any game or arcade i played with something similar to an HnS have the same problem : melee is bad because it'll get hit more often and the counterpart is they have better stats. In hero siege or diablo 3 for exemple melee class have a 30% reduced damage taken as an implicit of being melee. Here in poe they have better nodes on their side and more impactful defense nodes (usually but the last rework gave some powerfull node to some caster is dire need of help that were inquisitor and elementalist). Strike skill problem is that they are by essence some kind of single target skill. You have really decent damage on some elehit may be one of those that reach dozen of millions of dps but they dont feel great for mapping by design. So yes strike skill are bad by design and it will not change To vanquish without perils is to triumph without glory. Last edited by Arcanist_#4866 on Mar 6, 2021, 3:06:52 PM
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" Tags aside i don't think yelling at stones to explode the entire screen(earthshatter) or sending a wind wave of the side of the screen(lacerate) should be considered melee moves. Blade vortex is more melee than any of these "viable melee" skills lol. I also find funny people talking about the buffy big dude whose whole concept is stacking strength (life) is considered a non-tank archetype when half of his ascendancy nodes are defensive stats(except berserk). The whole point of OP is that GGG is balancing monsters damage around the people that have the strongest defenses possible, instead of balancing monster damage on the average defense of builds. It has been a while already that pretty much all builds in POE feel exactly the same, because you are not making choices anymore, if you want a good character you need to have elemental ailments immunity, you need to be curse immune, you need to be corrupted blood immune, you need to pick all the life nodes in your side of the tree, you need to have capped resistances you need to have a certain DPS threshold(that keeps increasing) and you need to be able to fully heal every second. But the reality is that not all skills/ascendacies were born equal, so when you "force" people to have all these mechanics at the same time, you end up making all builds that can't aggregate all those mechanics really bad (see people calling marauder a bad tank class lol). Go back 4 years in the past, how many builds tried to get elemental ailment immunity? Or capping chaos resistance? Or capping block/block effects? Or getting corrupted blood immune? All these things are mandatory now, no matter what build you are making (if you don't want to die frequently). The game is too fast for you to rely on manually dodging from 10 thousand projectiles and death effects that are being trow at you every second from monsters that appeared out of thin air around you (blight, breach, influences, beyond, metamorph, delirum, harbinger,rituals), and since all new monsters introduced by GGG apply 10 different debuffs (most of which we can't even dispel yet) you need more and more defensive "passive stats", there is no time to pop your flask, or pop a guard skill, you need to be immune 100% of the time without error or you will die quickly. The moral of the story is that you should never balance game mechanics around min-maxers. Or you will make min-maxing the only choice, in which case it's not min-maxing anymore. |
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" And you don't think that doing that would completely trash the game immediately? The "average defense of builds" if i take the standards i see here in this forum are 5k life with max res and maybe 3x something in terms of avoidance be it block dodge evasion or whatever. If GGG balanced around that kind of trash tier builds every single one of my builds would be utterly immortal.I mean i guess it wouldn't matter to the "i just want rewards, go away with any sort of inconvienience or difficulty of getting them" crowd but still. But lets assume for a moment they did. Assume they would adjust the damage to a point where a build with 5k life and max res would be decently tanky. What would happen? Right people would cut down their defenses to get more damage because "offense is the best defense". They would get oneshot again, keep complaing and GGG would lower monster damage again. Until we finally hit that sweet spot where monsters do 0 damage. Besides the whole idea of GGG balancing around a certain amout of defense is kinda flawed because the players can, for the most part, heavily influence the amount of damage they will take by rolling their maps. Endgame bosses not so much but ultimately they are all "know the mechanics and you never get hit" type of fights so you can run them with no defenses at all if you so choose. Getting oneshot in this game is in 99,99% of the cases a decision of the player. It stems either from not investing enough into defense or from juicing the content up with multiple damage modifiers to the point where even the best defense becomes inadequat. People like OP who throw out impressive looking figures while claiming they get oneshot all the time are twisting facts, conciously or not. By inflating their EHP POB numbers with active buffs that won't be up most of the time like IC and Berserk, by not adjusting the enemy damage to proper values (POB is using like 1k damage by default for armor calculations so you can freely discard pretty much every mention of "i have 90% damage reduction!!!" you will ever see in this forum) or they are just overjuicing their content like mad because they think they should be immortal because they invested a bit into defense. These topics are nothing but an embarrasment for anyone with a bit of game knowledge and they are created by the same people over and over again. I recall at least 2 other topics from OP with similar nonsense in the last 1 or 2 months. Last edited by Baharoth15#0429 on Mar 6, 2021, 3:52:22 PM
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