Armor is bad, and it should feel bad.
Honestly they just need to cut back on the very artificial difficulty scaling (meaning MOR DMG!!!1!). It seems to be a ill attempt to make the game dangerous to ranged. As in they catch you = you die. The problem is it just hurts melee far far more.
What there needs to be is better anti-ranged mobs while cutting back on the ridiculously over the top melee damage. Some ideas for this are Mobs with arrow dodge, Mobs with a projectile reflection ability, mobs with AoE resistance, Mobs with short term magic immunity abilities and well I am sure there are plenty more ideas out there. Stop ramping up the flat damage and think of better ways to make the game more changeling for ranged that does not make melee unplayable. |
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Spoiler
" very well said! I support u ;-) “Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 |
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Other ideas I have had.
Make Armor MUCH more effective. Seems simple but bare with me a moment. Doing this alone will make high str iron grip archers the king. So to counter this make the pure str armor (So heavy armor) impose a penalty to projectile accuracy. Making the heavy armor archer a build that needs to invest a great deal in accuracy nodes and thus balancing it out. Or making the preferred armor for str archers Armor/Eva. Now this is thrown all out of wack by iron reflexes. But honestly this keystone already feels just like a band-aid for the poor armor system and not even a very good one. So if it gets the axe in favor of a mitigation system that functions I won't be crying over it. |
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" Anyone think this is a good idea? |
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" how about each usage of melee skills like sweep/cleave gives you one enduring charge? |
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" Good idea! Would work best as a Major passive keystone: "Enemies you kill with Melee Attacks grants an Endurance Charge" or something similar, put it somewhere between Resolute Technique and Blood Magic in the tree. Having it grant a charge on each attack instead of each kill would be too OP and would make Enduring Cry worthless. Last edited by aplsin#2487 on Feb 13, 2013, 4:04:45 PM
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If we're going the route of giving endurance charges to everything, maybe it should be tailored to the skill. For example:
-Cleave could give a charge when you hit at least 3 monsters with a cleave at once. -Sweep could give a charge when you hit at least 5/6 monsters with it at once. -Heavy Strike could give a charge when you hit a monster with it and the monster is NOT stunned (as might happen if you're fighting something powerful and could use the endurance charge). -Glacial Hammer might give one if a hit that triggers freezing didn't freeze the monster because the duration was too low. (if you're fighting something powerful and/or resistant similar to Heavy Strike) -Infernal Blow might give one if the corpse explosion hits 2 or more enemies. I dunno about this one really. -Ground Slam and Lightning Strike shouldn't get any. :) |
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Endurance charges seem to be a popular topic. I don't want to get too off track with them though, because I don't see them as the heart of the problem. The problem is that armor is weak enough that it relies on endurance charges.
Buff/fix/change armor first, then look at whether endurance charges need to be changed (I'll guess not). |
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"As Brutus laughs at your zero charges while he slaughters you. |
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My main takeaway is that I'm not much interested in PoE's endgame, since the thing I enjoy is the hacking and slashing. Good to know.
I am having fun in earlier stages on hardcore, but will bow out where I can see the fun ending, which by all accounts seems to put Merciless as my soft cap of fun. Will plan smaller builds with fewer nodes accordingly, and drop any sense of urgency to level. |
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