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.
Spoiler
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FacetiousTomato wrote:
Hi all

So my first character was a Marauder, and I can't imagine playing anything other than a Blood Magic (health as a resource) build.

I know melee is inherently less safe than ranged, because you're putting yourself right next to the monster, which makes dodging mechanics more difficult (at best) or impossible (at worst) and so I've been building 100% tanky. My elemental resists are all between 76-80% and while my chaos resist is -%60, I can just play carefully if they do chaos damage.

What am I complaining about? Armor is garbage. It feels weird playing a purely armor based character who finds killing physical monsters so difficult, and ranged magical monsters so easy. I can ignore any magical boss mechanic at least once, and most for the entire fight. Meanwhile any given pack of trash mobs has a really good chance of killing me, provided they do physical damage.

From a mechanics perspective, sustained damage really isn't dangerous at all in this game because healing is so easy to get (I regen ~5% of my life each second) and escape is so easy. Okay, so the game needs to have high burst in order to be challenging. But with the armor mechanic how it is, you can protect yourself from magical burst (resists stack really nicely) but armor is useless against physical damage.

The mechanics behind armor (the more damage they deal the less % of it you reduce) means that it can't protect you from big hits, and when big hits are what kills you, that is a problem.

I feel like the big issue with melee in this game is that the damage they can usually/often avoid (many spells can be dodged) can be reduced, but that the damage they can't avoid (good luck never getting hit in melee when you can only deal damage in melee) really can't be properly mitigated.

Switch it around! Make it so that resists are less useful, so all characters, ranged and melee alike, need to be on their toes, then make armor actually GOOD, so that armor characters can actually melee.

/rant



tldr - fix melee by buffing armor.


EDIT 1- I don't think people are understanding that damage reduction from armor isn't linear, it is based on the damage you take. Lets say you have 5k life, and are fighting a monster that does 4999 physical damage each hit. No matter how much armor and endurance charges you have, you're going to die in two shots, someone with 100 armor and someone with 5k armor + 7 charges are BOTH going to die in two hits.

That isn't the case with magic. A 5k hit on a naked target will one shot them. A target with 80% resists will take five hits. Essentially, stacking armor is poop.

Here is a spreadsheet with some info about "hits to die".
https://docs.google.com/spreadsheet/ccc?key=0Am6TRSFYA1tTdFJIY2pOc3pMN3VoM2d1Tk82ZTc1a1E&usp=sharing

Edit 2- Some people are saying that a buff to armor would also be a buff to ranged classes, which is technically true. However, the way I see it, if you're stacking armor, you should see physical damage as less of a threat. This should be true for both melee and ranged. It is less essential for ranged however, because by nature they will take less physical damage (from being far away) than a melee class will.

If armor gets buffed, will ranged classes stack it? Yes. But they'll sacrifice some clear speed in doing so, which will bring them down closer to melee.

Edit 3- The armor you see in your character sheet is based around taking a hit of a specific amount of damage. The damage reduction in normal mode feels about on par. In merciless, it is waaaaay off. With a granite flask on, my lists 90% damage reduction and brutus still hits me for ~65% of my life. Without it on, it lists ~30%, and he hits me for around 70% of my life. If you're wondering how useful armor is, check the spreadsheet I linked.


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
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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Orbitalx wrote:
They should just put a buff on melee skills in the game. After you cast cleave or sweep or dual strike(and so on) you get 1 second of 20% real damage reduction. Can be physical only. This will mean that only people actually using these melee only skills will get the benefit since they are the only ones actually in melee range.

Other games have standard damage reduction for melee classes. Since this game doesn't really have those, assign it to melee only skills.


Anyone think this is a good idea?
"
Orbitalx wrote:
"
Orbitalx wrote:
They should just put a buff on melee skills in the game. After you cast cleave or sweep or dual strike(and so on) you get 1 second of 20% real damage reduction. Can be physical only. This will mean that only people actually using these melee only skills will get the benefit since they are the only ones actually in melee range.

Other games have standard damage reduction for melee classes. Since this game doesn't really have those, assign it to melee only skills.


Anyone think this is a good idea?


how about each usage of melee skills like sweep/cleave gives you one enduring charge?
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abakus wrote:
how about each usage of melee skills like sweep/cleave gives you one enduring charge?


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
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. :)
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).

"
aplsin wrote:
"
abakus wrote:
how about each usage of melee skills like sweep/cleave gives you one enduring charge?


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.
As Brutus laughs at your zero charges while he slaughters you.
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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