Why does the "FORTIFY" skill gem exists?

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Boem wrote:

Fortify just made it a mandatory support gem for every melee attack. Using it with secondary skill is just NOT an option, because of too short duration. And even with Fortify, melee feels bad cause enemies just hit too hard in melee.
The misconception is that fortify was added to make melee stronger.

In my opinion, it was not, it was added to make ranged weaker. Melee is left in a similar spot to
pre-awakening, while ranged are definitely feeling the hits now if they endure one.

The problem i see is that fortify eats up a slot in melee links thus also signifying somewhat of a nerf.

Remove it from the link system and make it inherent to melee and it will have attained it's function of making ranged comparably weaker to melee.

Peace,

-Boem-


I cannot even begin to decribe how much I detest that gem.. A few days in the beta before awakening I understood what this gem was about and that it would be absolutely nessecary for melee:(
I really wish they think of some other way to implement a buff for melee if they want to give one, cause right now, all it does on my main is lower my DPS... And being a tank in hc, I dont have that many DPS nodes from the tree, cause I need life and block (which are all over the place) oh! and I need to travel ofc from one side of the tree to the other:) :(
So, I have to relly on support gems and gear to have a decent clearing speed/DPS (and in no way in the range of 30-40K and up that other builds have).

I understand very well that if u build a tank then u have to make sacrifices but right now, fortify just seems like a... "clanky"? solution to me...:(
"Too Wierd To Live... Too Rare To Die...."
Personal Motto

Finally made it to lvl 100... Only took me 3 years...:) :(
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Argedava wrote:
Is it to allow greater customisation?
Or is it that they needed to adress some basic flaw of the gamebalance and needed a gem to make a difference from ranged to melee? Therefore allowing a "great diversity" in which Fortify becomes a must, closing the circle of ignoring the real problem.



its not ignoring the real problem, its solving the real problem in the best way you can solve the problem.

Its not mandatory to use it in your melee attack, anyone saying that doesnt know what theyre talking about.

fortify is great, it does exactly what needed done in a better way than any other suggestion I have seen. It isnt neccesary for melee, its just beneficial to the point where you would virtually always use it, and that was exactly what it was designed to be and exactly what the game needed.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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ScrotieMcB wrote:
I don't think there's anything saying you can't alternate between skills once every two seconds. Especially if you've got a two-hander equipped.

But yes, in general, the idea is to make secondary skill Fortify less effective (not impossible, just harder), because the secondary skill version of Fortify is what non-melee use to get the buff.


That would get really annoying, really quickly. Refresh a buff every 2 seconds? No way, that's too much micro for a game like this, it would interrupt the flow of gameplay to the point of making it unenjoyable.

I think a better solution would be to solve the actual problem: give casters some sort of active defence that is more suited to their gameplay. It's not like casters want to use Fortify, but they feel they have to because to them there are no alternatives.
Why does it exist ? Because GGG didnt learn from the disaster that is Cast When Damage Taken (and its still used and fairly broken simply because it gives just enough relief to constantly survive).

Fortify is literally CWDT 2.0 but for Melee only.

Its pretty clear theyre aiming for buffs to be self cast at this point (ex: Enduring Cry being its own separate skill category as a war cry soo players couldnt have 100% up time on it from the CWDT support gem), if they do anything they should remove fortify support gem and force players to use Vigilant Strike.

As much as i hate rotating skills, this is a good example of something soo strong that it deserves to only be on a separate skill.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
Last edited by Tin_Foil_Hat#0111 on Oct 31, 2015, 10:01:47 PM
Its to make mjolner builds even tankier.
I do not think fortify is OP... I had around 45% phys reduction, 25/7/75 res and -60% chaos res, with fortify and 3 end charges up (numbers don't include the end charges)..... and i still got 2 shot by the beyond sword bro. I was lvl 57, 2700 life with 324.4 life regen sec and 48/24% chance to block. Either fortify isn't OP or sword bro is OP.... which beyond mobs were pretty much the only things other than bosses that could get my life to drop.
Hi

IT exists because of a ever widening disparity that melee has with survival. Fortify is supposed to be the chosen one to fill this gap like the huge life wheel by scion, that basically everyone should/could/why not get. ''CB'' Awakening was an awakening to what the devs are lacking: a basic understanding of what they had initially thought the game should be and what they think the player/customer wants it to be.
Fortify should have been designed for 2h melee only. Why is it clunky? It is clunky because it forces a gem slot which forces higher need for 6l's.
Really the question is why does melee exist in this game?, when indirect combat builds are the builds that succeed more easily. GGG has systematically lobotomized the skilldrasil when it comes to how melee builds need to operate: (def>off)/equipment, of course this also doesn't even begin to account item/orb drops rngesus enter Div cards...
I think the jewels are a step in the right direction and expect future skilldrasil revisions to have more jewel slots. Also MOAR CORRUPTIONS, ie: reduced mana corrupt for reduced souls for vaal gems; corrupt a CWDT to allow it to work with vaal gems, etc..



cheers
Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever...
-I thought what I'd do was,I'd Pretend I was one of those deaf mutes-
Nullus Anxietas:)
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Snorkle_uk wrote:
"
Argedava wrote:
Is it to allow greater customisation?
Or is it that they needed to adress some basic flaw of the gamebalance and needed a gem to make a difference from ranged to melee? Therefore allowing a "great diversity" in which Fortify becomes a must, closing the circle of ignoring the real problem.



its not ignoring the real problem, its solving the real problem in the best way you can solve the problem.

Its not mandatory to use it in your melee attack, anyone saying that doesnt know what theyre talking about.

fortify is great, it does exactly what needed done in a better way than any other suggestion I have seen. It isnt neccesary for melee, its just beneficial to the point where you would virtually always use it, and that was exactly what it was designed to be and exactly what the game needed.

Congratulations!
You just delivered the final piece of the puzzle needed to make me a real player:

- The game is perfectly balanced!

Other credits:
- Manuality is the rule! At least in bossfights where "manually dodging" is a must
- Constantlty and inteligently spamming the perfect combo of potions at the precise ms is an absolute must
- Paying attention to the interactions betwen monster mods and map mods while swaping the equipement and flasks acordingly
Once you master these you complete any dificulty "with ease".

And here-s what i do:
I dont play this game!
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Snorkle_uk wrote:

It isnt neccesary for melee, its just beneficial to the point where you would virtually always use it


Could you clarify this blatant nonsense?
IGN: MsAnnoyance
Fortify is indeed quite mandatory, since its not bad defence with little investment. You can even get it on casters/cursers/supporters with proper weapon (dagger/claw/etc). That speaks it all.

Also, I should admit, what in PoE there is no real ranged gameplay, game machanics force you to go in close range anyway via: dropping bears, devourers, strong boxes, proximity shields, jumping goats etc. So defence for "ranged" is quite vital as well, and getting enough defence on ranged in 2.0 is quite a challange. Like if you think about old school builds like low life sporker, such build going to be insta gibbed on first devourers pack.
IGN: MsAnnoyance

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