New Keystone: Glancing Blows

Arctic armor used to reduce physical damage taken by something like 120 or so, and it was super strong.

With evasion we're talking thousands. I'm not sure how you could implement a glancing blows keystone in the game without it being over powered. Evasion already has the extra chance to avoid receiving critical hits, and flat damage reduction is really good. I'd like to see some skills based on "when dodge/evade", but that's not really what we're talking about here.

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Char1983 wrote:
10% would still be too much. As pointed out, you can reach more than 50k evasion.


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Kroughfire wrote:
Arctic armor used to reduce physical damage taken by something like 120 or so, and it was super strong.


It still gets cut in half every time you do get hit.

10% of 50k is 5000. After 1 hit, it's down to 2500, and after 3 it's down to 1250, after which point it's probably not saving you from one-shots any more.

Consider that this is behind Acrobatics, so other forms of defense are already weakened. Should it be behind some Evasion nodes behind Phase Acrobatics too, to force more investment to get it?


It needs to be able at least block half of your maximum life for the first hit, otherwise it won't avoid any one-shots.

It's not useful against anything except one-shots, either, because it diminishes really quickly when you take multiple hits.

Maybe this would be better. It has a real downside, too:
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Glancing Blows
10% of your Evasion Rating is subtracted from the damage of each Hit you receive.
Your Evasion Rating is halved for each Hit you've received recently.

"Don't push your luck. It's got to dry up some time."


("Recently" refers to the past 4 seconds.)



Sometimes you'd prefer to take the Savage Hit and heal through it than make yourself susceptible to following hits, which will reduce your evasion more and more until you potentially can't stop enough of the damage, or even continue evading at all.
What if it had a 50% Less Evasion instead of the "Last 4 Seconds" penalty and 50% Reduced Damage
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Jonmcdonald wrote:
10% of 50k is 5000. After 1 hit, it's down to 2500, and after 3 it's down to 1250, after which point it's probably not saving you from one-shots any more.


Evasion ranged characters don't get hit anyways. At least not very regularly. So you are buffing ranged. Ranged doesn't exactly need a buff. Honestly, the more I think about this, the worse it appears to be. Make it possible to stack even more offense as a ranged character while having a safe way to prevent being one-shot? Count me in. And count me out of playing melee ever again.


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Jonmcdonald wrote:
It needs to be able at least block half of your maximum life for the first hit, otherwise it won't avoid any one-shots.


Armour doesn't block half your max life of damage. So why should evasion get that bonus?


Your second idea sounds somewhat better, but I think buffing characters that rarely get hit is in general just a bad concept (further buffing ranged, not doing anything for melee).
Remove Horticrafting station storage limit.
This suggestion is insanely powerful. I don't think you could have it be a percentage of your evasion and still be balanced at all; either it's too low to be useful for anyone, or high enough to be abusable by someone, in which case it will be abused by everyone.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
I just thought of something, anyone that played WoW should remember the Cheat Death talent of Rogue. What it did was essentially prevent a killing blow on you, capping HP lost at 90% and providing a very brief immunity timer. This had a fairly long cooldown until it could trigger again.
Maybe something similar and exclusive to evasion builds would work.
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Jonmcdonald wrote:
...which would probably be welcomed by Shadows who often have trouble getting enough life.


because they try their best to forget that Shadow is an EV/ES/life class unlike PURE LIFE class most players pretend it to be
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Raudram wrote:
It doesn't have to be 100%, but something that stops evasion builds from getting oneshot when a hit connects would be helpful.


This. This is a sorely needed Keystone. Evasion is not good at all in hyper end game because of one shot. My uber capable ranger recent switched to IR for this exact reason.

They Keystone should not be 100% though cause then its essentally armour on top of the fact that you can evade and dodge.

When hit though evasion should reduce the amount of damage taken by a lesser margin to prevent one shots.

Acrobatics is still to weak. It would work well with big HP pool chars but this is unachievable due to the amount of life on that side of the tree and the fact that ES or hybrid is not viable due to the downsides of Acrobatics.

Make no misktake Acro is very good early to mid game. But in red tier maps and uber it is not a good form of mitigation.

The concept even makes sense. Loom at boxers like floyd mayweather. Instead of getting hit squarely by power punches his nimbleness prevents accurate square punches for doing much if any damage. His head movement, body movement and foot work in addition to his blocking soak any threats.

The same logic can be applied to an evasion character. Their evasion capability can mitigate accurate powerful hits.
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3.13 was the pinnacle of PoE. IVYS+1 Gang 4 Life.
Last edited by TheAshmaker#5078 on Mar 29, 2016, 9:47:34 AM
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TheAshmaker wrote:
The concept even makes sense. Loom at boxers like floyd mayweather. Instead of getting hit squarely by power punches his nimbleness prevents accurate square punches for doing much if any damage. His head movement, body movement and foot work in addition to his blocking soak any threats.

The same logic can be applied to an evasion character. Their evasion capability can mitigate accurate powerful hits.


It already does. Evasion gives an extra chance to evade crits. That is pretty strong if you ask me.

Besides, how many things in this game that can be evaded in the first place can hit you for more than 4k or 5k damage? Most of them can be manually dodged, on HC you can add Enfeeble, Arctic Armour and Endurance charges. For 5k+ damage hits, Armour loses a lot of its effectiveness, too. Getting oneshot is not exactly exclusive to evasion based characters.
Remove Horticrafting station storage limit.
Evasion combined with other avoidance modifiers like block, dodge and the blind mechanic is already incredible strong and some possible combinations are nearly broken imho because they can trivialize the game.

Armour hasn't such a mechanic as far as i know.

Buffing evasion even further than it already is would be a step in the wrong direction. Currenty a good evasion build only dies to 1-shots, physical spells and physical based traps or secondary damage which can't be evaded.
Physical based spells can be mitigated be stacking high spell dodge (reaching spell dodge cap is possible).

So there are very few things in this game which can harm high evasion/dodge builds - getting 1-hit KO in high level maps with damage mods and no actual physical mitigation is a given. It is a downside of this type of build. Armour builds do very well against physical damage but normaly lack defenses against elemental attacks and spells. Energy shield builds have a much higher pool and are good against high damage spikes but they are usually weak against rapid burst damage from multiple sources in quick sucession...


What i am trying to say is that no from of defence excels in any given situation which is what makes this game interesting. Buffing evasion and eliminating it's "downside"/"weakness" wouldn't do the game any good and would make the choice of which defense to take ot to combine really boring.
Players have to accept that their builds they create have downsides which they have to work around or realize the fact that not every build out there is meant to to everything.


just my 2 cents

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