@GGG Power Creep & Life Vs. Energy Shield

Hello!

I think ES is a bit stronger than life at the moment, just because of the sheer numbers, regen, and vinktar flask. You can get 30k ES with no legacy gear, yet I would have to fight like crazy to get 14k life with all legacy/mirror gear (I would lose acro too)


"
sidtherat wrote:
in the second gif the movie cuts just before a ball of death is about to hit him.. just saying.

btw 6k instant? i thought it capped at around 2800 with non pathfinder yet with all flask effect and life recovery mods.

with the budget he used on that legacy/mirror rt life build you can get 3 stronger CI ones.


That's just where the gif ends :) you can watch the video for yourself
https://youtu.be/KTrYr760sWo

One use of



at low life gets me about 6.5k life instantly. (low life is anything less than 30%, and if you have 9k life that's 3k, so keeping a large life pool full with flasks timed right can be fun :))

And yes you are correct, ES is able to get substantially higher values with no legacy gear. 900es chests are 30ex, leg kaoms is 220ex - no contest there!


"
biyte wrote:
I think the flask heals that much cuz he got most of the life flask nodes and is using a bloodgrip as well.

Looks like a lot of the expense in his gear went to stuff like +1 curse bloodgrip and vulnerability on hit corruption on gloves, which doesn't really matter that much, and capping out chaos res because it is relevant in pvp, i never checked out shaper so idk if he does chaos dmg in that fight though I have noticed more bosses are doing chaos dmg at high level maps so I agree CI has better value compared to like a few leagues ago. Outside of pvp, can you really call having boots that have haku craft life on it anything close to 'BiS'?

Another thing is the existence of vinktars... fuk that thing.


You got it man,

Bloodgrip amulet, Profane Chemistry, Herbalism, and Juggernaut on tree is what I use to recover that much life instantly. I can also out-pot the vortex degen which you can see me do that in that video at 2:31, just stand there and use



https://youtu.be/KTrYr760sWo?t=2m31s

And yeah, my gloves/boots are definitely far from perfect :) they just work so well for me and I can't get myself to drop any currency just to gain 15 flat life - ha!

My axe was made in Warbands (didn't start mirror thread until after perandus), at the time I used Cyclone and I actually bounced between crafting block pen and bleed on it. Between single target Leap Slam in PVP and the introduction of Earthquake, there was no debate that bleed is the superior mod so people told me to open a mirror thread on it, so I did :)

To sum it up, life can get 14k life with all legacy gear (and stay viable) and ES can get to 30k with no legacy gear - the difference between the two is way too much, even just because of the regen you can get with es (and legacy shavs ring). I don't see GGG nerfing ES nodes or the QQ would be way too much, so really I think the best choice would to be either buff life with more base life every level, or change the Tree nodes from 5% to 7% and the 4% to 5%.



Also, Vinktar leech should be globally nerfed from 30% to something more realistic. I personally think somewhere between 5%-10% since the damage output can be so high with things like Blade Vortex.
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Last edited by Ahfack#1969 on Oct 11, 2016, 7:31:21 AM
legacy vinktar is bad, i have like 10 of them and no way i would ever use one of them on my attack characters, i've played kinetic, LA pierce and now flicker

with legacy vinktar you have to use a shock immunity flask so a wasted slot for the shock immunity

i play with


but if i wanted dps and defenc i'd change to


no way i'd ever use, i allready heal 7-8k es per attack with atziri promise and life leech from a jewel and blood rage (2k es leeched per attack vs boss probably, not enough to tank t14+bosses )


removing 2 of the flasks above for vinktar+shock immunity ( can't remove the corrupting blood mana flask ) i would deal the same dps or much lower dps in status immune maps, i'd have the same defence from the shock immunity flask, but with the risk of shocking myself with vinktar if i don't have the shock immunity flask active or without charges.

here comes what makes vinktar, leech and all the flasks broken: pathfinder, 100% of the time flasks up cause of the insane recharge means that you are immortal, plus you save a flask slot because you have free shock immunity; it's like snapshot, pierce frost wall and all the past broken things all together at once.
Last edited by InAshesTheyShallReap#0055 on Oct 11, 2016, 8:14:15 AM
Ya but with pathfinder, vinktar has no downsides. I don't see them changing that aspect of the subclass.

Ah you edited ;) yeah pathfinder is fucked imo
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Last edited by Ahfack#1969 on Oct 11, 2016, 8:15:36 AM
Why are you even talking about kaoms and legacy kaoms only? A one hand weapon user cannot even make use of them so the kaoms chest is basically non relevant when talking about balance. If you take only kaoms into consideration then you don't balance life vs. ES but kaoms/2h vs ES.


As well the dodge thing is non relevant cause life is not only eva/dodge but also armour/block.
The latter doesn't get 40/30% block/spell block basically for free without gear investment.


Armour/Life/1hand is the squishiest thing. This should be helped. Eva/dodge is almost fine compared to that and would go well with just a tiny buff. Armour/life/1hand however needs a bigger buff to become competitive.



ES was stronger than life since the beginning but the gap has grown bigger again recently. The analyses that it is not even worth playing the game right now with the handicapped classes and playstyles is completely correct. The difference is unbelievably huge especially when not only taking into account survivability advantage of ES but as well clear speed, run speed, max damage and aoe size of the skills which are usually being used with one or the other. Life/armour usually uses low efficiency melee skills and ES high efficiency spells which kill full screens from the save distance.



The argument that ES gear is more expensive related to its power is a) wrong and b) can only come from a noob who hasn't got the overview about stuff. Value and price of gear is always and only the result of supply and demand and nothing else at all. Now guess why all the op stuff can get more expensive. Right cause it is op and demand rises with steady supply.



After all one must assume GGG wants melee and life chars to be the lowest tier. There can hardly be another reasoning behind the ongoing buffs for ranged and ES compared to melee and life.

Even when melee was good it was basically Shadow + ES + Dagger mainly and not traditional melee with axes or swords. GGG designers obviously have a clear bias towards everything that is not that said traditional melee.


Players of these low tier classes and playstyles are being robbed and their time and their efforts are being depreciated by more than 2/3 (66%) in comparison when taking time used vs. rewards into account with reward being lvling speed and high end drops such as those from the shaper. Why would anyone would want to play at ~1/3 (33%) efficieny with exactly the same efforts as someone else who gets the 100% efficiency for just being more stupid and always following the mainstream no matter what?


Funny enough that GGG does not reward what is the most difficult style to play which is melee that requires going close, which takes time, which put you at risk to get hitted from the strong stuff, which requires all your flasks being on point, etc., but the other way round.

Stuff like LL/ST (in the past) or totems would still be strong if they were weaker than real melee cause of the ability to stay in the safe distance and hide, aoe, dps etc. but GGG understands to distribute all advantages and disadvantages evenly single-sided so that the stuff from the distance has
1. best dps
2. best aoe
3. best defenses and survivability even if they had to go close
4. best movement speed


I would have bought 200 or 400 points that season but not really gonna support that at all and wont do so in future either.
Last edited by LSN#3878 on Oct 11, 2016, 8:42:43 AM
"
Ahfack wrote:
Ya but with pathfinder, vinktar has no downsides. I don't see them changing that aspect of the subclass.

Ah you edited ;) yeah pathfinder is fucked imo


yes but 30% leech from vinktar it's like to have 17-18% physical leech, while most play probably with 2-3% physical leech
having always 17-18% leech active makes you immortal to everything and able to facetank anything

i understand the first impression is that legacy vinktar is op and needs a nerf, but for me legacy vinktar is a flask i'd never use on my CI physical builds, but even if i used phys to light gem i'd probably use something else because of the second flask wasted slot.

the only ascedancy that abuses of vinktar is pathfinder, on all the other classes i dont think it's so op, except of pure lightning builds but still you can't have it up 100% of the time and not even 50% of the time


without pathfinder, the new vinktar is almost vendor, worse than atziri promise or lion's roar
Last edited by InAshesTheyShallReap#0055 on Oct 11, 2016, 8:24:26 AM
"
Jgizle wrote:
Power creep is ruining the game due to the inability to scale monster life, as this makes weak skills with low base damage obsolete. Recently a few mechanics have vastly given us a huge increase in power yet the difficulty remains the same. Specifically mob hp can not be scaled up any more, but mob damage has increased. This inflates problems in other arwas of the game. For example life vs energy shield problems.

Energy shield is very good. Its only downside is that there are no flasks to instantly regenerate it, and passive energy shield recharge rate is hard to obtain (110 % if you get every passive node, if thats possible). Energy shield recharge delay also can only be increased by 15%. What Energy Shield benefits from is from how it works, and how much can be obtained. 10k energy shield is an easily obtainable amount with decent gear at end game, while over 30k is possible on an aura bot.

Compared to life, it is very very difficult to get 10k life, and in the process you sacrifice so much damage to obtain it. ES characters dont have to sacrifice much at all.

This is where the balance of the game in relation to steady increases in power is causing problems for life based characters (via power creep and balance changes to try to give us challenges for the power we are gaining). Monster damage has consistently gone up, while monster hp is pretty much at a point it can not be increased ( without buffing all low base damage skills to keep them from being obsolete).

For life based characters this means worse and worse survivability as time goes on compared to ES simply because you do not die when your ES runs out, and it can be recharged in less than 5 seconds by taking no damage. Life how ever takes more damage and dies when their life reaches 0. Life doesn't have any inherent stun prevention while having even 1 energy shield gives you a 50% chance to resist stun. Energy shield also takes damage after physical mitigation and resistance reduces initial hit damage. For survivability ES is better because you can get recharge rate down to 1 sec and less than 2 sec delay meaning you only have to avoid damage for a few seconds to completely regenerate your ES.

Life has flasks but those have charges and in boss fights you can easily run out. Life regeneration will not save you, its far to slow and to low compared to your life pool. Chaos damage can go through ES but that can be fixed easily.

The best way to play a life based character is a juggernaut with lots of endurance charges and manually casting immortal call for physical damage immunity, but its useless for spells and resists only mitigate so much.

Life and ES has had this trend forever. Life is for survivability with the armor gained from gear you would use on a life based character, and life gained from each point of str.

Energy Shield is for characters foxusing on damage. ES is a buffer for survivability but is useless once depleted in an ongoing fight where you are going to find it difficult to avoid damage.

With increases to the amount of damage we can obtain now, ES is more valuable. You can have a higher pool of damage mitigation with a much larger ES pool, and a much higher damage output, combined with chaos damage immunity (CI), and innate 50% chance to avoid stuns.

What does life got going for it? Less survivabity due to constant monster damage increases, less survivability due to armor being less effective the more you gain, and less survivability due to only being able to effectively dampen physical damage via immortal call, which is based on endurance charges. Without IC life is horrible.

This is all a problem due to power creep and was not much of an issue to me before the introduction of jewels and Ascendancy.

Armor effectiveness needs to be increased and str needs to give more life for investing in it. Being killed in 1 hit with 20k or more atmor, 8k + life, and capped resists as a life based character shows how unbalanced life and ES is. It doesn't matter that life based characters have flasks if they get 1 shot. The chances of getting 1 shot as ES are unlikely and changing play to regen ES for a few seconds is easy.

Finally stop releasing uniques or new mechanics that increase our power substantially. New uniques should never out perform end game unique options, and certainly should never be better than Mirror worthy rares. Instead of constantly releasing new skills tjat are superior to similiar existinf skills, buff existing skills to be more viable.

We have seen how successful a good buff to a skill can be with shield charge. We want that for all skills, and you can make that happen GGG.


This is one of best posts about current PoE status.
"
Elua wrote:
"
Jgizle wrote:
Power creep is ruining the game due to the inability to scale monster life, as this makes weak skills with low base damage obsolete. Recently a few mechanics have vastly given us a huge increase in power yet the difficulty remains the same. Specifically mob hp can not be scaled up any more, but mob damage has increased. This inflates problems in other arwas of the game. For example life vs energy shield problems.

Energy shield is very good. Its only downside is that there are no flasks to instantly regenerate it, and passive energy shield recharge rate is hard to obtain (110 % if you get every passive node, if thats possible). Energy shield recharge delay also can only be increased by 15%. What Energy Shield benefits from is from how it works, and how much can be obtained. 10k energy shield is an easily obtainable amount with decent gear at end game, while over 30k is possible on an aura bot.

Compared to life, it is very very difficult to get 10k life, and in the process you sacrifice so much damage to obtain it. ES characters dont have to sacrifice much at all.

This is where the balance of the game in relation to steady increases in power is causing problems for life based characters (via power creep and balance changes to try to give us challenges for the power we are gaining). Monster damage has consistently gone up, while monster hp is pretty much at a point it can not be increased ( without buffing all low base damage skills to keep them from being obsolete).

For life based characters this means worse and worse survivability as time goes on compared to ES simply because you do not die when your ES runs out, and it can be recharged in less than 5 seconds by taking no damage. Life how ever takes more damage and dies when their life reaches 0. Life doesn't have any inherent stun prevention while having even 1 energy shield gives you a 50% chance to resist stun. Energy shield also takes damage after physical mitigation and resistance reduces initial hit damage. For survivability ES is better because you can get recharge rate down to 1 sec and less than 2 sec delay meaning you only have to avoid damage for a few seconds to completely regenerate your ES.

Life has flasks but those have charges and in boss fights you can easily run out. Life regeneration will not save you, its far to slow and to low compared to your life pool. Chaos damage can go through ES but that can be fixed easily.

The best way to play a life based character is a juggernaut with lots of endurance charges and manually casting immortal call for physical damage immunity, but its useless for spells and resists only mitigate so much.

Life and ES has had this trend forever. Life is for survivability with the armor gained from gear you would use on a life based character, and life gained from each point of str.

Energy Shield is for characters foxusing on damage. ES is a buffer for survivability but is useless once depleted in an ongoing fight where you are going to find it difficult to avoid damage.

With increases to the amount of damage we can obtain now, ES is more valuable. You can have a higher pool of damage mitigation with a much larger ES pool, and a much higher damage output, combined with chaos damage immunity (CI), and innate 50% chance to avoid stuns.

What does life got going for it? Less survivabity due to constant monster damage increases, less survivability due to armor being less effective the more you gain, and less survivability due to only being able to effectively dampen physical damage via immortal call, which is based on endurance charges. Without IC life is horrible.

This is all a problem due to power creep and was not much of an issue to me before the introduction of jewels and Ascendancy.

Armor effectiveness needs to be increased and str needs to give more life for investing in it. Being killed in 1 hit with 20k or more atmor, 8k + life, and capped resists as a life based character shows how unbalanced life and ES is. It doesn't matter that life based characters have flasks if they get 1 shot. The chances of getting 1 shot as ES are unlikely and changing play to regen ES for a few seconds is easy.

Finally stop releasing uniques or new mechanics that increase our power substantially. New uniques should never out perform end game unique options, and certainly should never be better than Mirror worthy rares. Instead of constantly releasing new skills tjat are superior to similiar existinf skills, buff existing skills to be more viable.

We have seen how successful a good buff to a skill can be with shield charge. We want that for all skills, and you can make that happen GGG.


This is one of best posts about current PoE status.


Agreed
Just for clarification, when i say ES is for damage, i mean builds that are focusing primarily on damage. So the only defenses they focus on is a high ES pool, and their resists. What ever armor they have is all they got, and they go CI for chaos immunity if they dont want to go hybrid life and ES.

Life is for tanky characters focusing more on defenses. They go for as high a life pool they can while capping resists and getting a lot of physical damage reduction and armor. A life based character needs to get life in as many places as possible, including Jewels. Life gained for str is very small. I believe its 1 point of life for 2 str meaning 200 base life if you can manage to get 400 str in the avg build. Likewise life based characters are not going to be able to get enough life to avoid stuns, so they are going to need to get stun immunity in passive tree (ES doesnt require it as much as enemies are likely dead already and 50% chance is pretty decent)
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Last edited by Jgizle#5723 on Oct 11, 2016, 5:23:33 PM
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Jgizle wrote:
Just for clarification, when i say ES is for damage, i mean builds that are focusing primarily on damage. So the only defenses they focus on is a high ES pool, and their resists. What ever armor they have is all they got, and they go CI for chaos immunity if they dont want to go hybrid life and ES.


Well, yeah. That and flask nodes, of course

"
Jgizle wrote:
Life is for tanky characters focusing more on defenses. They go for as high a life pool they can while capping resists and getting a lot of physical damage reduction and armor. A life based character needs to get life in as many places as possible, including Jewels. Life gained for str is very small. I believe its 1 point of life for 2 str meaning 200 base life if you can manage to get 400 str in the avg build. Likewise life based characters are not going to be able to get enough life to avoid stuns, so they are going to need to get stun immunity in passive tree (ES doesnt require it as much as enemies are likely dead already and 50% chance is pretty decent)


Repeating this just because you seem to ignore it: No ES-based build relies on 50% stun avoidance, because it isn't good enough. I'm not saying you're generally wrong, but you'll have a hard time finding a CI build without either Valyrium, or Chayula, or skyforth's. 50% stun avoidance on an ES-build basically means you're getting stunned every second hit, pretty much regardless of damage taken. So this one argument about the stun avoidance does not count. It really doesn't.

Stun avoidance is based on damage taken relative to your maximum life, so eventhough a life based build will get stunned at some point, namely when damage spikes occur, you can get away without stun immunity in many cases, though I will add that it's probably not reliable enough in the current state of the game, if you're playing melee.

Well, yeah, but what now? I mean, I'm generally with you when it comes to "making life decent". I mean, Sidtherat is probably right in saying that, if we get a buff to life, they'll probably buff monster damage along with it. Wouldn't be a complete loss, because ES builds would then also take more damage, but it's not a proper solution either.
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Mors edited this post first.
Last edited by Sure_K4y#1656 on Oct 11, 2016, 9:31:55 PM
An ES build can get away without using a stun immunity unique, but it is pretty much implied ES builds are using a unique for this just like a life based character is pretty much guaranteed to be using unwavering stance.

An ES build can get much better effective stun avoidance than a melee character because ES gives 50% for free as long as you have 1 or more ES as is demonstrated below and the fact that you can get significantly higher ES than life. Even if a hit removes ES entirely you still get the chance to avoid that stun. There are also ways to take advantage of being stunned with Cast When Stunned which life based builds cant effectively use.



Spoiler



You can get 55% chance to Avoid interruption from Stuns while Casting and 28% chance to Avoid being Stunned combined with ES innate 50% chance to avoid being stunned. All these combined make it quite unlikely you will get stunned as an ES without ever using a stun immunity item or pathing for unwavering stance ( something scion could probably effectively do with ascendency)


Spoiler
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Last edited by Jgizle#5723 on Oct 11, 2016, 10:31:56 PM

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