They nerfed soul of steel
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nervs on paper are buffs in practice
![]() Imbalanced Guard 100% chance to Defend with Double Armour Maximum Damage Reduction for any Damage Type is 50% https://www.pathofexile.com/harvest body armour: nearbye enemies have lightning resistance equal to yours so you have -60light resist but still migate 75%of it? Last edited by Tommyvv#4596 on Jun 18, 2020, 4:54:53 AM
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" Hahaha you made my day xD |
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"How do you bypass the "Maximum Damage Reduction for any Damage Type is 50%" limitation? |
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It would be an ok change if we could mitigate physical DoT with Armour.
They have added lots of DoT, on kill effects and other crap cluttering screen while killing melee. |
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" You need 200% increased skill effect duration for the enduring cry buff to last as long as the enduring cry cooldown. That's not a buff for melee, that's a buff for the hardcore warcry synergy people. Melee isn't nearly in a good enough spot to tell them "well now your build also has to stack tons of duration and/or cooldown reduction". |
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the anoint cost also changed, which indicated the dev know it is not the most valuable notable.
Now (3.11) 3 golden oil for an additional curse, not Soul of Steel This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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I know you guys don't wanna hear it, but obviously they want to give more meaning to armour investment. Flat phys damage reduction was a bit excessive - why go armour when you can just go phys damage reduction. I think they need to up some armour values and maybe add more flat armour to the tree, but that will probably follow.
"systematic nerf to melee" ... common guys lol |
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" Investing in armour only helps with some types of physical damage; specifically on hit physical damage. It does absolutely nothing for damage over time. They've gone out of their way to make armour less relevant as they've added more sources of physical damage over time to the game. If they want to encourage armour investment, then they should make the mitigation universal like elemental and chaos resists. Thanks for all the fish! Last edited by Nubatron#4333 on Jun 18, 2020, 8:17:03 AM
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" Correct me if I am missing something, but the only physical DOT's I can think of are elder ground degen and Bleeds/Corrupted blood with the latter 2 being solved by flasks/immunity on literally every build. Oh, and I guess there are Lab traps but you don't really need PDR for them. " Resistances aren't damage reduction so no, Imbalanced Guard doesn't limit them or less/reduced damage taken effects. So transcendence reduce elemental hits further after resistances at the cost of having no physical reduction. Only desireable if you have lots of damage conversion but definitely a powerful concept if you have the budget. Last edited by Baharoth15#0429 on Jun 18, 2020, 8:54:53 AM
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" I was referring to elements in the game where you need armour to work the most, but instead you have to create another source to mitigate it. You named the sources I was referring to. (Lab, Sirus Die Beam, Elder being my main points) I was responding specifically to the notion that they might be trying to create incentive around armor. The biggest incentive to armour after you meet a minimum threshold was for Vaal Molten Shell. The last few leagues I've played a 50k armour build, and I sometimes switched another setup that dropped my armour by nearly 80% and the difference between those two values was negligible. Thanks for all the fish!
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