Spell Suppression seems SERIOUSLY busted

personally i think you half all the values on gear and you make it mitigate 40% of damage instead of 50%.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Snorkle_uk wrote:
personally i think you half all the values on gear and you make it mitigate 40% of damage instead of 50%.


This is a good idea. Supposed to be for evasion ppls on right side of the tree not everyone.

On left we need more over max though. like +3 and +4 instead of +2 and +1 to be balanced even with ur suggestion. Mainly because 100%/50 Supression is +12.5% over 75% base resist in practice. 100%/40 is 10%.
Git R Dun!
Last edited by Aim_Deep#3474 on Dec 18, 2021, 9:13:05 AM
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sidtherat wrote:
so, the numbers are in, the PoB is in, we can do the math

math related to defences is simple:

Spell Supression is just broken AF.

Assumptions: endgame is very, very heavily spell-based. Pretty much all damage you take from endgame bosses is a spell, elemental spell (or physical->converted). Map clear less so, but i fully expect it to be elemental based 50/50 spell/attack at worst

If thats the case:

Armour is irrelevant. +3 max resist (for 5 passives!) is a joke of a fix. Armour in endgame brings no value.

Evasion.. vs bosses? Nope. During clear? It works.

Verdict? Get AR from flask if you must, EV from gear but dont waste a single passive for %increases, the basic level should be enough to make a difference

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Enter Spell Suppression. 50% less damage from spells if you stack 100% of it.

I expected it being REALLY hard to stack. Like 'spell block from the tree' hard. Nope.

You get 30%+ 24% for 8 passives (7 + mastery if you have EV glove/boot/helm). And supposedly you can get 5-10% rolls on items


Why is that so busted?

Fortify and Suppression being single-layer defence mechanic.

~50% supression means that every second spell hitting you deals half damage, this is (on average) 25% FLAT, UNCONDITIONAL damage reduction

Fortify is 20% and you have to babysit this damn thing now.

Supression is ONE STAT. it is not based on your total EV, it is not a result of multiplication (base value * %increased). It is very cheap to get, very easy to stack and stack with other 'less damage taken' mechanics. There is no diminishing returns in place. Any player can get 100% (Rangers can do that in literally 10 passives and NO OTHER INVESTMENT)


Defenses rework is completely worthless if you replace one busted mechanic (dodge) that everyone relied on with another even more broken mechanic that is even easier to stack AND HAS NO CAP!
Armour after changes is the same piece of junk. Evasion is just the same 'get whatever you get for free'. And Spell Suppression is the new dodge but without the risk of failing the roll and dying.


GGG nerf this stuff now, youll have to do it in 3.17 anyway. Right now Spell Suppression - in endgame fights/encounters - is TWICE as good as Fortify and they stack with eachother for unconditional ~60% LESS spell hit damage taken. This is exploit level of power territory.


It’s not the mechanic that is busted it’s the fact you can roll it on gear with little tree investment. They need to remove spell suppression as a modifier from all items and only have it accessible via the tree.
Last edited by awilmoth04#5889 on Dec 20, 2021, 12:12:10 AM
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Souchirou wrote:
The majority of players are on softcore and if a defensive mechanic isn't strong enough they are all just going go ¯\_(ツ)_/¯ and stack more damage instead. It needs to be pretty powerful for people to even consider it.

That said 50% reduction of spell damage is still a whole lot less than what (spell) dodge gave you previously. So it will probably be fine, PoE is in dire need of more and better defense mechanics that don't need a silly amount of investment in order to be worth having.


* awards medal *

Seriously. What this guy said.

Dont nerf Spell Suppression. We need more varied and better defensive mechanics readily available. The game is constantly getting harder and "more expensive" to keep up in terms of gear. Suppression is a perfect example of GGG getting something right in terms of ease of accessibility to worth while defensive mechanics.
Everyone can get 100% spell suppression, even without passive. So everyone save more to invest to other thing. Not sure why would anyone complaint about it?
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windian wrote:
Everyone can get 100% spell suppression, even without passive. So everyone save more to invest to other thing. Not sure why would anyone complaint about it?


Because they are thinking ahead, your thinking is its good for players and easy to get so why would we expect to be weaker or think a nerf is justified we like being powerful right?

Whoever designs bosses however will go set values with the expectation of 100% spell suppression as a result, this is a nerf to spell suppression itself as well as a major nerf to every build that doesn't run it.

Defenses have to have some cost associated with them so they can set modest values for damage that we can then mitigate or deal with, anything else comes back to bite us anyway sooner or later.
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Draegnarrr wrote:
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windian wrote:
Everyone can get 100% spell suppression, even without passive. So everyone save more to invest to other thing. Not sure why would anyone complaint about it?


Because they are thinking ahead, your thinking is its good for players and easy to get so why would we expect to be weaker or think a nerf is justified we like being powerful right?

Whoever designs bosses however will go set values with the expectation of 100% spell suppression as a result, this is a nerf to spell suppression itself as well as a major nerf to every build that doesn't run it.

Defenses have to have some cost associated with them so they can set modest values for damage that we can then mitigate or deal with, anything else comes back to bite us anyway sooner or later.


This.

The values of elemental damage enemies and bosses deal are chosen with the assumption that every player has 75-80% of the associated resistances.

If GGG leaves spell suppression in its current, grotesquely overpowered state, they'll have to start doing the same for any enemies which use spells (which if you didn't know, is almost every single boss).

If you haven't tried it out yet, you've got a month left in Scourge to see what we're all talking about: I've tanked sirus beams and Shaper Balls this league on 3k life characters, because if we're talking about spells 3k life becomes 20k+ life. Spell suppression is BROKEN because it acts as a multiplier for your other layers of damage mitigation: it stacks with resistances and armor, it stacks with endurance charges and fortify and taunt, it stacks with everything because it's a global less damage taken multiplier. Max Suppression + Kintsugi with zero other defenses gives you almost 300% MORE effective life against bosses.

It's just not balanced, and there's no real way around the problem in game design space that it creates going forward unless GGG nerfs it heavily. Otherwise, it becomes mandatory on all builds and future bosses have their spell damage doubled.
Last edited by ARealLifeCaribbeanPirate#2605 on Jan 7, 2022, 1:53:05 PM

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