Fortify 100% useless in deep delve

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zzang wrote:
Fortify grants 90% less spell damage during effect but gets full effect on hit.

All casters excluded except theyake the heavy trade. Yes summoners you are the target too.
nah i dont like this, it takes away the option of fortify for people trying to build true hybrids, like some inquis meme. dont like it at all
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zzang wrote:
Fortify grants 90% less spell damage during effect but gets full effect on hit.
No.
I have a pretty good sense of humor. I'm not German.
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jewdas12 wrote:
nah i dont like this, it takes away the option of fortify for people trying to build true hybrids, like some inquis meme


You said it yourself its just meme builds. When GGG want to truly introduce hybrid caster and attacker it can get an own defense mechanic.

I dont see an issue at all but it fixes fortify which is a huge problem to me as a melee player.
Last edited by zzang#1847 on Dec 28, 2021, 9:11:07 AM
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zzang wrote:
Fortify grants 90% less spell damage during effect but gets full effect on hit.

All casters excluded except theyake the heavy trade. Yes summoners you are the target too.

How are summoners affected by this?

You need to add more stuff like these?

1. Needs melee weapon or unarmed.
2. Less spell damage.
3. Less minion damage.
4. Less effect of curses or some other curse limitation.
5. Less effect of your auras on others.
6. I probably missed something.

Also: Not sure if ranged attack builds using melee weapon or unarmed should be able to get fortify or not so I excluded that.

Also: Not sure about RF & poison and stuff so I excluded that too.

Also: And then there is "melee" with a rather long range which could be fixed with some Point Blank like thing for all attacks.

--

And as this is all quite complicated I think it would be much better and easier to replace 'Fortify' with a permanent defense which comes with significant investment and a 'more melee damge' multiplier. That would be simple and do almost exactly what it should do.

Example: Keystone "This is good for Melee" - costs 12 passive points, grants Fortify and 50% more melee damage.

Or do the same with a "Fortify" Skillgem which reserves mana. Or better give players several different means to achieve the same 'Fortify' but all share the combination of high cost on the one side and 'Fortify' and 'more melee' on the other side.
No wonder it's lost, it's in the middle of the jungle!
Last edited by Zrevnur#2026 on Dec 28, 2021, 11:43:54 AM
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Krayken wrote:
Plz fix GGG. Mechanic is flawed.

[...]

The fortify change was meant for caster to be unable to maintain their stacks.
Kingmaker aura still provides 10 stacks, for summoners it's just a 50% nerf.
Last edited by 6_din_49#4066 on Dec 28, 2021, 12:13:15 PM
based on ggg's responses on reddit, they actually think this fortify mechanic was a good idea. they think its a matter of more fine tuning of fortify stack thresholds... lol. so how do you tune this when theres trillions of builds out there, some of them do literal billions of dps, others do zpds, others doing average dps but dealing with 95% damage reduction from delirious mobs, or from 2k delve

this iteration of fortify is only working if you play an already good build doing average content. it fails literally everywhere else, most of these situations are when you need the fortify buff the most too

id rather just remove fortify from the game and instead have generic % less damage taken minor nodes deep into the marauder/duelist tree. this also gets rid of the "mandatory" fortify gem taking up a link.
It seems like they could use something like % target life not to exceed x flat damage required for a stack.

And then make the flat damage an amount that most melee builds could reasonably hit, but a caster build using shield charge wouldn't.

Or....

Make the fortify stacks have a timer to hit a certain damage threshold to build a stack, with the timer refreshing with each successive hit. Then you just balance the total damage required for a stack by area level.
Thanks for all the fish!
Last edited by Nubatron#4333 on Dec 29, 2021, 1:27:26 PM
Just tested in high simulacrum waves : at 25+ waves i can barely maintain stacks. As stated earlier, this is a godly toon with legacy gear, doing 1 mill average damage per hits, about 10 million dps total.

GGG really fucked this mechanic up.
Last edited by Krayken#1299 on Dec 29, 2021, 6:26:45 PM
I think reverting the changes and reducing the base duration to one second or so, should cover most cases. Shield charging for 1 second fortify does not really worth it.
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Krayken wrote:
Just tested in high simulacrum waves : at 25+ waves i can barely maintain stacks.


Same i got a pure physical impale cyclone 1hand build that cannot keep up stacks in simulacrum wave 28+.

Its really a horrific Fortify implementation.

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