fortify is still rekt

I don't understand why the devs didn't just KEEP fortify the way it used to be, but have it only support melee skills...and only be gained by using melee skills. This would have instantly fixed the spellcaster/bower abuse. Get rid of kingmaker or adjust it so that summoners can't easily get fortify. Change all implicits to gain fortify on MELEE hit.

They could have even just baked it completely into ALL the melee skills. For example: hidden modifier that melee skills have x% chance to buff with fortify on hit. Throw a damn cooldown in there if that's a little too OP.

In fact, I think the game should do something more like this for all the different types of skill tags: maybe projectile skills have a baked in % chance for an extra projectile (a LOW chance), spells have a % chance to not cost mana or instantly regenerate mana instead of cost etc. More blanket skill effects that don't require support gems
Last edited by jsuslak313#7615 on Mar 5, 2022, 1:05:24 AM
the thing with the gem is that the gem is no longer the sole source of fortify. theres nodes on the tree that grant fortify on melee hit, theres stats on items that grant fortify on melee hit.


i honestly just think if 20% damage reduction for melee characters is the decided amount, which it seems to be, then they just need to work out a way to reliably detect genuine sustained endgame melee damage and have that provide full 20% fortification regardless of what its doing that damage to.

the people who need it most are the people who do the least damage because theyre the ones stuck in long fights.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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There were several reddit posts about bad Fortify implementation before GGG changed a thing. Its a bit better now.

Overall the state of melee just proofs there is internal caster and bow player favourism at GGG probably paired with a downward hateful look on melee playstyle.

There is no other explanation to it.
Last edited by zzang#1847 on May 8, 2022, 8:48:21 AM
Even if they slightly fixed it in most cases, it's still a backwards system. A character that dishes out millions of dps probably doesn't even need fortify all that much because things are just melting. While a weaker character is the one who desperately needs to be tankier since they are taking more hits.

Why are we basing it on the damage and why do we care so much that a mage can get fortify? Who cares if there are options for all characters to beef up. The only thing that really needed to change was the investment.

I think a couple things should happen imo. Base fortify should be nerfed down to 10%. Revert it back to just hitting something in melee. Add/change clusters on the skill tree. There should be a fortify cluster in every area of the tree. Ones that help grant fortify and clusters that help fortify effect. Ones in the melee regions will have much more effect.

The idea being that a melee player who puts points into fortify will gain access to an easy 20%-25% fortify while mages and maybe even proj attacks may gain access to fortify but only a 10-15%. If people really want melee to be the end all be all fortify kings that make them unanoitable nodes (which I kind of don't like) but a possibility. Probably need to cap the effect of fortify as well.

I'm not talking like multiple wheels either. If your in the Marauder/Duelist area, the cluster there would provide a strong 100% to gain fortify on hit and a strong 100-150% fortify effect. While the one in the Ranger/Shadow area might grant a chance for proj/melee hits to fortify. But only give a small 50% increase to fortify effect. The one in the Witch/Templar area might grant casters the ability to fortify on a spell hit but have no additional increase to effect.

Or now that I am writing this. Maybe Keystones are thrown around the tree instead of fortify wheels. With small nodes past them. Or just the keystone itself no small nodes. But they grant access to fortify but block you from taking another fortify keystone. Same concept but not stackable.

Either way there is no reason that fortify should correlate to the damage you deal. There is no cardinal sin that should prevent other archetypes from gaining fortify. Just let melee have the easiest access to the strongest fortify while other archetypes would have to significantly invest into fortify just to get back to what they had.
Last edited by e1337donkey#1437 on May 8, 2022, 9:12:24 AM
Forti is dead and all we can do is dance on its grave
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
And now I can't even generate Fort against some of the random rare mobs, let alone the new uber bosses. Make it give 1 Fort minimum with big hits able to give more.
"
Bosscannon wrote:
Forti is dead and all we can do is dance on its grave


i swapped out fortify from my melee attacks setup early into last league.

ironically i m doing much better now without fortify.

deleting mobs fast before they can fight back is a solid strategy.

"thanks" GGG!

i would never have went this way without your nudging!
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