NERF AR/EV + Spell Suppression

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Rakushi wrote:
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smtad wrote:
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Rakushi wrote:

Armour protects you from only physical attacks and nothing else, and elemental damage feels like the true killer in the later stages of the game.

Armour protects you from physical damage from hit. It protects you from physical spell hit as well.


Sorry, a mistake in my writing, which doesn't change the problem however.

Physical spell damage is quite rare to be honest, can't think of anything in the endgame that does physical spell damage.

The problem still stands, armour either trivializes, or does next to nothing, rarely an inbetween :D


Physical spells do exist and they were the bane of evade characters until spell suppression got added as their only mitigation was spell dodge.

Also a very large number of skills these days are phys converted to X with a portion left as phys to throw armour a bone (and make extra damage as X map mods more dangerous)

Evade is definitely more even in its coverage for attacks though if thats what your getting at, but reliable damage is best damage.
while hyperbolic in nature I tend to agree with this because of the insane aura and flask combos that can essentially max out evasion and armor effectiveness without any other investment. The combo, especially with iron reflexes and capped suppression is more broken than the old evasion builds that were removed because a character could become evade capped in like 19 points or something. With the right mod weights, a character could do it in less now with exalts of gear.

GGG should remove all armor and evasion auras and flasks, including mageblood, maybe make a worthwhile guard skill.
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roundishcap wrote:
while hyperbolic in nature I tend to agree with this because of the insane aura and flask combos that can essentially max out evasion and armor effectiveness without any other investment. The combo, especially with iron reflexes and capped suppression is more broken than the old evasion builds that were removed because a character could become evade capped in like 19 points or something. With the right mod weights, a character could do it in less now with exalts of gear.

GGG should remove all armor and evasion auras and flasks, including mageblood, maybe make a worthwhile guard skill.


block should be nerfed too. make it block 50% damage by default.
[Removed by Support]
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exsea wrote:

block should be nerfed too. make it block 50% damage by default.


wouldn't that be pointless? I mean, unless it would be unscalable value or the max would be significantly decreased (to 60% perhaps), GGG would just add the increases to block volume on the block nodes which basically everyone focusing on block takes, meaning it would be zero sum in the end.

Sure, it could brick some niche uses, but is that really desirable?
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
reducing block and lowering mobs collective burst damage would probably be good in the long run

PoE has very specific situations that aren't really that rare where block is the #1 defence that will save you and vastly overcomes any other defence on a per passive point basis.

So for example lots of players complaining about eater's lightning tittybitches this league, probably overtuned and can hose down even high defence characters without block.

With block though almost completely irrelevant, moreso if you have block recovery.

This type of mechanical niche is fine if its rare but it honestly isn't, block is the absolute king of defences for regular content and its also king of any boss with split type attacks instead of single hit.

Is block OP though? Probably not, its just the right defence for how they built the game. If they do anything to block they need to address just how much damage some monsters can put out in a short window.
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Draegnarrr wrote:


Is block OP though? Probably not, its just the right defence for how they built the game. If they do anything to block they need to address just how much damage some monsters can put out in a short window.


imho, block in POE is the most OP defence mechanic. all you need to do is compare with other arpgs where in many other arpgs, block usually absorbs a fix amount of damage, a flat amount rather than fixed %. this way devs can tweak numbers to balance around block more easily.

in POE you block 100% of the damage. 75% block chance in poe is almost doubling your effective life pool.

on top of that, we get interactions such as gain flat hp/es whenever we block.

heck it synergizes with riposte so damn well (75% chance to counter attack if you have 75% block chance). compare that to vengeance that only triggers 40% chance and has a longer cooldown.

also we have stuff that benefits from block chance.

so yeah, is block OP. as a person who uses 2hander, i can say wholeheartedly yes. it really is. GGG's armor buffing and reworking spell dodge into suppression is a godsend. i really hope GGG doesnt take it away from us.
[Removed by Support]
My arguments more that other defences aren't good enough, glancing blows + recovery shield is probably OP but straight block takes too much investment to be that broken.

Its the best defence for how the game plays though, shortly followed by regen which is ironic because most players completely neglect it.
Well whatever to the skill levels implied here and lots of other arguments.

I'm not a casual and I'm definitely not a pro im somewhere in the grey zone between these and while i don't play as hard as i used to anymore when i do put forth that level of energy at least(post spell supression) i do feel like whatever defensive layers im using no matter the class without spell supression i just feel so much weaker.

I don't feel like spell supressions power is OPTIONAL if you can reach or add it to your build to even as small as 10-15%

I will also mention perhaps spell-supression was so effective BECAUSE of my defensive layers, but it still feels like its more powerful than everything else im using by miles.

Don't really care if they nerf it, but it does feel like it needs ajustment, magic attacks hurt way too much now.
Innocence forgives you
Spell Suppressions roughly = 82 all res to me (numerically its slightly higher but drawbacks tend to lead it to the same margin) which is achievable for anybody that travels to the marauder area

However in my experience it is pretty mandatory to be +max res, spell suppression or 15k ES, anything else doesn't have the staying power the game currently demands, Spell suppression is the cheapest passive/gear wise of these objectives which is why it gets talked about/used the most I suspect.

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