Wellspring of Creation new Keystone problem?

Keystone grants monsters deal 25% less damage monsters have 50% more life on the atlas.

I'm just going to throw this out there because I've been trying to think if I want to incorporate either this or the other node into my build on league start.

But isn't this going to make strong characters that have absurd damage just take a free 25% less damage in maps. Like I get that monsters have more life but when you have millions of dps, what is 50% more life to some of these characters?

Just a thought, this might become a meta thing and end up getting nerfed next league.
Last edited by e1337donkey#1437 on May 6, 2022, 11:04:28 AM
Last bumped on Jun 3, 2022, 6:29:51 PM
This thread has been automatically archived. Replies are disabled.
I think thats exactly what it is supposed to be.

Pretty much more freedom for Builds. A reward for making your Build more Glasscanon in this example.

But dont underestimate 50% more life. You will need really good dps to make this worth it.

It will be very dangerous to get this with not enough damage, because more life also means higher stun threshold.
Last edited by Vepa#4873 on May 6, 2022, 1:11:18 PM
its also a multiplier, so if you are running super juiced content or bosses this mod means you would need 50% MORE damage to feel the same speed. That is a HUGE amount of damage at the end stage of a build to get.

Basically, you would need to calculate: is the extra time it takes to clear worth the occasional death I might have otherwise? The answer might actually be no for the majority of high damage builds.

Ex: it takes a really good build 2 minutes to clear a juiced map. This node pops that up to 3 minutes. Without the 25% less damage, you might die 1 in every 10 maps (which is really bad imo) which would take a total of 1 minute recovery time. 25% less damage gets rid of the deaths. But the overall time difference is a much steeper penalty than avoiding death.

This is why even in the video, CW said that this was a "preparatory node" designed to help the mid-game build, but specced out of in the late game.

In fact, for this very reason, I think the OPPOSITE node (+damage, -life) is far more broken. Most complete builds can easily handle 25% more damage, and the reduction in monster life means dps goes even further
Last edited by jsuslak313#7615 on May 6, 2022, 1:39:09 PM
If you dont have the damage to still kill everything almost instantly it will actually result in more deaths just because you will get hit more often.
"
jsuslak313 wrote:

Ex: it takes a really good build 2 minutes to clear a juiced map. This node pops that up to 3 minutes. Without the 25% less damage, you might die 1 in every 10 maps (which is really bad imo) which would take a total of 1 minute recovery time. 25% less damage gets rid of the deaths. But the overall time difference is a much steeper penalty than avoiding death.


If you have a really good build, you will run through the map in the same 2 minutes. And the boss will die not in 1 second, but in 1.5, wow. Do you have any idea how much overkill damage a strong build does?
Of course, we are not talking now about 5 orb maps, where 96% less damage taken, and there are rares with 90% less damage taken (Empowered Elements) and enemies deal 30% less damage (Oppressor).
The author of the thread very accurately noted that this is another plus for the glass cannon meta.

And I'm disgusted by it. In 3.15, nerf ALL support gems due to glass cannons to encourage glass cannons more and more now.
my hideouts - https://www.pathofexile.com/forum/view-thread/3228515
I'm using it and I like it.

First, I like the "play your way" mantra. I wish such keystones could apply to all content, not just maps


Second, this keystone is really good for builds that have good sustain but maybe not enough of a hit point pool. 25% less damage means you're far less likely to get one-shot and your sustain could deal with the fight being a little longer.

Report Forum Post

Report Account:

Report Type

Additional Info