Armor

I wonder when GGG will work on "armor" its only count for smaller hits and negate some dmg shouldnt be working bit more propertly or add something to it most melee builds go determination but thats not point,point is evasion bases have spell suppress it would be good to add something on armor bases to reduce elemental dmg or so or to get alemental damage reduction by amount of the armor maybe 5k armor to get 2-5 percent elemental absorbtion something like that for a long time melee is in bad spot u have to be close so eva can help u a bit to evade attacks but armor works only on "smaller hits" i hope GGG wont see this as a joke its kinda useless to go large amount of armor for what "smaller hits" lots of stuff can kill u specialy if u play melee and lots or range monster bombard u with attacks on bosses u can move away pesonaly i dont like play bow or totem kind play cant feel game trill played diablo there melee is ok to play not like here i hope GGG will work on that if u check last few leagues what classes and asendecy people playing or is range or is some kind of spell users "all classes can play any skill" its not true check how many melee builds are there ! Thx i hope GGG will work to improve a bit armor and melee if not well lets play PoE "age of mage and range" builds
Last bumped on Dec 14, 2023, 8:24:04 AM
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There sort of is that stuff already in the game.

Armor bases roll "%physical damage taken as x element", and "%additional phys reduction". These are EXTREMELY powerful, almost more than Suppression because it is a blanket reduction without condition. For elemental damage we already have resistances and max resistances. Even eva/suppression doesn't qualify elemental damage because of this.

We also have endurance charges, and it is far more likely that armor-type builds will be using endurance charges. Yes...armour needs to be adjusted, but there are plenty of existing alternative defenses built on the armour base in much the same way that suppression is built off evasion.

I think there is a far greater problem at play here other than the actual defenses we have: the ubiquity and power of enemy spells. If enemies were more balanced phys/elemental, attack vs. spell, our defenses would hold up much better. But because 90% of all damage comes from SPELLS, it makes spell suppression more powerful by proxy, but not by practice.
Last edited by jsuslak313#7615 on Dec 14, 2023, 8:23:38 AM
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jsuslak313 wrote:
There sort of is that stuff already in the game.

Armor bases roll "%physical damage taken as x element", and "%additional phys reduction". These are EXTREMELY powerful, almost more than Suppression because it is a blanket reduction without condition. For elemental damage we already have resistances and max resistances. Even eva/suppression doesn't qualify elemental damage because of this.

We also have endurance charges, and it is far more likely that armor-type builds will be using endurance charges. Yes...armour needs to be adjusted, but there are plenty of existing alternative defenses built on the armour base in much the same way that suppression is built off evasion.


This.

It's also worth noting that the marauder part of the tree has nearly all of the passive +max resist nodes in it, so if anything armor builds have the BEST access to elemental mitigation.

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