The amount of enemies with slam attacks in maps makes evasion builds pointless
As the title says, the amount of enemies with ground based slams that do not have accurate area of effect indicators renders builds that use evasion as a defensive layer (currently 3/6 of the archetypes available in EA) at an EXTREME disadvantage while mapping. The keystone Acrobatics that would supposedly address this makes evasion even worse due to the -70% evasion rating malice that you take upon acquiring that keystone, causing builds to have to invest even harder in, once again, a disadvantaged defensive layer to make any use of it. Couple this with the other complaints that too many enemies that appear explode on death and you have a mapping situation that completely discourages any build to engage in melee which goes against the stated philosophy from developers to have PoE2 "fix melee".
I am speaking on this topic from a place of privilege as I am playing a monk with flexible ranged harassment options that can weave in and out of packs and make effective use of damage at range, but I am finding that I have to lean on that tactic the majority of the time because I cannot make use of half of my defensive portfolio and instead have to heavily invest in Energy Shield to absorb the errant explosions the living and dying enemies propagate the entire map. This is further exacerbated by the prevalence of such enemies in the pool of possible ones to appear due to the fully randomized nature of extra enemies that can appear in maps. Off the top of my head I can think of: The Giant skeletons that get resummoned by the lich Vaal with maces Unarmed Vaal Enemies that wield tree trunks Enemies that wield gravestones that cause a slam wave from range The stone elementals that slam the ground with no wind up indicator All enemies with leap slams that engage you from the edge of the screen Gorillas with slam attacks boars that charge in and slam Giant bugs that jump in at you This list is just what I could recall, and already represents around 10 distinct enemies that can appear. If the available pool of monsters is 100, that's already 10% of the entire pool that makes evasion useless, and I am IGNORING enemies with spells, explosions, and other ground based or spell based attacks that once again cannot be interacted with using evasion. That population is unacceptably high given the normal challenges already faced in the maps. As the final point, this is being encountered in TIER 1 WAYSTONES. This is what builds using evasion have to deal with from the VERY START of the mapping experience, with the MINIMUM NUMBER of enemies spawning. It is no wonder that people are feeling frustrated with the endgame experience and that it doesn't feel rewarding enough to deal with these extreme challenges anyone who rolled half the classes available in the game has to deal with. The sooner you address this issue with the mobs spawning system the sooner you will have a happy player base again. Last bumped on Dec 15, 2024, 7:32:34 PM
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I cant really comment on the monk perspective.
But as a ranger evasion feels in a way better spot than in PoE1 in comparison. (Currently at around ~T13 maps) However i can imagine it is less forgiving on a melee class that by design will be more open to ground slam attacks. Last edited by Lynk#4447 on Dec 15, 2024, 7:30:21 PM
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Evasion should really work on anything that "hits", the same way that armor works. The fact that it doesn't just makes those builds feel weak.
Evasion already has to deal with being all or nothing compared to armor effecting every hit, thus resulting in evasion builds getting one-shot easier. It doesn't need to be made worse in other ways on top of that. Last edited by doombybbr#6074 on Dec 15, 2024, 7:33:21 PM
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