Movement penalty STR base armour
Seems unfair that str bases have extra movement penalty, there is one shot mechanics which only relies in how fast you can get to the safe point. Using armor bases in this mechanics is pointless.
At least we should have ways to counter this penalty, like having extra str above requirements reduce this penalty. For example: using body armour which requires 100 str, but having 200 str, could reduce penalty by 50%. -- EDIT -- As far I know the current penalties are: shields bases pure str -3% mov speed hybrid with str -1.5% mov speed no str 0% mov speed body armour bases pure str -5% hybrid with str -4% no str armour -3% Last edited by SpinHall#6044 on Dec 28, 2024, 10:22:07 AM Last bumped on Dec 28, 2024, 12:46:44 PM
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" Wait, penalty WHAT? Why would this be a thing Also randomly penalizes melees again when ES is already much stronger. Thanks for letting me know this is a thing. It makes no sense in the balance of the game. |
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" Sadly I have just tested it and the -5% for armor is TOTAL SPEED LOSS so for example with 25% boots I go from 25% to 18.8% (losing 5% of 125% so actually -6.25%) |
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In PoE1 there was a passive at the duelist start that would negate the movement penalty from armor. I imagine once the duelist is added to the mercenary start we might see that modifier added to the skill again.
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some form of inherent damage avoidance/mitigation should come from these pieces if such a severe speed penalty stays
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Yeah, a skill to remove it would help but I don't really see any interesting gameplay emerge from having that debuff in the game (also, why is it hidden?).
Literally every build wants to max speed (people are asking to make walk speed an implicit modifier on boots for the same reason: it's mandatory) |
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" Some bosses definitely seem tuned for having movement speed to dodge their mechanics. Balbara is a nightmare of a boss on my current juice tier because I downgraded to 10% boots to fix my resistances (pain, but I flicker through maps so it doesn't matter there). |
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Early on I was "just barely" succeeding to dodge or "just barely" getting caught in AoE that I shouldn't have been in.
If Heavy Armour comes with those sorts of downsides [getting hit by things you shouldn't be hit by] then there needs to be additional mitigation & recovery so that getting hit more often doesn't hurt those builds with armour. Off topic but related: Because "movement speed" is so critical on boots [oppressive not to have it] there's a desire that move speed get baked into the boots themselves in some manner so as long as you have "high level" (?) boots then move isn't something you worry about. With the above idea in place all pieces of "heavy armour" should come with one or more of the following baked in: 1. Additional % Physical damage reduction [not modified by armour formula] 2. Additional flat or % life 3. Additional flat or % life regen 4. Additional flat or % life recoup 5. Additional % life recovery 6. % Armour protection against Elemental damage 7. % Armour protection against Chaos damage 8. Update the Armour formula so that it has a "floor" on how bad it gets with large hits Theoretically as the game gets more dangerous, and armour by itself less effective, the above values could be scaled -- probably based on the STR requirement ; the tier [normal, advanced, expert] ; or something similar. |
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I think, since STR armour is heavily tied to melee builds, STR armour shouldn't give movementspeed at all. This may not be authentic, but it would be more fair to melee builds.
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" That's a fair opinion and hard for me to argue with. Personally I wouldn't mind the tradeoff with playing a class "too slow to get out of its own way" -- at least as long as there were additional benefits that mitigated the worst outcomes of being slow. |
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