Reduced elemental resist is too much 2000...
"Removing trade in a game where the majority of the playerbase play softcore trade league because that exact feature??? Pretty sure thats a bad idea, forcing everyone to play SSF is not the way to go. I think its better to keep both options to be honest. Yes you have easier access to gear and resists in trade but SSF already exists for people who dont like the trade concept and i really think this was their best decision to keep as many players as possible. You are right about armour though, the equation is close to 2.5 times worse than poe 1 on top of having none of the same tools available for scaling it any further than the nodes in the skill tree + the lack of meaningful damage conversion mods to reduce the phys portion of the hit making armour more efficient which is why cloak of flame is currently the bis for armour builds. The 40% conversion to fire is huge but in the end this should not be better than a huge armour chest with lots of life and im pretty sure we will see a change to armour in an upcoming patch. To be honest u kind of needed a lot of those stats u mentioned in poe 1 to survive the endgame. Now im not saying they should be part of poe 2 but they would have to balance the bases stats and the endgame content to match the absence of these mechanics Last edited by MrPedez#4934 on Jan 3, 2025, 6:34:26 PM
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People liked having 6 portals also, and they changed that. Theres a good chance that a large percentage of the community would see the beauty in ssf if they gave it a shot. Its just the risk/reward gratification isn't fast enough for some people i reckon. If you're the type of person that enjoys learning things (99% of humans i think deep down do) ssf is good. Just have to take the leap.
There are a ton of trade league players that love gauntlet and its ssf. The balls you guys are talking about are the toxic balls that fly over your head and land on the ground and make a degen in poe1. That is different than the volatile flowers. There were some ritual mechanics that threw some chaos stuff around but most of that stuff went in a straight line or had aoes and didnt have balls that followed you. |
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Resistances have always been a problem in poe1, especially if you allow things like negative resistances or increased maximum caps, and then on top of that allow incoming damage to be converted to yet another type of damage and so on..
Poe2 is their chance to keep it simple and try something new; resistance or reduction for each damage type in game (physical, elemental, chaos).. start simple and build from there. As a result, tuning monsterpower an abilities should also work smoother. Last edited by Sergrit#3828 on Jan 3, 2025, 8:33:19 PM
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"I dont mind if they keep it simple but as it is now armour is completely useless for anything but very small phys hits because of how the equation works. You might have a tooltip that says 60% or more phys damage reduction and this might be true if the monster does 10-20 phys damage, unfortunately this is not the case in endgame maps and u are more likely looking at 10-15% rduction at best and vs some of the largest phys hits its basically useless. On top of this they made overwhelm and armourbreak be part of monster mods making it a complete waste of time to even scale armour at all cause they will hit u once and strip all ur defence. Resistances has none of these issues with diminishing returns and can be overcapped to compensate for - res maps which is why conversion is way better than stacking armour and why everyone uses cloak of flame on traditional armour builds now. Ohh and they even buffed armour break to last 12 sec instead of 6 which unfortunately also seems to be the case for monsters with armour break mod Last edited by MrPedez#4934 on Jan 3, 2025, 8:50:12 PM
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" Armour break is like the "minor afflictions" in trials that entirely remove what is often your only defense. Either they just expect certain debuffs to be run-ending, or they never really play tested half the stuff in the game. I'm not sure what the third option is... dodge-rolling perfectly for the entire map or trial run? What's hilarious, at least with trials is that they have had those debuffs in there for years. |
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It's something that I quite hate with PoE 1. The game build around you always have 75% resist. Instead of making it a choice and reward for going defensive. PoE make it mandatory.
Why not try to scale it down like ~30 as base line? You going cap for more comfy with that element dmg. Why not make it a choice to go for more comfy, safety or more dmg? This also give player another way to deal with boss. Like Geonor mainly use cold. Player can sacrifice both his dps ring for sapphire to make his attack less concerning. This may need a bit of change to how affix work like resist ring can no longer give offensive affix or at best - low tier. When it harder to cap and no longer mandatory to cap, passive can offer resist as interesting choice once more. Instead of just a travel node to max res. Just my 2 cent anyway... Slow in, slow out cuz I'm just a player.
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