Armour fix by increasing 15%?!

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MEITTI#3999 wrote:


Armor was never designed to be good for every source of damage. Armor in PoE 1 and 2 work similarly to Mount & Blade games where it doesn't help you if you get hit by something big but with enough armor you can become completely immune to imps throwing rocks at you.

GGG is just trying to find that sweet spot where white mobs throwing rocks do nothing against an Armor build, while the Silver Monke smash still destroys you.


Effective health is what matters in this game. If ES can lead to 2 to 5x greater effective health compared to armour, there is a huge problem. A 15% "buff" does nothing to resolve said problem. It just shows that developers have no understanding of the core problem.

Dude, u right 100%, game suck in balance right now and become much less enjoyable to play, I don't wanna even test builds now after 2 builds when i see how it's broken. When i play poe1 i have mind habit that poe1 is so big, that i condolence ggg for trying to balance such hard full of content game, its so exhausting... That's why i dont blame meta in poe1 so much, i even can start meta.
But i don't wanna see that picture in poe 2, that ruin my pleasure to play this game, its legal cheating from start,like pauses in hc league
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MEITTI#3999 wrote:


Armor was never designed to be good for every source of damage. Armor in PoE 1 and 2 work similarly to Mount & Blade games where it doesn't help you if you get hit by something big but with enough armor you can become completely immune to imps throwing rocks at you.

GGG is just trying to find that sweet spot where white mobs throwing rocks do nothing against an Armor build, while the Silver Monke smash still destroys you.



Effective health is what matters in this game. If ES can lead to 2 to 5x greater effective health compared to armour, there is a huge problem. A 15% "buff" does nothing to resolve said problem. It just shows that developers have no understanding of the core problem.


The purpose of the 15% buff was to balance out White Mobs dealing more than expected damage for the purposes of armour mitigation... Listen to the interview properly man. There will be more armour changes in the future...




Like molten shell or steelskin))),gosh that words are exhausting my reason to play right now
Last edited by Mighnichelix#7315 on Jan 17, 2025, 7:43:10 AM
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Counterpoint: I never get swarmed by something that can hit me 100 times as a stormweaver because I can summon enough ice wall to fill my screen in less than a second. Each spike pulls aggro, and/or freezes things, then comet obliterates them. Instead of slogging through the fire and the flames to bop them on the head with my melee stick.


That should be nerfed in many ways, lightning skills too op now.
I know it's cool that spark or sw builds can kill t4 bosses for some sec, but this is at odds with what developers said about challenge bosses, this is not funny when u play not op skill or even armour, which is opposite to normal endgame armour like lord of the rings mithril coat
Last edited by Mighnichelix#7315 on Jan 17, 2025, 7:48:59 AM
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khuzvhan#0406 wrote:
that's to keep you waiting on YET the next update and then the next one. and so on. they'll never really fix anything


Thay never stop doing bad armour, i never stop complain about it, but i never stop being enslaved by poe2 too, that's a fact. Sad reality
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I think that the real issue is that armor was released in the form that it's in at all. It clearly isn't designed to be a complete system to keep you alive. Sure, they're saying "we know that we need to make this more interesting" but they released it in a state where it's basically worthless against any of the things that actually kill players. Worse, the int part of the tree gets a million ways to interact with how their stuff keeps them alive better, including damage to mana. Even ignoring MoM, that same part of the tree has 18% damage goes to mana instead of health. Meanwhile Warriors are given the option to pay health instead of mana to "cast" their big attacks, because they get no mana natively, and high level abilities get prohibitively expensive.

More than 4 years of dev this game...
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the game isnt actually released released tho right?

were playing a fist alpha test of 1/3 of the game that is currently waiting for its first major balance pass. theres large parts of the game that are barely designed at all, theyre just placeholders until they get around to properly exploring them and deciding what they want to do.



theyve just adjusted a ton of the monsters. so even if the armour formula was perfect before they would have to change it again now right? because it would have been perfect for a monster balance state that has just been significantly changed.

the balance is a constantly shifting jigsaw. change monsters, add in the other 6 classes and 24 ascendancies with all their skills an suddenly the things that effect armour are completely different. stuff needs designed, redesigned, 2 years after launch theres been so much power creep and new mechanics from every angle it all needs redesigned again, and again.


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were playing a fist alpha test of 1/3 of the game that is currently waiting for its first major balance pass.



if people are expecting a balanced finished game come back in a year for the actual release and complain then about things not being right. this is EA, if something is broken then say hey, this is broken, then go play something else until they get around to rebalancing it.


Dude, i realised that armour is shit from 3 act of playing, thay dev this game for 5 years...
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Kashou#2868 wrote:
Armour is good right now and it's getting extremely tiring to read people regurgitate misinformation. Armour and a shield basically makes you immortal and you're just comparing it to 20k ES builds which are obviously going to get gutted.

Even just 7k armour makes you extremely tanky with 2k life in t15 maps with a shield or hybrid eva. Get more life as titan or gemling and you can play pure armour easily. Just get some regen, it's what keeps you alive.

"Uuh but I can't tank 10k boss slams" yeah you're not supposed to, you have a dodge roll. Even so you can run Bulwark to get a lot more mitigation for slams too.


U didn't play armour in endgame, even on t15 big white mobs doing 2k+ phys hit
It's not even about the white mobs doing 2k+ per hit. It's about CI players having more effective health than high armour warriors against physical attacks.

I'm going to quote myself from this thread:

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This guy managed to get 80,000 armour. He's got 2237 life. I Googled for a MoM/CI build, and immediately found this video. This guy has 1 health. But he has 5063 energy shield, and an additional 4200 mana. He's also immune to chaos damage.

So the EHP against an attack that does 7500 physical damage that the caster has is ~9200. The EHP that the 80,000 armor warrior has is 2237. He needs around 4000.
Note: the 7500 damage attack hitting a 75,000 armor player pre patch did 4125 damage.

Zealot's Oath and Pure ES as a high health character is better than using armor for all kinds survivability. It's not close. ES is +HP.
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The purpose of the 15% buff was to balance out White Mobs dealing more than expected damage for the purposes of armour mitigation... Listen to the interview properly man. There will be more armour changes in the future...


Their "buff" to armor also nerfed physical damage. Armor is still exponentially worse than in POE1. Its a clear sign the developers have no idea what to do with melee classes.
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Their "buff" to armor also nerfed physical damage. Armor is still exponentially worse than in POE1. Its a clear sign the developers have no idea what to do with melee classes.


The Kripp master indeed. Another thread on that.
Recently covered it on his latest upload.

He said stuff like the armor buff applied to mobs as well which essentially nerfed melee damage since they're more phys d.

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