Prevalence of Chaos Damage vs Resistance in the Endgame
This has already been partially addressed by having chaos damage proportionally scale up as you progress through maps (covered in an earlier patch note; I forget when; good change, though), but I did want to bring up why I feel like it's in a sort of frustrating state compared to PoE 1. Some of this will also change, I imagine, as more enemy types are added to the game.
When PoE 1 was in state more similar to where we are in PoE 2 now (i.e. fairly limited crafting systems), chaos damage was rather uncommon. You didn't need chaos res to be functional even in high tier maps. As PoE 1 evolved over time, chaos damage became more common in the endgame (definitely remember getting slapped by It That Fled for the first time and opening an Incursion and being greeted by pure chaos projectiles). As it become more common, it naturally become more important to have chaos res in the endgame. You needed some baseline level of chaos res to function instead of just running around with -60% most of the time. PoE 1 solved the increasing frequency of chaos damage really elegantly with the hybrid ele/chaos res craft from betrayal. As you fixed your ele res in maps, you could shift crafts that previously gave ele res to crafts that gave ele + chaos res. Not really enough to "finish" your build, but you stayed functional. In PoE 2, I feel like we already have a higher relative frequency of encountering chaos damage than PoE 1 has ever had. I realize we're starting from 0 rather than -60% res, but I feel like getting chaos res should maybe be a little easier given how much more often we're encountering that damage type in the form of "puddles" that certain enemies leave or purple snakes that pop up under our feet from chaotic zealots or the map mod or plant... orbs (which are easier to see now; thank you!). I know there's a soul core for it, but getting that either requires trade or successfully running Ultimatum and getting lucky. I feel like we're at the point where maybe we should consider not treating chaos res like a "special" roll that needs lower frequency and values. This is especially true when I get a precious, normal Amethyst ring in a map and transmute +7 life onto it and have to vendor the base rather than being able to reroll it. Maybe I'll see another in a few maps (or 20)... Again, I feel like this will naturally get somewhat better over time as more enemy types are introduced and I have to run the Decay map less often, but I think increasing the frequency of the roll is worth considering just because of how different the crafting situation is in this game vs. PoE 1 and the relative frequency that you encounter chaos damage. Really like the changes in 0.1.1, btw, especially Citadel-hinting light columns to give me some direction. Last edited by PopGen#6967 on Jan 17, 2025, 7:41:53 PM Last bumped on Jan 17, 2025, 7:32:15 PM
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+1
Yeah chaos damage feels almost as common as elemental damage types now and could definitely use more consideration for defensive countermeasures. While it's not directly talking about chaos resistance, I have a post covering resistance scaling in general and how it could use an overhaul for a lot of reasons and how to go about it, if anyone is interested of course: https://www.pathofexile.com/forum/view-thread/3629096 |
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The first thing you have to do as you get to maps is basically farm all of the ultimatums that you found in the campaign so you can put chaos res runes into all of your gear pieces.
Which is unfortunate because I fucking hate doing ultimatum. |
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