My humble opinion about Defenses
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OK. I didn't do the math but I play PoE 2 for a while and we all now tha ES is far stronger than Armour and ES. These changes could bring all three Defenses into line imo.
ARMOUR - Increase effectiveness by 50% / EDIT: I mean 100% actually - Cap Phys Res at 75% - Add passive nodes for increasing max Phys Res EVASION - Make it full RNG instead of Entropy - Cap Evasion at 75% / EDIT: Bad idea ENERGY SHIELD - Reduce ES from small passives by 2% - Reduce max overflow from Grim Feast to 50% of max ES (from 100%) Last edited by Sakanabi#6664 on Feb 6, 2025, 5:48:11 AM Last bumped on Feb 6, 2025, 4:14:48 PM
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How about:
Make Armour as good as Evasion and ES? Armour and Warrior Life point are just seriously underbaked in POE2 |
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" Yeah, that's why I think that buffing armour effectiveness by 50% is needed. |
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" " What is effectiveness? 12k armor is now equavalent to having 18k? It just blocks 50% more damage? Capping phys res? Is that the sheet number? Or actual physical damage reduced by attacks? If the first, what does that accomplish? If the second, that does nothing (as you're only blocking 75% of the small hits anyway). Passive nodes for, once again, increasing the paper number or actual phys res? " Evasion becomes absolutely useless then, as 1 in 16 times you'll get hit twice in a row, 1 in 64 you'll get hit 3 in a row, and 1 in 256 you'll get hit 4 times in a row. That 1 in 256 could happen once a map for all the stuff going on. Eventually, it becomes "once in a while your evasion gets turned off for a second" and no one wants that. " Max overflow does nothing, because grim feast is essentially "ES on kill". My monk with 2500 ES (5k with GF) generally drops to 3-4k ES and immediately refills. Dropping from 3750 to 1500-2500 and insta-refilling is the same thing (it just would mean 1250 less eHP going into map bosses, no big deal). Perhaps creating a decay of the overbuffed ES from GF kinda like ES recharge, but in reverse from 2x down to normal? It would allow for the extra ES, but only if you're constantly slaying monsters. I'm not trying to shut these ideas down - I think there's a lot of good in them...if anything, I'm hoping someone can refine this down a bit (do more of the math than I'm capable of)...because there IS an imbalance (I'd say evasion is in a pretty good spot while armor needs buffs and ES needs nerfs). Last edited by Redthorne82#3177 on Feb 6, 2025, 4:09:29 AM
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" If I'm not mistaken there is some formula like "you need Hit*12 armour to reduce this hit to 50%" or something. Increasing effectivenes by 50% will reduce armour needed to Hit*6. But when I'm thinking about it it is actually 100% increased effectiveness. I just used incorrect number. Passive nodes should increase flat max Phys Res like there are nodes which increase max elemental Res. Last edited by Sakanabi#6664 on Feb 6, 2025, 4:24:18 AM
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wtf dude evasion capped at 75%? it becomes absolutely useless then, already a defence most people dont use lmao
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wtf dude evasion capped at 75%? it becomes absolutely useless then, already a defence most people dont use lmao
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" I agree with the general idea. Grim feast probably needs to have a cooldown too. " I don't see the point of lowering the hard cap of 95% down to 75% for evasion since it has diminished returns anyways. Personally, I would recommend an evasion change like this: https://www.pathofexile.com/forum/view-thread/3694268 Basically, the post recommends making evasion have by default an effect in-between what is does currently with and without the Acrobatics keystone. " While I agree with increasing the effect of armour in general, I don't think making it scale more like resistances is a good thing. The resistance scaling system in PoE is already a shoddy system. I also don't think this by itself would properly balance the defensive archetype. I have a (far more in depth than the linked evasion thread) post covering armour too if anyone is interested: https://www.pathofexile.com/forum/view-thread/3667538 Last edited by LVSviral#3689 on Feb 6, 2025, 4:42:40 AM
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The issue with defences is mainly their share of damage mitigation. ES basically works on everything, sans chaos, and CI exists (+ to some extent, the keystone for flasks to replenish ES) to patch that up perfectly, which both makes it very strong and hard to balance. Delayed recharge start is not enough of a drawback not to go full ES every time you can. In some ways, ES is well-designed as there are ways to interact with the mechanic (gear, tree, skills, supports, interesting uniques) and make it how you want it to be.
Evasion is ok, it would have Acrobatics going for it if it wasn't for the fact that combined cost of making it work (gear + tree) is higher than ES for still not perfect coverage but what kills it is entropy, which you mentioned. The whole point of 90% evasion and me stacking it is so that I can evade 90% of the time, end of. Somehow, it is a countdown to 0, like why? And all pinacles will cut you through it, presumably their accuracy is through the roof (again, why so high, let me evade since I invested half the tree into it, what's the big deal?). Armor is just unfinished and needs to go back into the oven. Last edited by Finalstan#5006 on Feb 6, 2025, 4:45:18 AM
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" I agree. Lowering evasion cap is a bad idea. |
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