Dear GGG: Tanking only fire damage? It's asinine! (Heatproofing & Unnatural Resilience)

Heatproofing and Unnatural Resilience are the only ways on the skill tree for players to reliably reduce elemental damage. Them both only working for fire damage is awful for build diversity and it's absurdly restricting.

Heatproofing should instead apply to all 3 elements at a value of 10%(ish).

Unnatural Resilience
should also grant the effect it has for fire resistance for cold and lightning resistance as well.
Last edited by LVSviral#3689 on Apr 12, 2025, 5:06:33 AM
Last bumped on Apr 12, 2025, 4:52:03 AM
Tank build variety and viability is just 1 hotfix away...
Last edited by LVSviral#3689 on Apr 6, 2025, 3:17:06 PM
I beg of thee, GGG.
You can get +4% all ele max res on the tree and a bit of bonus for fire. That is more than enough.
Last edited by Kashou#2868 on Apr 7, 2025, 4:57:41 AM
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Kashou#2868 wrote:
You can get +4% all ele max res on the tree and a bit of bonus for fire. That is more than enough.

How is hardcapping build investment "more than enough"? Both Heatproofing & Unnatural Resilience don't even directly give you crazy damage reduction by themselves. They just give you an option to invest into more tankyness. By them being limited to purely fire damage it stunts basically every tank build that doesn't have unique fire resistance scaling.

Imagine if you couldn't scale elemental damage past +100% from the skill tree, unless it was fire damage. That would be insanely stupid. I don't see how defense is any different.
man i really wish it was viable to get tanky against cold and lightning damage without using some sort of ghetto fire res to all res setup...
Last edited by LVSviral#3689 on Apr 12, 2025, 12:17:37 AM
Keep in your items gear for each resistance you need at the moment. Swap rings, amulets, you name it. Looking for one set of items to wear at all times to have all resistances and easily get more resistance from the tree won't work unless you have godly gear. From a game design standpoint, if resistances are too easily mitigated they might as well not exist. But they do, so they have to be managed somehow, skillfully. Even if the skill is gear swapping.
Impatience is insatiable.
Well, that's not the only way. There is a new unique that converts elemental damage taken to chaos. If u play ci u basically take 25 less elemental damage. It is better than max fire rest since fire res is weak to elemental pen, not when they convert to chaos. You can also have more max chaos. There is "armour applies to elemental damage", and armour is confirmed to be reworked in the future. And we are still missing 5 classes and around 20 ascendency, so maybe wait till 1.0?
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Well, that's not the only way. There is a new unique that converts elemental damage taken to chaos. If u play ci u basically take 25 less elemental damage. It is better than max fire rest since fire res is weak to elemental pen, not when they convert to chaos. You can also have more max chaos. There is "armour applies to elemental damage", and armour is confirmed to be reworked in the future. And we are still missing 5 classes and around 20 ascendency, so maybe wait till 1.0?


Yes those things exist, but why can't the skill tree just grant options for ALL elemental types instead of just fire is my question and point. It seems extremely limiting and lopsided for build variety and that is why I am bring this up so much in the feedback section.

I COULD just not care and quietly wait until 1.0, but who is to say GGG will notice this lopsided design and properly address it if no one points it out? GGG has a notorious track record of not addressing melee and/or defensive balance design issues for many years.
Last edited by LVSviral#3689 on Apr 12, 2025, 1:14:30 AM
Well let said they add max cold res into witch and max lightning res into ranger tree. Evasion can evade both physical and elemental, so that will make evasion much stronger than armour. Energy shield have ci and mind over matter, so their defensive layer is stronger than armour. With the addition of max res on those trees, the balance will tip again armour. If you said that warrior strength should have all the max res, then I agree with the current armour situation. However, in poe1, armour is one of the best(if not the best) defensive tool, if armour is getting stronger, armour will become stronger than the other defence. And to add to that, event with Heatproofing and Unnatural Resilience, warrior is still not as tanky as other class(well I don't know about this league, but last league energy shield and evasion is much stronger). Also the theme of the warrior/mauraider style is fire res, fire res taken as armour, physical as fire res, other max res equal to fire res(like cloak of flame and Smith of Kitava Ascendancy) so increase max fire res is on point. Maybe they can add the same to other class but it just copy and paste, not that unique to each class.

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