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

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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.

What? When I said the skill tree should have mitigation for all elemental types i was referring back to the OP for making Heatproofing and Unnatural resilience changed to all elemental types. I'm just saying that defensive notables in the strength section of the tree should indeed work against more than just fire.

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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.

Armour in PoE1 is stronger because it is worth twice as much in the calculations and base sources tend to give about double for a total of 4 times as much base effectiveness as PoE2. You can also acquire way more total armour due to auras, flasks, and double dipping scaling in PoE1. Sources of 'addition physical damage reduction' which have insane synergy with armour are also absurdly easier to get due to endurance charges among other sources. That is all not even including things like molten shell or special scaling modifiers...

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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.


Yes, but Smith of Kitava and fire mitigating uniques are ENOUGH as is. having the entire strength section of the passive tree limited to tankyness against fire only is dumb. To clarify even more, I'm not advocating for cold or lightning res in the dex or int sections of the tree. I'm advocating for elemental mitigation, that isn't limited to just fire, in the strength section of the tree which is themed around reducing incoming damage.
Last edited by LVSviral#3689 on Apr 12, 2025, 2:34:09 AM
English is not my first language, sorry if I'm confusing you. So let me try again.

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If you said that warrior strength tree(miss this in my post) 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.

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What? When I said the skill tree should have mitigation for all elemental types i was referring back to the OP for making Heatproofing and Unnatural resilience changed to all elemental types. I'm just saying that defensive notables in the strength section of the tree should indeed work against more than just fire.

As I explained above, it makes sense that the current warrior skill tree can benefit from all max res because armour is weak currently. However, like you point out below
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Armour in PoE1 is stronger because it is worth twice as much in the calculations and base sources tend to give about double for a total of 4 times as much base effectiveness as PoE2. You can also acquire way more total armour due to auras, flasks, and double dipping scaling in PoE1. Sources of 'addition physical damage reduction' which have insane synergy with armour are also absurdly easier to get due to endurance charges, among other sources. That is all not even including things like molten shell or special scaling modifiers...

If GGG changes max fire res to max all res, and they fix the current armour in POE2 and make it similar to poe1, armour will be overpowered.
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Yes, but Smith of Kitava and fire mitigating uniques are ENOUGH as is. having the entire strength section of the passive tree limited to tankyness against fire only is dumb. To clarify even more, I'm not advocating for cold or lightning res in the dex or int sections of the tree. I'm advocating for elemental mitigation, that isn't limited to just fire, in the strength section of the tree which is themed around reducing incoming damage.

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Like I said before, the theme of the warriors and maurauders is fire( fire damage, fire res, ignite), so it makes sense that they have a strong node that is dedicated to fire alone. For example, most elemental skill in the mauraider are fire-oriented. So if you play ignite, you can use the new support gem that deal more ignite damage when you are ignited yourself. Then they would need those strong fire res node to synergize with their build.

But let ignore the "theme", I assume that you want a worse version of (Heatproofing & Unnatural Resilience), but apply to all res right? So one should have "8% all res applies to armour" and "1% max all res for each 120%(40% multiply by 3) uncapped all total res" does not seem that strong or worth it.

If you think they should do the same version for all res without any nerf, then I don't think I can convince you how op that is.
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As I explained above, it makes sense that the current warrior skill tree can benefit from all max res because armour is weak currently. However, like you point out below

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If GGG changes max fire res to max all res, and they fix the current armour in POE2 and make it similar to poe1, armour will be overpowered.

Oh I see what you're getting at now. I agree if armour became as strong as it was in PoE1 then it would be overpowered. I don't think armour in PoE2 after buffs will be even close to PoE1 armour though. Flasks, auras and double dipping scaling will never be coming to PoE2. The last PoE2 update armour buff was about 15% more effectiveness for comparison. We will never be getting overpowered armour scaling unless hell freezes over.

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But let ignore the "theme", I assume that you want a worse version of (Heatproofing & Unnatural Resilience), but apply to all res right? So one should have "8% all res applies to armour" and "1% max all res for each 120%(40% multiply by 3) uncapped all total res" does not seem that strong or worth it.

If you think they should do the same version for all res without any nerf, then I don't think I can convince you how op that is.


I do want a 'worse' version of Heatproofing that applies to all types. 10%(ish) would be viable. If you weren't aware the armour reduction is calculated AFTER resistances so that is actually worth more than it seems.

As for Unnatural Resilience I think it should give 1% max res of each individual type per 40% uncapped res of each individual type. Not 1% all res per 120% total as that would be too clunky. It would technically be a direct buff. It would still not be that strong all things considered, but that just means it's balanced which is fine.

Both options would be worth investing into without being directly overpowered. I think that's an ideal scenario for balance design.
Last edited by LVSviral#3689 on Apr 12, 2025, 4:55:37 AM

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