Endgame shouldn't be balanced around 75% res
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I'm really sorry to say that, but you really don't know what you're talking about.
" Personally, no boss except Arbiter can one shot my char. And that is because I'm running a life-based char on SSFHC. Imagine it on trade league, or on an ES-based build. Maybe if I run a waystone with some deadly mods it might be possible for a map boss like Zekoa to one-shot me, but this scenario doesn't make much sense with how easy is to keep map pool currently. Actually I'm more scared about not seeing some volatile plant or a pack with 3 or 4 slams monsters (like coffin carriers) hit me at once while I'm distracted with another content. " You described one of the uses of logout macro on poe1, but it is totally different in poe2. Firstly, logout here currently has a huge downside. You cannot come back to play in 15 min, until instance expires, and when you comeback, you lose all content from that map. So, no, people are not using logout like this on HC. Not even near as frequent as they do on poe1. Secondly, even though monsters are relatively faster than your char here, specially during campaign, the overall monster speed (including bosses) in this game is lower than in Poe1. Most of times, it is a lot easier to react in time and solve it without logout. The few times I had to use logout (two actually) were all on low tier maps, when I still didn't get good enough DPS and I eventually got surrounded by mobs, so my movement got blocked. One was during a ritual encounters on really bad spots. The second was with two rares monsters with slow bubble mods in a map with chilling ground and increased area of effect (which increase the slow buble size) and a lot of "knock-backing monsters" (before that patch nerfing them) which made impossible to keep a good positioning. Actually that last episode made me pick those "reducing slowing debuffs" on the skill tree. Not even once I needed to do it because I was about to get a big hit. And since I reached red maps (T11+), I didn't have to logout even once. The only scenario in poe2 that I can see someone doing what you described is on Arbiter fight, but that fight has a really bad design IMHO. |
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IMHO the early game, likely the entire campaign, should be balanced around the following combination:
1. SSF -- no trading needed 2. HC -- monsters shouldn't be killing you unless you, the player, are playing badly 3. No "farming" in the campaign needed If the game has a combination of enough loot, enough power in the skill & support gems, and enough power in the passive skill tree then I think the campaign would feel much better. The gotcha is though the "chase" for optimal gearing, leveling past the campaign, etc. needs to ramp pretty quickly. I'm all for not needing to worry about "needing" trade during the campaign BUT I'm all about the difficulty ramping quickly from T1 to T15++ maps. |
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" NGL u right when it comes to just raw HP/ES stacking. I was only really thinking about damage reduction mechanics, given the thread topic. I assume you're also using one of the few functioning tank ascendancies passives too. " This is one of the more irritating discrepancies of defense scaling for most people, I think. AoE damage just straight up ignores evasion and (active)block innately. Slams also hit harder which further makes the armour formula less effective against them. Core game mechanics/stats not working on a massive amount of monster attacks is wild. Last edited by LVSviral#3689 on Apr 20, 2025, 3:05:40 AM
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If not 90% at least cap should be at 80%. A little more res correspond to huge amount of damage reduction.
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