​[Feedback] Address Defensive Disparity: Proposed ES Nerfs for 0.5.0

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The goal is not to bring armour to a broken state. But bring ES and its mechanics more in line and consistent at least with how armour works.

Tree, regeneration, gems, etc.

Right now armour doesn’t need work on it. But what could use a small and modest buff is life.


Pretty much agree with everything stated here. Bring ES more inline with Armour, not the other way around. Adding few life nodes on tree would also be nice addition.
Last edited by CharlesJT#7681 on Feb 10, 2026, 5:10:50 AM
I'd be fine with them removing all ES% nodes from the tree and buffing base values a bit. That way I'll have 30+ more passive points to spend like the life based builds have.
ES pools need to be brought back down to earth, so that this game can start receiving some semblance of balance.

This has been the case since 0.1 though, so don't get your hopes up.
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With the upcoming Content Patch 0.5.0, Evasion and Armour are in a pretty good spot as defensive mechanics, but Energy Shield continues to be an outlier, being vastly superior. I urge GGG to NOT buff Evasion and Armour further as that would trivialize challenging content within the game.

Instead, GGG should address ES disparity with a three-pronged targeted nerf:

* All ES nodes on passive tree reduced by approximately 25%
* Increase default ES recharge time to 6 seconds (up from 4)
* Breaking up Chaos Inoculation into a 3-point node cluster (no longer 1-point investment)


Agree on Point 1, but honestly it's more of equipment problem. Remember, Life compete with AR/EV in Prefix slot. ES/CI can get triple Prefix.

+1 in Point 2. Comparing ES to Sorcery Ward, Sorcery is alot worse IMO and it should be how ES works. SW does not have ways to recharge, except time, and you to NOT BE HIT for a full 7 sec for it to reset. ARSW is terrible coz most of the time u got hit and the ward timer reset at 7 sec, staying zero. ES got a bunch of refill mechanic and only 2 sec to start recharge. Too dynamic for huge pool and alot recovery options.

CI can probably nerfed to a unique jewels. In POE1 we got those unique cluster like Lone Messenger. Maybe CI can be hidden and requiring much more investment.

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Agree on Point 1, but honestly it's more of equipment problem. Remember, Life compete with AR/EV in Prefix slot. ES/CI can get triple Prefix.

+1 in Point 2. Comparing ES to Sorcery Ward, Sorcery is alot worse IMO and it should be how ES works. SW does not have ways to recharge, except time, and you to NOT BE HIT for a full 7 sec for it to reset. ARSW is terrible coz most of the time u got hit and the ward timer reset at 7 sec, staying zero. ES got a bunch of refill mechanic and only 2 sec to start recharge. Too dynamic for huge pool and alot recovery options.

CI can probably nerfed to a unique jewels. In POE1 we got those unique cluster like Lone Messenger. Maybe CI can be hidden and requiring much more investment.



+1

Good feedback, hope GGG is listening.
Last edited by CharlesJT#7681 on Feb 11, 2026, 7:35:27 AM

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