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better late than never i guess
Most likely they just lifted the damage and armor formula from poe 1 and ran with it here, which leaves out the improvements to armor that happened in poe 1 after 3.16
I'm willing to bet they're going to tweak the current poe 2 formula to become similar to the current poe 1 formula for armor, or their plan b is to see if they can find a new formula to make it different for poe 2 while still making armor effective
That’s a lot of theoretical math which sounds very bad without context, but my own experience is, that I rarely get “one shot”. Maxed resistances, enough hp and as I play titan with dual 2h weapons I need tons of strength, so I couldn’t even afford to get super high armor and/or the biggest amounts of hp on my gear (yet), but it’s still completely fine.
Honestly, right now it feels like the devs just hate melee classes, warriors in particular.
So you basically just argued that going full damage build with high hp and resistances is the alternative to making a tank.
That is exactly my point. Tank builds don't work, you HAVE to play a high damage build so you can take out the opposition before they can do enough damage to you, because armor is BORKED.
Even with capped resists, you'll get one shot all the time if you have low hp, regardless of armor. Armor only reduces physical damage.
And yeah, hmm... You always needed insane amount of armor, which is not really hard to do if you look beyond self-found gear.
The difference is that it's so much easier to get a big life pool along with a lot of armor via auras. These two things, a lot of armor AND big health pool, are a viable defensive layer.
However you can't get enough life in PoE2 along with necessary amounts of armor, that's why ES is so much better, because it's simply a big life pool.
Well to be fair, a tank build in general probably isn’t what this game is designed for. I too would’ve wished for real tank builds, even support builds which lead to more team play opportunities, but as it stands those things aren’t really working and probably aren’t intended. It is no mmorpg after all.
And no, my argument isn’t that you need to go “full damage”. Pretty much every character needs capped resistances in late game + other defensive layers. In my case that’s some hp and the default armor that I have plus some passives that correlate with hp/armor.
And as I stated before, I rarely get “one shot” in currently t12 maps. Aside from that, yes, you do need a build that clears fast enough. If you let everyone get close and all the mages got time to cast than your build isn’t strong enough yet. Defense is only there to give you time to react, not for you to face tank.
You might dislike that, I kind of do too, as I would love to play this game with a group of tank, healer/shielder/buffer and dds, but I guess that won’t happen.
I am in no way denying your claims and the armor systems might not be in the best state, but from my own experience I can tell you that it doesn’t seem as bad and warrior still works fine.
Yeah well, I don't really trust feedback like these threads, they often look like they're born out of pre-set expectations from people who haven't really played PoE. ES does definitely feel better atm, and I don't know wtf is up with removing life nodes, honestly. :D
GGG is definitely gathering data atm, they will see what performs better than other things and will adjust, it's the whole point of EA. I'd rather they rely on pure numbers without the noise of the frustration and expectations of individual players and such.
the problem is, that's the opposite of what you would want armor for. Many small hits is far easier to mitigate with just higher HP, or just killing the chaff. And sure, i don't expect armor to be a wonder mitigation on its own, but if it doesn't at least properly mitigate big hits, then you might as well not bother with it and just stack more HP and energy shield.
And again, i am not expecting armor to save me from my own stupidity in game, but i am expecting it to raise my life expectancy enough that i can go into a new encounter and survive long enough to adapt and overcome the encounter. As it is, i might as well just swap all that armor for energy shield gear, though of course, that then means i need to spec into intelligence and undercut the mace skills that warriors are encouraged to use.
This is just counter-intuitive design, and it should be changed. I mean it doesn't have to be complicated. Give armor a scaling damage reduction based on the number. To give you an example from a rather different game, in monster hunter World:
Incoming damage = 80/ (80+Player defence)
Basically 0 Defence: 1 (100%) damage. 80 Defence: 0,5 (50% damage) 160 defence: 0,33 (33% damage) etc.
You could easily make it something like that, and just have the damage scale with monster levels to keep up.
Please stay rational in your argumentation. How is what you described in your OP not “a scaling damage reduction based on the number”? It is the same system, just with different numbers. Higher armor = less damage. You could easily take the MHW systems, tweak the numbers and your complaint would be the same.
I guess we can agree, that armor might feel weaker than other defenses, devs probably already know and hopefully will tweak it at some point, but (again, from my experience) it ain’t so bad that you can’t play with it.
Don’t get too hung up on this, pointing it out is a good deed, just don’t get emotional about it. :)
People have been fine working with armour in poe 1 for 10 years. New players please just get used to armour and build the game wants you to build, using several means of defence to protect you,
You use a high pool of life, life regen, life recoup and leech, and if you need to, even block with a shield. Also use defencive skills.
The enfeeble curse is also there if you need to lower damage even more.