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Still same old boring resistance capping mechanic that is nothing but a resource sink, especially in this particular game. And it's an extra shame to have it when this game actually has some really cool and fun itemization to work with!
Same old incessant need to stack defensive layers to gain EHP, instead of being able to specialize or work around it.
My latest character heals for 75% of his health pool more or less every second, still dies randomly all over the place due to overtuned damage spikes. And if I were at endgame, that'd be fine. But he's only mid campaign at 45.
Any ARPG veteran should know that one golden rule, the campaign should never be able to one-shot you, or make you feel like you've ♥♥♥♥♥♥ up your build. It's the entry way into the rest of the game.
Normal mode in D2 was easy for a reason, the campaign in PoE is easy for a reason, the campaign in D4 was easy for a reason. It's the introduction to the game and it's setting.
I'm now scrapping this character concept, because it clearly won't work out, and going to go back to the planning stage. But having to do that severely reduces the fun of the game for me. The concept of the character is good, the damage is good. But same old and tried boring "defence" stacking itemization makes it so that pretty much every character is geared the same with a few items as exceptions.
I also agree that having to manage 7 different resists is just boring and tedious.
Armor and resistances actually contribute the lowest portion of your EHP. For resistances this is because the area level reduction, resistances do not actually reduce the incoming damage once you get to any area level of 75 or higher. They only reduce incoming damage if the area level is below 75 AND your resistance is higher, this system can lead to misidentifying damage spikes.
Armor only applies to hits, and mostly applies to physical damage. It also has diminishing returns despite the option to get quite high values. See above, much like resistance this can lead to misidentifying damage spikes.
Health is also a poor way to scale EHP, given the reliance on attacks designed to one shot you. You are supposed to move out of the bad, not tank it.
Dodge only applies to hits, assuming the specific hit is not tagged with "cannot be dodged", it also has a fairly high requirement to get any output and has diminishing returns.
The best two forms of "defense" is moving out of bad, and stacking Ward/DR. Yes even to the exclusion of other "defensive layers" you can play around with the numbers here:
https://lastepoch.tunklab.com/ehp
If you want to see just how much impact each value has.
What I notice is that SOME channeled elemental damages (fire/void/'light'?) of even non-elite/non-boss enemies really bite me despite high resists and armor. No idea why. Maybe some of the stuff is bugged? My pets dont give a rats arse about those and the health bar of my golem rarely ever moves even when standing in the middle of those attacks.
Seems about the same to me if im to be honest, but i havent gotten into endgame much yet so maybe its scaled there?
Lagon in the campaign takes place in an area level 53?, if I recall correctly, meaning if you have capped resistances you take 22% less damage. In monoliths+ with capped resistances you take 0% less damage.
It's very uneven depending on the class / build you're playing. Some classes have better defensive options than others which make building against burst damage easier, or are just able to stay out of danger easier.
https://www.youtube.com/watch?v=MgZILaqwWGg&feature=youtu.be
I was fully prepared to lose my first character, after so many threads calling for nerfs, and in the end he was less threatening than some random mob packs out there.
I had no issues with campaign, it's once I went to fight him in mono and a random wave 1 shot me cold damage.
If it's like this now empowered monos are going to be a lot harder
This is an incorrect way of looking at it.
Because you can have negative resistances, so saying that "resistances don't reduce damage on areas above level 75" is disingenous.
If you have 0% resist, you'll end up with -75% resist after the reduction.
If you have 75% resist, you'll end up with 0% resist after the reduction.
So instead of taking 1.75x damage, you are taking 1.0x damage - a 57% reduction.
That is story Lagon, you can easily tell as its the seafloor map where as monolith Lagon is eye of the storm map.