Monster damage, survivability and armour - A dual-wield archetype feedback/experience

This post comes from a perspective of in-your-face dual-wield armour melee archetype on a warrior(Warbringer).
Gameplay of that archetype in early maps is too punishing as the monster damage is too high and/or the "Armour %" indicator is not indicative of effectiveness.
Some monster modifiers are annoying, or downright impossible to combat.
All of this, despite what would be considered reasonably strong defenses for early maps.
The survivability problem seems to be with monster physical damage or armour and with monster elemental damage. Monster chaos damage seems a bit more reasonable.

Defences
- 6000+ (70%+) armour(More when recently hit)
- 200% against critical hits
- 65% elemental resist (75% did not improve things)
- ~15% chaos resistance
- 1400HP.
- 0 ES
- 0% block
- 0% evasion

Adding another defensive layer like block or evasion will most certainly improve things, but the point of this experiment was to test out unmitigated damage numbers.

Campaign
- Early campaign(1 - 2): Very easy, mostly faceroll. Bosses were super easy - occasional death when not paying attention. (The dreadnought had a sudden jump in monster damage causing most of the deaths)
- Mid campaign(2 - 4): Monster damage was manageable. Bosses were super easy - Occasional death when not paying attention. (A couple of bosses caused more than 2 deaths)
- Late campaign(5 - 6): Monster damage was a bit too high, leading to a few one-shot deaths but could be outplayed with raw skill and good positioning. Bosses were super easy(1 occasional death per boss)

Gearing focus was on defences, damage was rarely a problem.
Maintaining ~60% Armour and steadily increasing resistances throughout the campaign was enough for a good experience.


Armour
Armour calculations seem to be identical, or close, to PoE 1.
The non-linear and complex armour calculation is unintuitive for players that expect the armour % to be a good indicator of survivability.
The diminishing returns are not clearly indicated in the tooltips.


Monster damage
- Act 3 cruel: Normal monster packs are far more dangerous than the final boss. T1 normal maps have it worse.
- T1 normal map: 1 Normal ranged pack(skeleton archer), dealing physical damage, have the ability to one-shot the player when multiple projectiles hit at once.
Same goes for other normal ranged packs(including elemental).
Melee packs are easier to deal with but still annoying and a chore.
- T1 normal map: 1 rares on-death explosion has ability to one-shot the player, this is made worse by the environment occasionally blocking visibility of those effects.

The physical and elemental damage done by normal monster packs are higher than would be expected, even for a skill-based combat ARPG.
Chaos damage is more reasonable but still a tiny bit too high.


Punishing modifiers
High monster damage is made worse by rare modifiers such as:
- Mana siphon - Unable to use damaging abilities
- Flask siphon - Unable to continue the battle as one ranged monster takes 1/4 of your life per hit
- Slow(Hinder/temporal/back-goo/other) - Unable to dodge roll out of attack ("cannot be slowed" is mandatory)

Encountering any of those modifiers with defences described above is a certain death sentence and cannot be outplayed by raw skill.

Some modifiers are extremely annoying to fight against
- Smoke cloud - *Queue Benny Hill music* - With "Resolute Technique" the monsters do not get hit.
- Fire walker - Cannot stay close to deal damage.


Conclusion
In-your-face dual-wield armour melee archetype is not viable after the campaign - A shield is mandatory to get "base block %".
"Armour %" indicator is misleading - there is a disconnect between displayed armour % and actual effectiveness.
Monster physical damage range is too high, causing "Armour %" indicator to be useless as the damage reduction varies on incoming hit damage.
Monster elemental and chaos damage numbers are too high, even with pretty good resistances.
Slower skills for this archetype are even less viable - "Rolling slam" is just too slow and will cause certain death.

Suggestions
- If dual-wield armour melee builds are to be viable, armour calculations need to be reconsidered. This would entail tuning other defensive calculations.
Or monster physical damage range should be constricted so that "Armour %" indicator better represents physical damage reduction.
Or there should be ways to obtain "base block %" on dual-wield archetypes.
- Monster Physical, elemental and chaos damage should be lowered.
- Melee builds should have the ability to mitigate effects of some monster modifiers.

Dernière édition par olenjan#7707, le 13 déc. 2024 09:08:17
Dernier bump le 18 févr. 2025 03:05:38
Agree with everything here.
Dual wield is a non viable path for an endgame warrior.

No high armor or high resistances really mitigate the issues.

And it starts to feel that way somewhere around 4 or 5 tier maps. You simply start to loose more XP than you earn by crunching through maps.
Dernière édition par breadfan#3233, le 18 févr. 2025 03:06:03

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