Warrior in a nutshell... I believe im done.

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cstk#6407 a écrit :
Well we have monsters with break armour on hit affix. SO there is that. You can have quadrillion armour but it would mean shit if you encounter such a mob.


Honestly, the only time they become problematic to me is if they are already mobs where 10k armor feels like only 1k and can wipe my Life in a basic attack or two, anyway. There's a ton of elemental damage out there, so most physical doesn't do much honestly feels like, I'll run those and at worst after a big fight be down like 2k of my 10k and a couple seconds later it times out. But, yeah, not wrong that Armor on top of it all can be entirely negated like that, and then Evasion has Accurate mob mods to deal with. ES is the only defense that doesn't have an anti-mod (because the reduced regen also applies to Life) and GGG seriously needs to strip themselves of their PoE1 brain with this game, it's seriously bizarre how bad they have been at genuinely leaning in to the new, mechanically deeper combat system and mob design philosophy.
I think they intentionally adjusted phys this way on purpose. the only real big phys hits are telegraphed slams and they dont want you to be able to tank those. It just so happens to make armour trash in hc.

One little moment where you fail to dodge roll properly and you're back to the beach.

Being tanky is going to be about having 8-9k life with block like it was before 3.15 when they adjusted armour to actually be worth scaling without being an armour stacker. Good luck getting over 5k life if you're playing ssf though.
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Lonnie455Rich#2087 a écrit :
I think they intentionally adjusted phys this way on purpose. the only real big phys hits are telegraphed slams and they dont want you to be able to tank those. It just so happens to make armour trash in hc.


But of course ES can still tank those big phys hits. Most of them.
yes, and i think armour is supposed to be the buffer from only having 4-5k life reasonably and it doesn't really do anything to big hits when you lose attention.
Warrior is supposed to have defensive options that are viable, but they just don't work or scale properly yet and need overhauls. I have a few posts covering issues with defensive stats and how to address said issues:

Armour:
https://www.pathofexile.com/forum/view-thread/3667538

Block:
https://www.pathofexile.com/forum/view-thread/3716443

Resistances:
https://www.pathofexile.com/forum/view-thread/3629096
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mikeab79#3627 a écrit :
I fear we'll always have balance issue, as it seems to be the least concerning thing to not only the majority of players (who will complain about nerfs), but GGG as well.

This ultimately killed POE1, leaving the majority of its player base consisting of bots, RMT sellers, whales, and players too heavily invested to escape the predatory nature of the game.

Their target markets will likely remain the same as well now that they have had their big and only payday from EA. Brazil, SEA, China, and Eastern Europe.

I don't expect things to change for the better, they are welcome to (please!) prove me wrong.
While slightly unrelated, I'm a bit annoyed that only ranged so far get the benefit of move and attack, none of the melee get it except as a special component of the 1 skill itself...
I'm fairly sure that looking back on the previews for the spear it looked like it locks you into animation states with no movement and I'm betting flails etc will also lock you into animations...

So it's starting to become how come ranged gets the benefit of this new system and melee is once again getting shafted...
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Ashgan9#6435 a écrit :
While slightly unrelated, I'm a bit annoyed that only ranged so far get the benefit of move and attack, none of the melee get it except as a special component of the 1 skill itself...
I'm fairly sure that looking back on the previews for the spear it looked like it locks you into animation states with no movement and I'm betting flails etc will also lock you into animations...

So it's starting to become how come ranged gets the benefit of this new system and melee is once again getting shafted...


I for one make rather good use of Rolling Slam's momentum, but it needs to be consistent (especially pushing through/against monsters, Breaches fucking suuuuuuuuuuuuuck that everything can push me but I can't push it). I don't mind so much that ranged can run and gun, so long as melee has something worth having over that. And plenty of other skills seem to have a forward momentum to them, GGG just needs to improve how well we push against or passed mobs with them and the side hitboxes to coincide.

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