Elemental damage seems like utter over kill for health-based characters

Even with capped resistances (actually sitting on 76% max lightning), certain enemies seem to be completely overtuned even on maps where there is NOT any extra damage, resistance penalties or crits.

I'm playing a Warbringer (L90) that's using shield (currently at 74% block), which has about ~2850 health and 86% physical reduction (inc. +10% from jade stacks).

For example the miniscule ranged lightning caster demons that can spawn from the corruption effect can deal absolutely massive damage. Just two of those can instantly hit over 50% of your max health. I don't think their casts even count as projectiles (seem like quick lightning beams) since I haven't noticed any blocks vs them.

Anyways, it feels boring to have to avoid essentially all maps with extra damage / elemental penalties since there's no way to soak or avoid the damage consistently.

It feels like physical damage is mitigated generally very well by armor, but the resists feel like a joke.

It doesn't feel like strategic gaming in any way when certain enemies feel to utterly dominating vs others. Getting single shotted by some corpse exploding rare feels lame.

I couldn't imagine how a rare version with some nasty mods would look like.

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In the "first league" with Blood Mage, I didn't have similar trouble - which I can only presume is because she had similar health pool but up to 7-12k Energy Shield on top.

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As a sidenote, it seems that juicing maps with distillations now do not ONLY add the shown map enchant effect, but instead enemies are considered "runic".

The damage the enemies deal seems to be at least +50% in general -> it's way too risky to run those as melee when combined with the frailty vs elemental damage.
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Dernière édition par nocebo#2432, le 30 avr. 2025 à 17:21:51
Dernier bump le 11 mai 2025 à 09:49:48
Yeah life scaling in this game is completely out of whack. They 'fixed' one problem of being forced to pick up %inc life nodes by removing them from the tree and instead we are forced to stack strength now.

Good job - well done - you've fixed nothing and pigeonholed life based characters even more.
Yeah, elemental and chaos damage spikes are a problem. I had to respec from Titan to Smith of Kitava (90% resi cap), because I got sick of the random one-shots.
Yeah as someone using life some elemental damage seems a bit overtuned. An enemy with conjure lightning will just shred my health if I'm caught

Not sure if they expect us to utilize elemental charms with guard. I carry a lightning res charm with 450 guard just to prevent getting wrecked when it does happen.

I lowkey do want the inspiring leader passive for banners to also give 1% max res since giving a bunch of res is nice and all but pretty much everyone is expected to be res capped at this point?
I do hope that the elemental damage gets some sort of rework.

We are in Early Access, so I do understand that there can be a lot of tuning involved.

Armor seems to be in a decent spot but the elemental feels currently 3-5x more damaging than physical damage.
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That is true. I've been saying that since 0.1 when people around here started to complain about armour. Physical dmg was fine, and the problem has always been elemental/chaos dmg and how hard is to scale life.

And that is why it is kinda insane to play character based only on life (no ES or dmg on mana), specially on HC, if you are not a Smith of Kitava. I'm afraid that it will receive nerf in 0.3, but playing that ascendancy feels like what every life-based char should be.
But 2.7k health is too little, especially if using shield which can have health mods.
4k health reachable with very moderate gear investments and feels comfortable without rippy mods like +2 proj, ele pen, shocking ground especially if all together in a single map.

While with such a mods even some of white monsters can oneshot you, which is tottaly insane and feels out of balance. The player should have a chance to survive. Always.
It's not only the matter of elemental damage, but mostly lack, if not absence of balance among the map mods. We have a new game with new game balance, but all the map mods are old from POE1.
The issue is that they are rewarding high ES builds way too much without throwing anything to high Life builds. GGG is treating Chaos Inoculation with Babygloves. First, they improperly implement Bleed (Energy Shield's designated counter) by making it require touching an opponent's Life in order to get applied, then they give CI another immunity and position the EXACT complimentary nodes needed to supplement the drawbacks of having only 1HP WITHOUT EVEN HAVING TO INVEST IN TRAVEL NODES.

They should have never given CI bleed immunity and forced any build running it to pick up Mind Over Matter if they wanted to survive the one ailment designed to be a thorn in ES's side.
Dernière édition par LeFlesh#9979, le 30 avr. 2025 à 14:11:05
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JEE_ZUZ#0982 a écrit :
But 2.7k health is too little, especially if using shield which can have health mods.
4k health reachable with very moderate gear investments and feels comfortable without rippy mods like +2 proj, ele pen, shocking ground especially if all together in a single map.

While with such a mods even some of white monsters can oneshot you, which is tottaly insane and feels out of balance. The player should have a chance to survive. Always.
It's not only the matter of elemental damage, but mostly lack, if not absence of balance among the map mods. We have a new game with new game balance, but all the map mods are old from POE1.


It won't matter, that isn't the issue. Looks like you didn't read the mention about the Blood Mage I made?

The issue is that elemental damage is 3-5x more deadly than physical is even though you have the same mitigation. It wouldn't matter if the character has a third more health, it's still way too spiky.

Minor, normal enemies like the electricity casting demons can rip you apart way too fast. I think there's just been some decimal issue with their damage values since the Infernal Bats, or some other FIRE shooting corruption demons deal maybe 10% of the damage the lightning casting ones do.

P.S. People won't have 4k health either in any "modest gear".
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Dernière édition par nocebo#2432, le 30 avr. 2025 à 15:35:57
2k health is easy to achieve but with investment. If you try hard to stack hp, you should be around 2.5k. Going to 3k+ is only for some ascendancies and high value gear

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