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Ils devraient revenir en ligne dans environ .crystalized immunities and immunities feedback general feedback
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Hi
Before I start. Any and all my feedback is for endgame. Not during leveling. Also I just wrote a post on a bug with Crystalized Immunities and though I'd leave my feedback on the node and immunities in general here where appropriate. I will be pulling out my suggestions into bullet points for ease of access at the end of the post. First the node itself can be very confusing with some not explained interactions. Support gems only count for the current weapon set. At first I though this was annoying but currently I am using it to get two different immunities on different weapon sets. Neat, however this leads to the counter above for support gem colors to read incorrectly for this node which I am sure is a great source of confusion. Best I have figured out is to always check my character sheet for "Immune to shock" etc. to avoid any issues. On top of all that I feel like the node should not be coded to only allow one immunity as this is difficult node to reach for most classes with additional investment necessary for the correct attributes. If anything I think attributes are a bit too generous on gem socket numbers. With about 100 attributes you have way more than you'd ever use. Maybe on some edge cases you'd be restricted but I don't see them (warrior maybe?, don't think so). I'd suggest to put a downside to this node that reduces the gem colours you get out of attributes and then make so it does allow all immunities. Re-word the node to explain or add better in game text for how it works with weapon sets. On the topic of immunities I feel like there's just not enough ailment protection in the game for endgame. For example if you're fighting count Geonor in a citadel with an anti freeze charm on. You have one hit for the charm to protect you. Later on it is very easy to get hit, frozen and die even with a sufficiently strong character (1.7 life / 6.8k ES and 1.7k Ailment threshold. No damage mods. Maybe increased freeze on the map which is too common to roll over). You could bring extra charms but then you have to portal out for charges. I think this highlights an issue that charms are not sufficient for boss fights and that specifically being frozen is needs an adjustment. I should not have to invest too much into ailments to avoid freeze almost entirely during a boss fight. This just feels like an unfair death that I have to cheese with multiple charms, play perfectly or of course have so much ES that I don't have to care about being frozen. Freeze being the main issue I think. A big ignite can also kill you. Maybe that could also be mitigated with ailment threshold. In other words have ailment threshold apply ignite magnitude on player. My suggestion is to look at poe 1 for how you can make a character for endgame with Freeze, chill, ignite and shock immunity. And make that as a goal for how a character should be during late endgame for poe 2. * Give a downside to Crystalized Immunities that reduces the gem colours you get out of attributes and then make so it does allow all immunities. * Re-word Crystalized Immunities to explain or add better in game text for how it works with weapon sets. * Optional: make the UI show a majority counter. * Buff ailment threshold (for players only) to make it easier to avoid specifically freeze with investment. Additionally have a look at merging ailment threshold with ignite magnitude reduction. Same for chill. * Look at poe 1 for how you can make a character for endgame with freeze, chill, ignite and shock immunity. And make that as a goal for how a character should be during late endgame for poe 2. Thanks for reading -Xulgos Dernier bump le 23 janv. 2026 à 07:08:48
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