Enemy Bleed Damage NEEDS to BE NERFED into the Ground
Going to pre-face this with the statement, that any damage that automatically bypass your defenses should be automatically scrapped, same applies to the degan bubble purely because it feels like a catch-22 mechanic designed specifically to be annoying instead of challenging.
We have a lot of those in game actually - temporal bubbles, hinder auras, maim, which you have no physical ability to counter. Now if there was a ring that I could put on to give me 100% immunity to these like ANY NORMAL ARPGS it would be fine, but giving players a mechanic which has no counter is stupid. I am playing a DoT witch, there is no way for me to stack armor, or deflection in a manner to counter 1 specific mechanic. If your playing a martial build, you get the same catch-22 with armor shred. Give the player a way to mitigate badly designed mechanics. That or nerf them into the ground. Zuletzt angestoßen am 22.09.2025, 08:22:43
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For bleed you could get a staunching charm, which'll deal with most of your problems. Or run Chaos Inoculation if you're so inclined. And remember that walking makes bleeding hurt more.
As for other stuff you've mentioned, there are a few ways to deal with them. Temporal bubbles perhaps less than the others aside from not getting close, but hinder and maim can be completely negated with jewels, because you can corrupt immunity to those onto a jewel. For other slow effects, you can get chill immunity from the Crystallised Immunities notable down in the merc tree, and just picking up a few points of slow potency reduction does a lot of work. So yes, tools to mitigate or entirely negate those "badly designed" mechanics exist. Doesn't that actually make them well designed? |
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" Temporal Bubble - Can be countered by staying outside the bubble, can also be countered by multiple different ways that reduce or give immunity to slow, passive tree, charm, affixes on gear, etc. Hinder aura - Countered in the same way as Temporal Bubble. Theres also immunity to hinder on the passive tree. Maim - Dont get hit, also you can easily get immunity to maim from jewels or the passive tree. Bleed - Can be countered by either reducing the initial damage by armour, avoiding the initial hit by evasion (or just evading or dodge rolling the hit in general), CI gives you immunity to bleed, Staunching charm removes bleeding, theres also alot of places to get reduced duration of bleeding and you can also life flask while your taking damage from bleeding. Bleed is supposed to be one of the few downsides to playing ES. (one of the upsides is having 4-5 times as high health pool). And the game gives you a ton of ways to easily counter it, all the other mechanics you listed aswell are easily counterable. I would suggest getting to know the game and its mechanics better before complaining about how its designed. |
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" FYI, bleed is not mitigated by armour at all. Also, for maps where there's the bleed modifier (I'm assuming this is what the post is in response to), staunching charm isn't going to help, as it's going to constantly be get ticked down as it doesn't differentiate between a super trivial bleed, and a bleed which is going to murder you. That really only leaves CI, evasion, and reduced bleed duration, all of which are substantial commits. Reduced bleed duration is on a single notable, unless you're running an armour helmet, in which case there's full on bleed immunity available to you. I'm not saying bleed should be nerfed, but the accessibility of reduced bleeding duration on the passive tree and jewels would be good. Zuletzt bearbeitet von Mank7#6701 um 21.09.2025, 19:40:53
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" FYI, it 100% is. The damage the bleed deals is based on the damage that was dealt by the initial physical damage hit. Which is reduced by armour, which then in return reduces the damage the bleed does. Which is also how I explained it if you had actually bothered reading my comment. "Can be countered by either reducing the initial damage by armour..." The keyword being initial |
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Here's the definition of bleed:
"The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal." Pre-mitigation means, before armour. Also, path of building agrees with me. Zuletzt bearbeitet von Mank7#6701 um 21.09.2025, 19:43:28
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Not a single enemy or enemy attack needs to be nerfed. This game is far too easy
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" You could have looked this up before making the original claim and then you got a second chance when someone corrected you. Can you help me wrap my head around the mindset that made you choose to double down with snarky confidence when you must have known full well you didn't actually know whether or not this was true? |
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" This is correct. Armour does NOT reduce bleed damage. It will reduce the hit damage, but the bleed is still based on the damage before your armour kicked in. Starting anew....with PoE 2
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" Facetank. Example: Isle of Shrikes fight I stand right next to the boss and dodge roll so I am behind it, or I just take the hit. It's less dangerous to take the hit and pop a life flask than it is to move around and bleed fast. SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.
https://poe.ninja/poe2/pob/ba84 |
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