ES still the only viable defense
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I would really love to see some statistics on differend defense types and how much they die in t1 and t15 maps in comparison
1 year has passed, hundreds if not thousands of feedback posts regarding this issue has been given And still life builds running around with 3-4k life while ES builds run around with 20k ? How is this fair or balanced? Also with convalescence and the new djinn ascendancy ES has insanely strong ways to recover CI makes you immune to chaos too How are there no changes made to this? Why is ES not nerfed and/or life buffed ? Zuletzt angestoßen am 20.12.2025, 23:12:53
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The problem is there is too much damage. I have 75% max res in everything, 2.5k ES and 2k hp with 63% armor with elemental applied to armor and still getting 1 shot with 4 modifiers in tier 15 playing a melee class. It's like what's the point of running all these def trying to balance my damage and defense if it's kill or be killed + the slow from chill ground and temporal chain is obnoxious. ignite ground dealing tons of unnecessary damage. ES is easy to build and far more reliable than anything else with CI avoiding 3 major damage types
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" Cause the game is balanced around ranged players lol They will not change it dude just go play another game, sadly they dont take our feedback Since 0.1 the game had little to none change or improvents No money until, GGG fix melee. Zuletzt bearbeitet von HunterDIII#1294 um 20.12.2025, 12:39:01
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How many points are you investing in defenses? To get to 20k ES you need to spend about 30 passives on ES nodes, ignoring travel nodes.
Are you spending the equivalent 30 points in, armour, block, evasion, recovery? Zuletzt bearbeitet von SaiyanZ#3112 um 20.12.2025, 13:05:49
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" you can click every armour node that exists and it will still not even be close and never will be because of the way armour works armour is super good against a lot of small hits but it will do little against big hits and life builds usually cap out at like 3-4k life The higher you progress in tiers the higher damage enemies will do and the less effective your armour will be neither block evasion or recovery will save you from oneshots, where large ES pool does, on top of that not every armour build can wear a shield or get block |
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" am suprised... i also have same stats, but i have 2400 life. and 63% armor. hmmmmmmmmmmm. surly we are not using same gear. omg.. it cant be !!. |
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" good point. to resume: the game is unbalanced. |
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I think making armor not lie would be fine. Making it work where armor actually is accurate against mobs of your level. I think it’s just weird UX where armor seemingly does nothing against a slam.
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As an SSF player, I find PoE2 to be difficult enough for me, especially due to lack of drops and upgrades. Making any change to the worse will make me seek entertainment elsewhere.
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" Def agree that 20k ES compared to 3-4k life is too much (tho to be fair there's several different builds at above 4k, and I think the highest is over 9k at the moment. Still, those are extremely dedicated builds that do sacrifice a lot of other stats for life). In any case, if typical life builds ran around 3-4k, I think ES should be more like 14k for builds that put a lot of nodes into it. Nerfs should primarily be targeted to the top middle of the tree. If it's a general nerf affecting all ES equally, builds that don't go dip to the sorc/witch ES nodes would suffer too much. ES needs to remain a fair bit higher than life of course, thrice or so higher, since pure ES is forgoin evasion and armor and the recharge mechanism just makes it inherently weaker than life, especially in higher levels where life regen can get pretty obscene. " Both have happened. ES has had both nerfs and buffs, with the end total being a noticeable nerf since launch. From some whatever reason, pure ES was slightly buffed this league by foci getting more ES and by some added passive nodes for ES. Though most of those are not generally reached by the builds with particularly high ES; the ones that are easy to reach though, combined with the foci changes, ends up as something like +8% ES at the end of it, which just wasn't a necessary buff at all. Life has also had both nerfs and buffs, with most nerfs being to specific builds or specific ascendancies. Candlemass bonus also went from +8% life to +5% maximum life. But there's been life additions to the tree, there's been soul core and rune updates, and armour has had significant buffs, so overall I'd say that at the end of it, life has had a mild buff since launch and life+armour has had a mid sized buff. " If the UI shows 63% armor when you are doing T15 content, that's very low. How much actual armor rating do you have? " It doesn't as such lie but yeah it's misleading. I guess the question is what the incoming damage it is based on should be. In my opinion, they should really just add the actual armour damage mitigation equation to the tooltip, and add three example mitigations at different levels of incoming damage. E.g. "Low: 90% Mid: 85% High: 40%" Zuletzt bearbeitet von tzaeru#0912 um 20.12.2025, 18:41:11
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