Devs, Buff ARMOR Before ur going to vacation

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Brisket5450#4084 schrieb:
it's not Armour, it's the Life mod on gears. They compete the mod slot while EV+ES do not. I will not play Armour/pure EV until they fucking fix this.


There's 1 additional prefix mod for competition on life builds vs EV+ES builds that don't need life nor mana. So on e.g. body armour it's 5 good prefixes vs 4 good prefixes. Then 1 additional suffix mod in the strength mod if you don't need int, but that is often somewhat skippable.
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tzaeru#0912 schrieb:
...

Shields don't increase eHP. Anything with a probabilistic damage reduction needs to be viewed as a worst case scenario, in which shields are +0 eHP. Unless you raise the shield, but that's not eHP. By the same logic dodging is infinite eHP and so is movement speed.


They do. Aside of coming with armour and life mods, they come with up to 8% additional phys damage reduction.
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tzaeru#0912 schrieb:
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Maria1994#7022 schrieb:
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onetruelai#7327 schrieb:
until we get them life nodes.


So true...


Idk, I'd rather those were limited since otherwise they just become mandatory must-takes. That's already a bit of an issue with ES builds. Half of the ES taken by witches/sorcs/ES monks/rangers are the same for all those builds.

There's at the moment four +% maximum life nodes, three of which are realistically reachable for bottom left builds. Then there's a decent handful of +x strength nodes, which often have good other stats too. It's very feasible to reach +300 str by level 70 and end game builds may reach 500 and more.



Then we should get rid of life affixes on gear, too, since those are just as mandatory.

I've been playing poe1 in HC for years and i never noticed the "mandatory" problem. The big life wheel was a no-brainer for left-sided builds UNTIL they moved it to a less reachable location but other than that this is a completely imaginary problem. You pick life nodes along the way just like you do with all the other nodes. "Life nodes would be mandatory" is a psyop.
Zuletzt bearbeitet von onetruelai#7327 um 22.12.2025, 10:37:10
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Brisket5450#4084 schrieb:
it's not Armour, it's the Life mod on gears. They compete the mod slot while EV+ES do not. I will not play Armour/pure EV until they fucking fix this.

and summoners used to pick spirit on chestpieces. While infernalist summoner probably wants spirit+life on chest, making gearing a nightmare.
At least there are +%life and %str on gear (and essenses helps).

Spoiler
ARMOR ups:
1. armour scale not linear, but exponential, making high investments extremely effective.
2. the only defense which allow you to mitigate phys damage, while also help with ele damage (armor to ele) and even chaos (iirc shield desecration?).
3. all requirements are pure str, ie hp scaling in process.
4. while also allows you to use and scale life flasks, regen, leech with armour (take less damage = you need less to recover). Ie taking 3k hit as es requires to recover those 3k, while taking 3k hit as armor and reducing it to ~1k will allow you to recover in 3x faster/easier (while not waiting for recharge).

If you look at armour as standalone stat it can be seen as underperforming, but combining all these facts make armour very good, i would say its second best after evasion+es (ghost dance), outperforming pure es at mid-top investments.
The real reason of armour feling bad is it used my mostly mellee builds (which are actually semi-ranged mostly), while top performing builds are bow/xbow/caster which offscreen instakill most of enemies.
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onetruelai#7327 schrieb:
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tzaeru#0912 schrieb:

Idk, I'd rather those were limited since otherwise they just become mandatory must-takes. That's already a bit of an issue with ES builds. Half of the ES taken by witches/sorcs/ES monks/rangers are the same for all those builds.

There's at the moment four +% maximum life nodes, three of which are realistically reachable for bottom left builds. Then there's a decent handful of +x strength nodes, which often have good other stats too. It's very feasible to reach +300 str by level 70 and end game builds may reach 500 and more.



Then we should get rid of life affixes on gear, too, since those are just as mandatory.


In my view the passive tree and the gear are very different mechanics and the arguments for how they are to be designed are not the same.

The passive tree is 0% RNG. You can always reach the exact same nodes with the same effects in the same amount of levels.

The gear on the other hand is largely RNG (or traded; which is also part RNG as it depends on how lucky you are with currency drops). If the gear had no mods that you absolutely need, then the gear would have low value and there'd be less of a reason to grind, trade or craft for gear.

Life mods on gear aren't even fully mandatory. They are important and on life builds you need a fair amount of them. But you don't have to have them on every piece of gear.

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onetruelai#7327 schrieb:
"Life nodes would be mandatory" is a psyop.


LOL :D
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vzmNitie#2139 schrieb:
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Brisket5450#4084 schrieb:
it's not Armour, it's the Life mod on gears. They compete the mod slot while EV+ES do not. I will not play Armour/pure EV until they fucking fix this.

and summoners used to pick spirit on chestpieces. While infernalist summoner probably wants spirit+life on chest, making gearing a nightmare.
At least there are +%life and %str on gear (and essenses helps).

Spoiler
ARMOR ups:
1. armour scale not linear, but exponential, making high investments extremely effective.
2. the only defense which allow you to mitigate phys damage, while also help with ele damage (armor to ele) and even chaos (iirc shield desecration?).
3. all requirements are pure str, ie hp scaling in process.
4. while also allows you to use and scale life flasks, regen, leech with armour (take less damage = you need less to recover). Ie taking 3k hit as es requires to recover those 3k, while taking 3k hit as armor and reducing it to ~1k will allow you to recover in 3x faster/easier (while not waiting for recharge).

If you look at armour as standalone stat it can be seen as underperforming, but combining all these facts make armour very good, i would say its second best after evasion+es (ghost dance), outperforming pure es at mid-top investments.
The real reason of armour feling bad is it used my mostly mellee builds (which are actually semi-ranged mostly), while top performing builds are bow/xbow/caster which offscreen instakill most of enemies.


Let's not count spirit because it's the prime stat. We're talking defense alone.

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