Armour movement penalties shouldn't be a thing
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I can't see any useful purpose in all armour giving a movement speed penalty, since everyone is gonna wear some body armour. I guess it can make someone want to play through the game bodiless as a challenge, but yeah.
What kinda feels extra bad is that armour (as in armour rating) bodies get a bigger penalty and armour shields get a penalty while bucklers and foci don't. So basically.. -> Melee pure armour. Aside of the game already being harder for you and your clear being slower, you will also move a little bit more slowly. While casters get to both be at range, which is safer and faster for navigation and clear, and get higher movement speed. -> Kit yourself up defensively with an armour shield, now you again move slower. So you lose damage, which means that it takes you longer to clear and to get through bosses.. (Unless you're Shield Wall) And you also lose movement speed, which makes it longer to get through areas. Really the MS penalties should just not exist. They aren't a purposeful thing in a game like this. Zuletzt bearbeitet von tzaeru#0912 um 13.01.2026, 17:53:45 Zuletzt angestoßen am 14.01.2026, 11:11:04
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I mean, if you put on an iron chestplate in real life, would that make you heavier? slow you down?
Theres also nodes aka Momentum, that remove that, might be a unique aswell You need to adapt builds around mechanics like this, instill your ammy with momentum ezpz The issue with Melee rn is Energy shield is required to survive, it doesnt matter how much armour you have, armour applies to elememtal etc You will always die as melee, and always have a lower total amount of hitpoints compared to right side of tree, like there are builds with 10k ES, Some 4k HP + 5k ES, but limits you to that exact playstyle, not how we wanna play We need fortify... that would fix the gap in effective hitpoints between left and right side of tree, Maybe make fortify, gaining it, scaling it, a little less then ES, to make up for the armour melee has, and it would be perfect There are hits in this game that do 4k-5k dps, its just not fair GGG Zuletzt bearbeitet von Jobama#9902 um 13.01.2026, 18:08:32
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It makes no sense since if you are going for realism armored warriors were still fairly mobile. And gameplay wise, the armor barely does anything to justify slower movement given you still often get chunked down just like less armored characters/builds.
My early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3639607
My Witch early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3632153 My 0.3 https://www.pathofexile.com/forum/view-thread/3850769 |
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By that logic when I shoot my arrow in real life, does it pierce or fork too?
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" Kinda funny how you have to slot in a gem to make arrows fork and pierce or spec into the right passives? So to remove movement speed penalty, you can spec into Momentum yay problem solved So ya in real life an arrow may pierce depending on the target, type of arrow/head and the speed it has lol, may not pierce through everything but i assure you an arrow can pierce the right target xD Zuletzt bearbeitet von Jobama#9902 um 13.01.2026, 20:09:39
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" I don't think this kind of realism is something that PoE generally aims much at. I mean, you put on normal silk robes and now you can get stabbed and the stab is absorbed by an invisible energy shield. If you want, you can just call it magic that heavy armour has no effect on movement speed. " Almost no one adapts to them and in most cases instilling momentum is too big of a DPS or defenses loss. If armour builds did more damage or had more range or were tankier, then yeah, I could see how forcing them to use instillation slots or gear slots for minimizing movement speed penalty might make sense. But that isn't the case. " That's not true. Energy shield is better than armour yes, but it's not required. There's many players on HC and HCSSF playing armour builds and doing higher tier pinnacles and juiced T15/T16s and running their temples. " There's not many continuous attacks like that and the ones there are, are fairly telegraphed and avoidable. I say continuous since you refer to DPS. If you meant 4k-5k single hits.. Yes, there's a handful of them. My own rule of thumb on HC is that by when you're looking to do all the pinnacles and running T15s/T16s, your max phys hit health pool should preferably be at least 6k. You can reach that by level 90 on non-ES builds, but yeah, it isn't easy. Zuletzt bearbeitet von tzaeru#0912 um 14.01.2026, 03:55:33
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" It is as long as OP builds do insane damage. Devs should bring balance to all classes/weapons. |
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My Titan has 0 Es and no survivability issues..in fact i haven't died once since i hit lvl98 and i'm at 30% exp now. Running fully juiced maps.
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" As a HC player, IMO those high damage hits are mostly fine. A few things on the lower tiers are a bit overtuned and it's hard to get the practice to fluently deal with them without going SC; for example, without guides you are essentially guaranteed to die to your first Arbiter attempt, while it would in my opinion be better that you weren't and that the next tier would kill you if you didn't practice on the earlier tier. There's also some attacks that seem to unintendedly proc more than once, e.g. some slide and slam attacks seem to have their base damage tuned so that an appropriately defensively kitted player loses about 50% of their HP, but sometimes those attacks deal twice or thrice the damage than usual. I think it's some kind of a code issue in collision checks or so, like an attack can have overlapping damage trigger areas in its hitbox and if you are caught in those overlapping regions, the attack procs multiple times on you. But generally speaking, I think it's fine that some boss attacks are forced mechanics checks or you die; that the less telegraphed and obvious attacks may not kill you in one hit, but will kill you if you make two sequential mistakes (this is really what most so-called "one-shots" are. There's not many genuine one-shots in this game); and that if you juice the content to the max, there's a high risk of rippin'. Zuletzt bearbeitet von tzaeru#0912 um 14.01.2026, 10:08:41
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" Not sure if that is the case anymore, but at least a few weeks ago, the highest averaged EHP total of any character on HC was actually a non-ES Titan. The rest at the top were Liches. Well after them, Smiths and Blood Mages. Currently, Smiths, Titan, and Witch Hunters are pretty alright for doing life+armour. Shamans technically can as well just and just, but Shamans and Oracles get more out of going pure ES or even life+armour+ES. Warbringer if you are very sharp as a player. Tacticians and Gemlings will always be fairly squishy and risky. ES is still better, but it's not a huge difference anymore in this patch. A small buff to life and armor and a small nerf to ES that mostly hits the upper echelons of pure ES builds and has only a very tiny effect on the ES/Evasion builds is all it would take to level the playing field for defensiveness. But ranged options are still otherwise overtuned. Being ranged has implicit benefits to it in regards of clear and survivability, but also does same or higher damage than non-ranged options, often with better AoE scaling. And on top of all of that, gets a semi-hidden boost to movement speed. Makes no sense. The MS penalties just feel like an extra punishment for not playing the zappiest ranged screen deleters. There's no game design benefit to them and they don't add anything positive to the playing experience. Like pathing to the armor MS removal node or anointing it is not really a realistic choice, and when you add shield - unless you are using Shield Wall - you just take an automatic loss of DPS which already means slower clear, so no point in slapping a MS penalty on top of it. If anything, it should be vice versa, where killing stuff faster is balanced by moving slower - though that shouldn't be a thing either. Zuletzt bearbeitet von tzaeru#0912 um 14.01.2026, 10:31:10
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