So is Armour useless or not?
So what do you do when you have an entire forest thrown at you?
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It may very well be wise to tweak the multiplier, but I like the concept behind the current system. I do believe it is somewhat realistic aswell, but that doesn't matter to me.
To me it does the following good things: - It makes it impossible to tell accurately how much mitigation you have. You have to rely on feel and preference, rather than just crushing numbers and multiplying armor with HPs. - It makes sure that some mobs will always be dangerous. - It prevents capping out the amount of armor you can use - I used to think that whenever I got 90% in my defence tab, any additional amount of armor would be wasted, and that sucked. This could be achieved with traditional diminishing returns, but I don't mind seeing a new approach. - Better armor with less HPs would boost the effect of flasks and life-leech, while making bloodmagic auras more attractive. This is not necessarily a bad thing, but it is a factor when aim to get the balance right. Then it does two bad things in my opinion: - It confuses people, creating myths. - It potentially makes armor worse than it should be. This is not the system itself, but obviously the way it is tweaked. If 1 passive node granted 10,000% extra armor, it would be OP, while 1% HP nodes would be worse than the current 8% ones. Without being certain at all, it does seem to me that HP is a little bit too strightforwardly good compared to other stats (armor, ES, evasion, damage) but this is easily tweaked within the current format. The suggestion to change the *12 modifier to something a little less dramatic rings very sensible in my ears. |
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All defences in PoE are borderline useless, except for those that do flat reduction. (IE Resists, HP, End charges)
The reason is simple : GGG designed a system where defence can get "swamped". Armor absorption reduces with damage, Evasion is reduced by accuracy and is vulnerable to multiple hits, Blocking gets swamped by multiple high value hits through stuns. Then they proceeded to inflate mob stats to the point where they would systematically "swamp" every form of defence. Leaving only those that are NOT subject to reduction by mob stats effective. The base idea is interesting and "realistic". However, it's extremely sensitive to scaling. Which has been pushed, i think, far over the limit of what the system scales to. Like someone else said, if GGG plans to add more acts of scaling difficulties, what headroom have they left the way mobs are scaled now ? Closed Beta was very fun and allowed tons of interesting builds. It was nicely scaled too. OB is not. It feels like GGG tried so much to make the game "Hard" that they ended up sacrificing their own mechanics, build diversity and fun to reach that goal. The result, IMHO is rather underwhelming. Hope they'll come to their senses some time. |
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Yeah, pretty much.
In CB everyone stacked armour and converted evasion to armour, because evasion was (seemed to be?) rubbish, but now it is the other way round. |
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" 80 fire resist, 12k armour, 1800 health, 1 shot by Vaal melee arm on cruel. This shit needs to stop. Watching ranged just holding down the button and not moving most of the fight. Trying to spot a black arm in a dark room with all the other shit going on, with a fast telegraph that partially matches the other two. |
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armor is ok
problem is: mobs HP too low mobs DAMAGE too high = too many toothsticks throwing trees at you “Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 |
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why bother..
Last edited by Kortak#6140 on Mar 5, 2013, 9:04:34 AM
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" :) +1 |
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Block + armor + endurance charges + high regen will make you nearly invincible vs everything but chaos and monster one shots like Vaal.
I played a full melee marauder to 83 in HC. I tried it with and without added armor. You can absolutely feel a huge difference between 10k and <5k. |
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" You can apply the armor issue in pvp as well. The idea of having 2 bonuses (damage and armor penetration) from AD is bad because it makes armor not worth it. The solution is simple: make armor block a flat % of damage (like in any other game). Last edited by silenrazvan#7664 on Mar 5, 2013, 9:20:22 AM
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