Can we all agree that armour needs this buff to even the field.

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toyotatundra wrote:
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AkuTenshiiZero wrote:

Imagine a passive that causes all damage taken to be drained from your health over time, rather than instantly?


You cant do this in a game that allows logouts. This would make every character in the game completely immortal.


Then add a logout timer that keeps you from instantly escaping death. Like many MMOs have done over the years.

Oh, wait, silly me, I forgot that GGG actively avoids game design lessons learned since the mid 90's.
This is a buff™
Armor, like evasion, is there to simply compliment your life/es.
There's a reason why it's called Path of Life Nodes.
What really needs a buff is melee.
There's literally no reason to play melee unless you're looking for a challenge or it seems fun.
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Draegnarrr wrote:
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Ire_of_Desire wrote:
Or maybe that's armour working by design? Not all defenses should work the same way and be used for the same thing. Maybe AR should work like arctic armour used to work - good for multiple smaller hits but bad for single big ones. Don't judge a fish by its ability to climb trees.


Why would anyone choose a defence that only works for a specific scenario? Nor is this judging a fish by its ability to climb trees. There are 3 defence stats in PoE they are even listed as defences, evasion / armour / ES. All 3 of them are supposed to keep you alive, if they fail at that then they aren't fit for their purpose its not like your trying to do damage with your armour.

ES wins at the moment because a big buffer covers everything it also has a synergy problem (evade/armour builds have to take life + defence nodes, ES nodes are life + defence nodes) so it provides the best universal defence because it works against everything, and it costs fewer points while doing that.

using your example though if armour worked like the old arctic armour and reduced elemental damage recieved by a small amount too that is exactly the kind of buff it requires, though as others have mentioned i'd actually prefer small %'s of life on the defence nodes.


Lol what?

ES is not a defense type. There is armor, block, dodge (spell and attack) and evade.

And ES is simply favored over life because you can have more, nothing else. You basically cap out at about 9-10k life. ES can reach 20k.
Deliver pain exquisite
I'm sitting at 51k armor (85%) currently without any buffs/warcrys, armor can really use a better formula for the massive investment it takes.

They really need to make armor function in a similar formula to ele resistances, tanks should get bonuses for being right in a boss's face. Seems like casters, low life, and ci all dominate with the added bonus of mobility, though I am a melee/mid-range caster tank.
Last edited by TheIronBankofBraavos#0146 on Nov 17, 2016, 4:46:53 PM
You should not be able to *logout* in the middle of combat in this game because of HC

Most games have a *You cannot exit in combat* thing that will pop up if you try to exit and if you do your char is still fighting when you exit


GGG should come up wit a *if you exit in combat your char will stay ingame until you are out of combat* or some such thing
Last edited by Lynerus#6363 on Nov 17, 2016, 4:46:49 PM
Just nerf ES , there you go .
No
'CAN WE ALL AGREE...'

Sorry OP I'm gonna have to stop ya there. The answer is No.
"The key to winning any fight is simply staying alive."
I would like to see armor function in the same way ele resists do, tank characters need love too...
So take 60% of it right off the top in Merciless? :P
"We're pilgrims in an unholy land."

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