Energy Shield and Life

Doesn't seem like we are altering life so much as we are balancing energy shield. People need to keep in mind that Pantheon bonuses will also alter balance in difficult as well. So might not be the nerf that everyone expects.
you could also remove the word "to" from items, haha, it would actually make the game largely faster to load and read, since you are not rendering billions and billions of "to" words every second.

examples:

Spoiler
+16 Strenght
+11 Dexterity
+32 Intelligence
+10-20 Cold Damage to Spells

+9% Attack Speed
+4 Life gained per enemy hit by Attacks (this could read +4 Life per Hit)
+8 Mana per kill
+15% Area of Effect

+45-57 Fire Damage
+20% Lightning resistance
-9% Enemy Stun Threshold
+50 Maximum Life (or just +50 Life)
+11 Mana
+25% Mana
+155 Energy Shield

+2.6 Life per Second
-15% Fire Damage Taken
My custom PoE League "The Lost Islands" -- /forum/view-thread/2296786
Just low the es nodes % in tree problem solved .And pls remove the 3life regen from lvl 68 gears xD !!!!!!!!!! it's 0,05% regen factor on lvl 90 cmon ! i cant wait 2000 seconds to refill my life again XD.
Last edited by ErPorpetta#6893 on May 19, 2017, 12:18:07 AM
I am a casual player, and have been playing since the beta days of the ol' poe, so... for quite a few years now.

So what you are saying is, instead of buffing life to equal ES, you are nerfing ES for the casuals?

Do you even know how hard it is for casuals and poor players to get past 8k es and maintain decent enough dps to do maps in a decent speed? Nearly impossible.

So all your "data" really comes from the select few streamers and top players.

But are those even the kinds of players you should base your nerf around?

Should a nerf be based around the "average player base"?

Lets face it, for the average player, the life and ES are generally the same (life is probably easier than ES for casuals or poor players, Getting decent life mod + def mod is easier than getting decent es mod combos).

So, in order to make it harder for the top 1% of players you are making it significantly harder for
everyone else.

To a top player, the difference between 15k ES and 12k ES probably isn't much to worry about. The Difference between 8k ES and 6k ES is a lot for the poor's, casuals, and bottom 1%. Just like real life. The difference between 1 million and 2 million isn't much for a billionaire, but the difference between 1000 and 2000 to a poor man is huge.

Besides, ES and Life are balanced in the way they work. ES generally relies on high numbers, Life relies on damage mitigation.

They just have a better chance of surviving one hits. Everything else is a consequence of bad game mechanics.

The thing about numbers is, they are just numbers. You don't base a balance on the top 1% of players who can actually even reach 20k ES with 200k DPS, or 15k ES with 1kk dps.



From experience, getting 8k life with 100k dps was always, always, easier than getting 10k ES with 50k dps.

It has always been like this for... everyone, even the top 1%.

The difference is that they have the time/luck to get to 20k ES and 1 million dps, and they are exceptions at the very fringes of the player base, hence why I termed them the "1%".

So how about this, instead of balancing by nerfing numbers, how about we balance Life and ES by actually balancing the in game mechanics.

Remove or nerf VP and Ghost Reaver for ES, and boom, balanced.

ES has never been the problem. Ghost Reaver, VP, Life Leech has ALWAYS been the balance problem. And it still is.

Lets face it, with a ES and Life mechanic, you can never treat them the same, since they are inherently different.

Seriously, you guys do this balancing every single time, and yet, you don't ever address the thing that is the actual problem.

Leech. Life Leech, and the way it works has always been the problem.

You always see, "omg, some streamer got 2kk dps with 25k ES, must nerf skills and ES to oblivion for everyone else", when the actually problem has always been the leeching mechanic.

Lets compare: Max new ES for probably even the 1% will probably be 15k now. Max Life is still around 10k. Okay. ES is 50% more damage soaking. But Life has Armour and Evasion. It is pretty easy for Life to go to 15k Armour, which is almost 50% physical damage mitigation, or 20k Ev, which is nearly 75% miss for most end game mobs. Alright, they are about equal then. The DPS both builds can get is practically equal, because they are both top tier items... for the top players.

But wait you say, what about those buffs like 20% phys damage reduction? Well it balances out for both types of characters, so they don't matter. The thing that does matter is elemental damage.

Elemental damage affects life more than ES. Easy to solve. Buff it for life.

Life Leech for ES, even with this buff, is still going to be infinitely better than it is for Life.
Even without VP, this still holds true. The whole purpose of ES was to take away damage mitigation for high Life. Wasn't that the intention? That Life has damage mitigation, and ES just takes 100% of the damage all the time? If you want to solve this make Life stronger. Not by making it higher, but making Armour and Evasion worth more. Because right now, it isn't. And that's the other problem.

And that is the core of the problem. Either change the way leech or VP work for ES and ES only, or buff Life. Change the damage mitigation curve for Armor and Dodge. Because trying to change the way Life Leech and VP works globally for both ES and Life are never going to work because they inherently work differently.

Buff Amour and Evasion and Resist for Life, so that it would be an equal alternative to ES.

or... STOP NERFING SHIT BASED ON THE TOP PLAYERS. Base the nerf... I mean "balance" on the average players who are within the 95% of all players instead, that can NEVER, and I mean NEVER reach that level.

I don't mind DPS nerfs, that just means I have to make a few changes to equipment and set up. It makes it more interesting in min maxing, actually. You can nerf it to hell, and I think its perfectly fine. But nerfing survive-ability based on what? 10 player? Now that, is outrageous. It doesn't absolutely nothing to change the game dynamic.

Rant over.
Last edited by HedgeMoney#6946 on May 19, 2017, 12:16:36 AM
Looks way over the board. It would now be meaningless to make CI without ultra-top gear. Otherwise it would loose to that 8k packed HP in flasks life.
I actually tried an Energy Shield build this league. The price to get my Energy Shield build to 13,000 ES with decent damage was actually lower cost than my life build at 5,000 Life and around the same damage.

My builds were very simple...
Life: Warchief Totem Chieftain
ES: Blade Flurry Ranger

Life Flasks deserve love... Measly 2,800 heals... My Rant...
Last edited by XerxezBreak#3933 on May 19, 2017, 12:26:27 AM
As i told before no mater how many es they try to low the es + vaal past mechanincs always facetank everything if player have a decent dps plus if they wait 2-3 second while a boss charge some slow attack whit es u get full again in no time ,this mean more potion to increase defence and attack.
Last edited by ErPorpetta#6893 on May 19, 2017, 12:27:04 AM
"
HedgeMoney wrote:
I am a casual player, and have been playing since the beta days of the ol' poe, so... for quite a few years now.

So what you are saying is, instead of buffing life to equal ES, you are nerfing ES for the casuals?

Do you even know how hard it is for casuals and poor players to get past 8k es and maintain decent enough dps to do maps in a decent speed? Nearly impossible.

So all your "data" really comes from the select few streamers and top players.

But are those even the kinds of players you should base your nerf around?

Should a nerf be based around the "average player base"?

Lets face it, for the average player, the life and ES are generally the same (life is probably easier than ES for casuals or poor players, Getting decent life mod + def mod is easier than getting decent es mod combos).

So, in order to make it harder for the top 1% of players you are making it significantly harder for
everyone else.

To a top player, the difference between 15k ES and 12k ES probably isn't much to worry about. The Difference between 8k ES and 6k ES is a lot for the poor's, casuals, and bottom 1%. Just like real life. The difference between 1 million and 2 million isn't much for a billionaire, but the difference between 1000 and 2000 to a poor man is huge.

Besides, ES and Life are balanced in the way they work. ES generally relies on high numbers, Life relies on damage mitigation.

They just have a better chance of surviving one hits. Everything else is a consequence of bad game mechanics.

The thing about numbers is, they are just numbers. You don't base a balance on the top 1% of players who can actually even reach 20k ES with 200k DPS, or 15k ES with 1kk dps.



From experience, getting 8k life with 100k dps was always, always, easier than getting 10k ES with 50k dps.

It has always been like this for... everyone, even the top 1%.

The difference is that they have the time/luck to get to 20k ES and 1 million dps, and they are exceptions at the very fringes of the player base, hence why I termed them the "1%".

So how about this, instead of balancing by nerfing numbers, how about we balance Life and ES by actually balancing the in game mechanics.

Remove or nerf VP and Ghost Reaver for ES, and boom, balanced.

ES has never been the problem. Ghost Reaver, VP, Life Leech has ALWAYS been the balance problem. And it still is.

Lets face it, with a ES and Life mechanic, you can never treat them the same, since they are inherently different.

Seriously, you guys do this balancing every single time, and yet, you don't ever address the thing that is the actual problem.

Leech. Life Leech, and the way it works has always been the problem.

You always see, "omg, some streamer got 2kk dps with 25k ES, must nerf skills and ES to oblivion for everyone else", when the actually problem has always been the leeching mechanic.

Lets compare: Max new ES for probably even the 1% will probably be 15k now. Max Life is still around 10k. Okay. ES is 50% more damage soaking. But Life has Armour and Evasion. It is pretty easy for Life to go to 15k Armour, which is almost 50% physical damage mitigation, or 20k Ev, which is nearly 75% miss for most end game mobs. Alright, they are about equal then. The DPS both builds can get is practically equal, because they are both top tier items... for the top players.

But wait you say, what about those buffs like 20% phys damage reduction? Well it balances out for both types of characters, so they don't matter. The thing that does matter is elemental damage.

Elemental damage affects life more than ES. Easy to solve. Buff it for life.

Life Leech for ES, even with this buff, is still going to be infinitely better than it is for Life.
Even without VP, this still holds true. The whole purpose of ES was to take away damage mitigation for high Life. Wasn't that the intention? That Life has damage mitigation, and ES just takes 100% of the damage all the time? If you want to solve this make Life stronger. Not by making it higher, but making Armour and Evasion worth more. Because right now, it isn't. And that's the other problem.

And that is the core of the problem. Either change the way leech or VP work for ES and ES only, or buff Life. Change the damage mitigation curve for Armor and Dodge. Because trying to change the way Life Leech and VP works globally for both ES and Life are never going to work because they inherently work differently.

Buff Amour and Evasion and Resist for Life, so that it would be an equal alternative to ES.

or... STOP NERFING SHIT BASED ON THE TOP PLAYERS. Base the nerf... I mean "balance" on the average players who are within the 95% of all players instead, that can NEVER, and I mean NEVER reach that level.

I don't mind DPS nerfs, that just means I have to make a few changes to equipment and set up. It makes it more interesting in min maxing, actually. You can nerf it to hell, and I think its perfectly fine. But nerfing survive-ability based on what? 10 player? Now that, is outrageous. It doesn't absolutely nothing to change the game dynamic.

Rant over.

word. couldn't have said it better.
So if you have vaal pact with CI - ES you can face tank?
Why not with life and vaal pact?

tell me chat is the difference...
Search well... Because it is a tricky question.

Didnt find yet?... It is normal because it is the same.
"
Drahken wrote:
"
Ahfack wrote:
Snap!

Please give legacy vinktar the same vaal pact treatment as well


the same treatment they aren't doing to legacy rolled es items?

and frankly this isn't even close to enough of a nerf.


I've always been primarily a life player, but I have 2 low-life guys as well. I think this nerf is plenty and after all the CI fuccbois QQ on reddit enough I could see GGG dialing back a little bit during beta. RE: Items: It appears that the flat/% mods are going legacy, but base ES on items (regalias etc...) could be nerfed across the board. This happened with certain weapon types in 2.0 as well. I had a mirrored weapon that lost 10pdps over night when 2.0 went live. Consequently, I believe the Legacy Woe 1007es regalias will be more like 850-900es regalias.
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Last edited by Ahfack#1969 on May 19, 2017, 12:39:51 AM

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