Steelskin and the Guard Skills

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mic01851165 wrote:
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Sielin wrote:
The last Baeclast episode mentioned buffs to fortify. They also mentioned adjustments too all melee ascendancies, which may include additional incoming damage reduction. In addition to that many deadly burst damage in the game also includes elemental damage, especially with extra ele damage mods and maxiumum resistance reduction. So the 85% phys reduction with the incoming fortify & prolly ascendancy buffs + valuable ele reduction doesn't seem that bad. Of course the duration is an important factor here, so I do recommend patiently waiting for the patch notes, rather than jumping into conclusions.

P.S. who cares about 700+ delves lul


Who cares about Atlas difficulty when 90% of builds already breeze through them in 1~2 mins per map with 0 challenge to begin with?

Why balance around those?


You're talking from the perspective of seasoned players. This game is not balanced around veterans, but average joes, who is happy to be able to kill shaper and comfortably farm red map and delve 250+. They explicitly said that bosses like Cortex are meant to be tough to fight or even encounter, as those are very optional challenge for top end players.
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NexiieQT wrote:
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mic01851165 wrote:
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Sielin wrote:
The last Baeclast episode mentioned buffs to fortify. They also mentioned adjustments too all melee ascendancies, which may include additional incoming damage reduction. In addition to that many deadly burst damage in the game also includes elemental damage, especially with extra ele damage mods and maxiumum resistance reduction. So the 85% phys reduction with the incoming fortify & prolly ascendancy buffs + valuable ele reduction doesn't seem that bad. Of course the duration is an important factor here, so I do recommend patiently waiting for the patch notes, rather than jumping into conclusions.

P.S. who cares about 700+ delves lul


Who cares about Atlas difficulty when 90% of builds already breeze through them in 1~2 mins per map with 0 challenge to begin with?

Why balance around those?


You're talking from the perspective of seasoned players. This game is not balanced around veterans, but average joes, who is happy to be able to kill shaper and comfortably farm red map and delve 250+. They explicitly said that bosses like Cortex are meant to be tough to fight or even encounter, as those are very optional challenge for top end players.


This is absolutely correct. The players posting on this board represents the top 10% of the population and correspondingly a 10%+ wallet share of revenue. Balancing around elite players is a terrible design as this alienates majority of the playerbase which for the lack of a better term, are casuals.
Noone really understands who this game is balanced around. Some changes look like they're meant to help the average player. Others punish everyone because some streamer can get 20K ES and OP damage.

GGG seems to be trying to balance it for everyone which of course means that it's not really balanced at all.

Nerfing IC is strange for a melee league. Does GGG expect people to cast it manually? Maybe some streamer will but the rest of us will leave it on CWDT where it belongs.

Also means Arakaali doesn't work any more.
From League Starter to Shaper – Cheap, Tanky, Fast and Fun Physical ST – Very Detailed Guide
https://www.pathofexile.com/forum/view-thread/2077519

Gannicus, God of the Arena – Deathless Uber Elder for Everyone
https://www.pathofexile.com/forum/view-thread/2627521
Last edited by Aias_o_Telamonios on May 29, 2019, 12:44:11 PM
Shouldnt immortal call have its name changed , now that it doesnt give any immunity?
If you are changing the mechanics of Immortal call which I btw dont like you should also change the name of the skill as right now it does not make a lot of sense. I would prefer if you keep to the old mechanics of this skill.
:(
I'm actually pretty happy to see that IC change, that was a pretty detrimental game mechanic overall... but man, that is shaking things up lol.
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BlaqWolf wrote:
Oh... wow... this is *seriously* going to tweak off all of those builds that relied on Immortal Call to auto-save them from big hits.

Now it maxes out at 40% mitigation (to all, which is a buff) but it still won't help you much against the cheese of one shot goodness.


The current mechanics of IC mean that with CWDT it's only useful against getting 2+ shotted.

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I do like that they have defensive powers, now, but my little button bar is seriously running out of space...


This. I have 7 bound skills and Move on leftclick. I use all of them and that's with IC on CWDT. >.>
Awakened Combustion Support when?
Love all the comments that assume or hope the IC nerf is the beginning of a big rebalance. Yeah, that would be ideal, but what do you expect to do about crazy monsters over the next two, three leagues before then?

IF that happens at all. That's a lot of faith in a company that hasn't really demonstrated it deserves it over the past year.

"This is a great move if a bunch of stuff happens which is totally not guaranteed to happen" sure is some kinda "logic".
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NoIguanaForZ wrote:
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I do like that they have defensive powers, now, but my little button bar is seriously running out of space...


This. I have 7 bound skills and Move on leftclick. I use all of them and that's with IC on CWDT. >.>


Craft the helmet Focus mod! That condenses 4 buttons into one. You do have to go through the pain of Veiled mod unlocking to get it, tho. :/

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