Damage from monsters is too high

The damage from monsters is simply too high. I don't want the game to be easy but I would say overall damage is overtuned by about 15%.

Physical damage is way to much. You WILL get hit. So therefore, every build needs physical mitigation. If the damage is too high on the monsters, then there is less room for making builds WE want. Less damage from monsters = more build opportunity. If the damage is sky high like it is now, then the meta will be just a handful of builds.


Elemental damage is also too high but this is more complicated then physical damage. Some sources are just fine with max resists while others still destroy you even with 77% resists and 6K hp.

I used to play SSFHC until I realized I need to take a step back and learn the game on softcore. So this league, I stepped back to SSF softcore. Well, I still think this game is overtuned.


I think PoE has the coolest item system compared to other games with all the currencies/variety of loot we find but I also feel the overall experience is decreased by being overtuned. I don't want easy mode, but I also don't want to feel like I need 10,000 armor, 8,000 HP, 80%+ resists for every single build I make in order to not die.



Lastly, lots of bosses/scenarios are about dodging telegraphed moves. Well, the game is very dark and we are zoomed in too much and a lot of the time, I can't even see whats going on. I am also a summoner which makes it even worse. Like metamorph, my pets are attacking then POOF, Im dead. I didn't even see what was going on. Same thing on sirus, my pets are attacking and I can't see what he's doing or where he is. The game is so overtuned for what we have thrown at us. We need more lighting, better telegraphed attacks from bosses, and a way to zoom out more in order to see whats going on. Off screen deaths are mostly because we can't zoom out.


Closing comment: Games don't need to be ultra difficult to be fun. Dark Souls/Nioh are two games designed around being difficult. I tried both games and I absolutely don't have fun playing them. Are they bad games? Heck no, they are amazing. But they don't appeal to me. Path of Exile has been that way for a long time. Path of Exile is an ARPG where I feel has the best loot system and tons of skills to choose from but is kind of diminished by being overtuned. Why does this game need to be ultra rippy at all times? I don't get it.
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Last edited by raserei#0735 on May 19, 2021, 12:34:42 PM
Last bumped on May 22, 2021, 6:03:53 AM
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I don't think it's possible in this game with so many different monsters accompanied by many different map/area modifiers, auras from other monsters, weird mechanics to ever be not rippy.

They would have to start over from the ground up and rebalance everything including the endgame. This also means a complete rebalance of player builds as well. Because if we are going to keep increasing the power of the player every league then monsters will stand no chance and will be too easy.

I think current PoE is just out of control with how much power we have. The problem you also have is you can't just take it away. Players are used to the speed of PoE. See how mad people get when you slightly nerf there build, even though the build is just fine.. people get furious.

I kind of feel you when I personally die to something silly that I have no idea what happened. It feels cheap at times. But I don't really see a way in PoE that this will ever be solved, I doubt they will change this in PoE2 as they want to keep the playstyle we have currently. Adding more power in leagues entices players to pour time into the leagues generating potential revenue. Then they buff monsters a bit, then the cycle continues.
There are plenty of builds you are basically invincible. Here is an example
https://www.pathofexile.com/forum/view-thread/3019705


It's even a "summoner"

Harder to spec into SSF though.

As far as SSFHC it's takes good pings, lots of knowledge abt whats rippy and not rolling hard maps. They never change the damage output due to it's competitive nature. Its like the modern day racing of PoE.

Git R Dun!
Last edited by Aim_Deep#3474 on May 19, 2021, 1:12:55 PM
Having an incentive to actually think about some defenses on a build doesn't hurt build variety, it just deters pure glass cannons a bit and prevents people from just stomping the game with shit builds. And no, shit builds does not mean non meta. There are shitty meta builds and strong non meta builds.

I looked at all your 90+ wizards, 5k+ life and max resists, that's it. Given the ridiculous amount of options this game provides to bolster your defenses that's laughable so no wonder you feel damage is overtuned. That's the kind of stats you should have when finishing white maps/start yellow maps. You are supposed to upgrade from there if you want to play red maps and endgame content. If GGG started designing the game around builds like that the actual good builds would equal god mode even without much budget.
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Baharoth15 wrote:
Having an incentive to actually think about some defenses on a build doesn't hurt build variety, it just deters pure glass cannons a bit and prevents people from just stomping the game with shit builds. And no, shit builds does not mean non meta. There are shitty meta builds and strong non meta builds.

I looked at all your 90+ wizards, 5k+ life and max resists, that's it. Given the ridiculous amount of options this game provides to bolster your defenses that's laughable so no wonder you feel damage is overtuned. That's the kind of stats you should have when finishing white maps/start yellow maps. You are supposed to upgrade from there if you want to play red maps and endgame content. If GGG started designing the game around builds like that the actual good builds would equal god mode even without much budget.


Let's be real its close to that now. I remeber threads like "builds that can beat uber atziri" with like 2. Mathils ele buzz saw and some max blocker was about it. Now? any skill really does so. Anyway well stated.
Git R Dun!
Last edited by Aim_Deep#3474 on May 19, 2021, 2:02:57 PM
Probably not the answer you want but please consider it if you continue to play as it will likely improve your experience.

Really put time into understanding each of the defensive layers and maximize them for as much mitigation as possible. This isn't a "git good" statement. Many players are good in certain areas of the game like, say, mechanics but just don't know enough about defense to understand if they are where they need to be in order to clear the content they are attempting.

For example, when I was doing t12 ultimatums I was getting ripped way too often for my liking. My chance to block was 75%, going to 79% after a successful block. So, what I did was add 5% more block to get me to 79% base value. That one small adjustment kept me rip free from 94-96 in t12 ultimatums. Two full levels! No rips.

So, now at 97, I'm having the same problem in t16 ultimatum. So I look at my phys mitigation and see it's 60%. So I'll work on that next. So let's say I get to 90% phys reduction and I'm still getting ripped. I might then look at ailments reduction like say, shock or more chaos res.

This is how you have to approach it, IMO.

Of course, the easiest solution to all of this would be for us to have an actual combat log to look at so we could figure this stuff out more easily. However, I wouldn't hold your breath. For this to not be in a 10 year game is an embarrassment. But that's a topic for another time.
I understand about all the defense buffing suggestions here, but I too am of the opinion that Ultimatum is over tuned even when looking at the game from that perspective. I am by no means an expert in this game's mechanics nor an ideal character builder, but after playing the game on and off since beta I can honestly say that I can usually produce a decent build both defensively and offensely but I've never encountered anything to match Ultimatum mobs in any previous league.

Just as an example, in one map I ran which didn't have much in the way of monster buffs there were four ritual totems which I was able to clear without issue. I then started Ultimatum round one and was flatlined in five seconds. While this game has its issues I generally don't like to ba a complainer unless I think it's really necessary but in this case I'm definitely convinced it's a bit over the top.
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Baharoth15 wrote:
Having an incentive to actually think about some defenses on a build doesn't hurt build variety, it just deters pure glass cannons a bit and prevents people from just stomping the game with shit builds.


Except that by leaning so heavily into mob damage, GGG has instead done the exact opposite and made defenses worthless. Unless you are ready to make some serious investments, defensive builds are not viable. Who the fuck wants to stack 14 layers of defense and then still have a good chance of being one-shot? What other video game in existence has mechanics that stupid?

Nah. Just run faster and blow up the whole screen every time you right click, that's your "defense."
This is a buff™
I'll say the same I've been saying in similar threads: check HC builds. They usually have enough defenses to not get one-shot (hence being able to use the logout macro). A cheap tanky build is slam champion. Shield gladiator too.
No! Offense is the best defense. My build have over 6k life, 10k armour, 69% phys reduction, 79% all res, max chaos resist, 75/69 block chance before any flasks. And I still get one shot to random shit like invisible nob, spiked latency, lag/ disconect etc. This game has turned into a glorious bug mess over the years. Better kill them before they have any chance to inflict damage on you.

Today I did 30 shaper runs and die 4 times. All 1 shot. Spiked pings, invisible Shaper, desync, you name it. Should've keep uping my dps instead and insta phase him like before. The same going for Guardians/ Elder/ any mob really. Defense mean little (either 0 or 100, RNG is a bitch) if you're not playing HC.

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