So um. .. what armour ?

When are the devs really going to fix armour ? Its still horrible
Last edited by Tuknurjaw#6933 on Feb 23, 2025, 2:11:51 AM
Last bumped on Feb 23, 2025, 4:34:11 AM
Probably never. The best you can hope for is they fix other defensive layers like life, regeneration, etc.

Armour by itself has never been great. It is known as small hit mitigation. For large hits, you need a giant pool of life / energy shield or damage taken as X.

It has made warrior very week.

But they deleted all the life nodes. So everyone went energy shield.
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Armour by itself has never been great. It is known as small hit mitigation. For large hits, you need a giant pool of life / energy shield or damage taken as X.

It has made warrior very week.

But they deleted all the life nodes. So everyone went energy shield.


I've tanked quite a few Shaper Slams and Drox hits on armour based characters and no damage taken as X (though I had Endurance Charges and granite flasks up).

True armour is better for small hits, they did mitigate some damage of big hits. After the last armour formula readjustment in Poe1 armour felt more reasonable. In Poe 2 they should make the armour formula more like poe1 or give use some life nodes and more regen.
I think they generally should just get rid of the idea that class X has to use damage mitigation variant Z. They should turn all evasion and ES nodes into flexible ones that can have either evasion, ES or life, just like they did with the small attribute nodes and also +dex should give evasion, +int should give ES and +str should give life. Armour should only come from items and should serve as an additional protection layer every class can use.

That also means by default every piece of clothing and shields should have +armour but additional ES and EV should only come from mods and not as implicit property of a certain type.

There should be a higher chance of ES/EV mods on certain types and obviously a cuirass should have a much higher armour rating than a robe.

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