Elemental damage seems like utter over kill for health-based characters

This whole thread was feedback out ELEMENTAL damage being broken and overtuned for health based character, leading to extremely "bunny" playstyle where you need to avoid any maps that would lead to extra elemental damage.

The difficulty factor of a group or normal physical damage based archers vs a bunch of lightning casters is massive.

Other is essentially trivial, other is deadly.
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LeFlesh#9979 が発言:
As I said, tone-deaf. Please refrain from spamming the thread with further nonsense


Rofl. I said what I said, but sure.
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DEvil27#6183 が発言:
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Kraivan#1745 が発言:
Currently sitting as a warbringer with 7k armour and 2.4k hp.
Tooltip says 72% reduction.
Just got pulverized by anything. (and have 7% dmg reduction on shield)

Tried out Vengeful Fury to get more armour. (rage also increase armour)
Using berserker spirit gem, and I got +350 armour. What an utter waste of skillpoints.

You just get more armour?
How exactly? Just buy out the problem with trading?

In 0.1 I had 14k armoru and still got oneshotted by physical attacks.
Sadly since the game is throwing you so much regeneration (regen, recourp, leech, flask) the only combat is a thug of war of your healthbar top and bottom point.
If you have enough stats, you just walk through the map.

Not sure how is it meaningful combat to get lucky and just statstack until the problem isn't a problem anymore?
But I guess I must GitGud(gear)


Armour without enough life is useless. You could have 20k armour, but with only 2.4k life you would still get one-shot by many things on endgame. That doesn't mean that it is bad for physical dmg though, it is just that it is not a simple parameter like ES, which is basically "blue life" directly.

For example, if you have 14k armour and you eat a slam of 5k pure physical dmg, which is crazy high for poe2 standard, you still have a ~22% dmg reduction. That means that you would survive that with 4k life. That means 1k extra eHP and that is the worst scenario. It is a lot more when you think about 2 hits of 2.5k, for example (~36% reduction = survive with 3.3k life).

All those numbers are useless only because they don't apply to elemental dmg, and that is the problem. Specially when magic and rare monsters that deal heavy physical slam can present modifies that add elemental dmg. Not even mentioning map mods that add elemental dmg. Regardless, the amount of physical dmg reduction is totally fine.

This is as you say technically the game is great, because its an arpg game, you play against literal hordes and you have
5 hp, get damages of 5, but you can mitigate 3 and you chug potions because you recover back to 4 so you can get another damage of 3.

This happens inside a single second, while you get stun'd froz'd, electrocuted and the dodgeroll is more of a punishment because in that small recovery window you are dead.
And you have a passive "skill" that would have 60-70% chance of nulling the damage and now multiply enemy count and damage numbers by thousand.

You also get unavoidable damages...

And hard to avoid damage if collision is jenky.
I get 3 volatile polant and 3 fire keg in my arse, stand still to make it explode, and wanted to leap slam away or dodgeroll out of danger...
Enemies push me back often to the aoe.
But no worries. I am a "skilled" player and put my ascension points to Turtle Charm, so I have 56% chance to block them. 7 explosion at once, so statistically I will get hit by 3 of them, but even a single one is enough to kill me. :D

But all I must do is get dmg, max out res, build 4k hp and get max res stats...
While the RNG is so bad I am still wearing clothes from t1 maps and I burn currencies...

And I absolutely disagree that "meaningful combat" is to gear the problem out.
Its not meaningful combat to know the result of the map before I even enter it.
Its not meaningful combat to be able to stand in lava, acid, purble bombs while autoattack because I managed to go to the market and buy 4k hp, 90% resistance gear...

https://www.pathofexile.com/forum/view-thread/3769197
Heres a thread of my suggestion. It would work in a swarm based game.
- Just tone down enemy damage,
- massively tone down regeneration of players including leech
(btw its weird we have Time of Need spirit gem that heals you 300 life every 10 seconds at lvl 85... that seems like a good number in my vision but absolutely horrible in the current state)
- Imho block should reduce damage when successful
- evasion should be recoup
and the thread link I just offered would give each class skills that gives crown control or damage mitigation.
Theres plenty of room for that because endgame every spec is 1 or 2 skills. Anything that doesn't do damage is time wasted.
So give us skills to handle problems.
最後に Kraivan#1745 が 2025/05/04 11:21:59 に編集
Yep those little yellow lightning monsters are nasty. 2 zaps and they took down my es and hp. They are definitely overtuned, and may not be mitigated by lightning resistance.
Lightning damage is still completely overtuned.

Even with 80% lightning resist and 3k health pool, you get consistently one shotted in maps that have NO extra elemental damage, decreased player resists or increased crits.

It's the reason I've put the game now on hold - not an enjoyable experience.
The best music you've never heard; also free to use on your projects! https://www.youtube.com/@NeverheardTunes 🎶😎🌞
Agreed. The lighting storms are especially over tuned af. With max res and 4k EHP they will shred. No sense in a normal mob having such exaggerated power. The only excuse for these mechanics is that GGG is always trying to sneak in one shots that waste player time.
I think these aren't really there by design but by some "autoscaling" not just functioning very well in certain scenarios. 😅

To me lightning damage is supposed to be the source of SHOCK, which should be the "main reason" why you'd want to evade it.

Design wise it makes sense that it would be the enabler for higher damage hits through other effects, especially when you combine it with various map suffxies, eg. crit chance + crit bonus % with extra damage.

But with the current over tuning that isn't the case at all.

Sure, a massive boss could have a lightning attack that is clearly conveyed which is also a huge hit, but when your map clearing is going perfectly fine - until some random thing kills you instantly, leaving you with a feeling that "there really wasn't anything I could have done to avoid that, except play extremely carefully, pulling groups back" - but that doesn't feel like what a warrior is expected to do with e.g. Leap Slam.

-> the experience isn't enjoyable, that's all.

I didn't have similar issues in release league, but that's indeed probably due to having the 3k health pool and ES on top as a Blood Mage.
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最後に nocebo#2432 が 2025/05/09 8:06:43 に編集
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nocebo#2432 が発言:
This whole thread was feedback out ELEMENTAL damage being broken and overtuned for health based character, leading to extremely "bunny" playstyle where you need to avoid any maps that would lead to extra elemental damage.

The difficulty factor of a group or normal physical damage based archers vs a bunch of lightning casters is massive.

Other is essentially trivial, other is deadly.

The whole thread was a delusional complaint of a random person who totally can't play. Nothing else. The devs can't fix your skill issues. You are refusing to do it either, no surprise you are leaving now.

We have no idea how you are playing, but the other people are playing health based characters and don't die. While you do. And ofcourse thats becasue elemental damage is overtuned... [Removed by Support]
最後に Drew_GGG#0000 が 2025/05/09 11:09:23 に編集
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JEE_ZUZ#0982 が発言:
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nocebo#2432 が発言:
This whole thread was feedback out ELEMENTAL damage being broken and overtuned for health based character, leading to extremely "bunny" playstyle where you need to avoid any maps that would lead to extra elemental damage.

The difficulty factor of a group or normal physical damage based archers vs a bunch of lightning casters is massive.

Other is essentially trivial, other is deadly.

The whole thread was a delusional complaint of a random person who totally can't play. Nothing else. The devs can't fix your skill issues. You are refusing to do it either, no surprise you are leaving now.

We have no idea how you are playing, but the other people are playing health based characters and don't die. While you do. And ofcourse thats becasue elemental damage is overtuned... [Removed by Support]


I find it hilarious that you are so utterly triggered by a post in feedback thread. 😁
The best music you've never heard; also free to use on your projects! https://www.youtube.com/@NeverheardTunes 🎶😎🌞
最後に nocebo#2432 が 2025/05/09 16:32:22 に編集
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nocebo#2432 が発言:
Lightning damage is still completely overtuned.

Even with 80% lightning resist and 3k health pool, you get consistently one shotted in maps that have NO extra elemental damage, decreased player resists or increased crits.

It's the reason I've put the game now on hold - not an enjoyable experience.
If you think about it shocked means 20% extra damage.
From ANY source.


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