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. The best music you've never heard; also free to use on your projects! https://www.youtube.com/@NeverheardTunes 🎶😎🌞
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" Rofl. I said what I said, but sure. |
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" 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
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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.
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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 🎶😎🌞
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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.
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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. 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 8:06:43 に編集
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" 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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" 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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"If you think about it shocked means 20% extra damage. From ANY source. |
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