Parry and blocking has a fundamental design flaw that needs to be changed.

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Kraivan#1745 เขียน:
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Your Respond proofs 100%, you had not build your Build, rather than copy-Paste it from anywhere... You dont know anything about creating Sustaining Builds.

And you are 100% incorrect.


He's not wrong that you can build stun threshold to further enable melee and shield builds, even if he was a bit crass. It is rather poorly balanced right now when it comes to gearing up a character though.

The disparity in stat and mechanic scaling in PoE2 so far has me rather put off when comparing it to PoE1 or even other games made by smaller studios. The opportunity cost of making 1 build vs. another matters a lot in games like this.
แก้ไขล่าสุดโดย LVSviral#3689 เมื่อ 11 พ.ค. 2025 17:31:31
The only thing we agree is the endgame is unbalanced.

"you can build stun threshold"
Well... I have some of those stats, however I would replace them if I could to STR and Life now... But beggars cant be choosers.

I already made numerous topics that the game should have defensive ACTIVE skills. Current endgame success is decided before you even enter the map. The endgame is a statcheck.
So I am not "unskilled" I am just obviously incompetent rng manipulating mods on my equipment that needs such amount of currencies that is simply not possible to gather for a single player, unless you play POE2 as a job...

Or your proposed solution would be to have a spare set of gear for every map mod, and insane scenarios?
According to my best knowledge I build a tank. I focus on defenses, yet seems I play the game the "incorrect" way because I should have went for giant blood, gigabrain "increased area effect" and just throw attacks on the edge of the screen.

Because we play a game where we supposed to build characters, but option is an illusion in this stage of the game.
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Kraivan#1745 เขียน:
According to my best knowledge I build a tank. I focus on defenses, yet seems I play the game the "incorrect" way because I should have went for giant blood, gigabrain "increased area effect" and just throw attacks on the edge of the screen.

Because we play a game where we supposed to build characters, but option is an illusion in this stage of the game.


painfully true.
No one uses them and GGG thinks they are cool. Wasting resources on these trash skills. What is the point?
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evernite#0304 เขียน:
No one uses them and GGG thinks they are cool. Wasting resources on these trash skills. What is the point?

I'm honestly a bit baffled too. They made an entire (defensive) offhand weapon type with multiple mechanics and skill gems, only to make it not even work against half of the enemies in the game.
Since I last replied on this post I have played 3 games in my free time that have a better block system than PoE2. GGG plz...
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LVSviral#3689 เขียน:
Parry and block mechanics are useless against a ton of enemy and boss attacks. Blocking needs to be changed to be able to work against all hits or it will never fit properly into the game.

I'd suggest changing block to work on all hits, but make block only innately mitigate 65-75% of damage instead of 100% for the sake of balance. Modifiers that affect damage taken from blocked hits, like the Glancing Blows keystone, would probably need to be adjusted. More shield modifiers could be implemented to increase block mitigation too.

As long as parrying and blocking skills don't work on all hits then they will never be reliable or viable mechanics.


How blocking a ground explosion makes sense? Block works on anything that moves horizontally.. makes full sense.
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How blocking a ground explosion makes sense? Block works on anything that moves horizontally.. makes full sense.


Partial reduction of explosive force due to shielding doesn't make sense for you?

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GabrielCorso#5386 เขียน:
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How blocking a ground explosion makes sense? Block works on anything that moves horizontally.. makes full sense.


Partial reduction of explosive force due to shielding doesn't make sense for you?



no if it is coming from under and behind you!

also I am talking about active block not the passive. Active block already blocks anything directional.
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LVSviral#3689 เขียน:
Parry and block mechanics are useless against a ton of enemy and boss attacks. Blocking needs to be changed to be able to work against all hits or it will never fit properly into the game.

I'd suggest changing block to work on all hits, but make block only innately mitigate 65-75% of damage instead of 100% for the sake of balance. Modifiers that affect damage taken from blocked hits, like the Glancing Blows keystone, would probably need to be adjusted. More shield modifiers could be implemented to increase block mitigation too.

As long as parrying and blocking skills don't work on all hits then they will never be reliable or viable mechanics.



Warbringer Ascendacy just gives you that TADAAM : Block from all hits but lowered block chance, that you can mitigate by getting some passives :D

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