[Feedback] Giga-Nerf Energy Shield in Patch 0.4.0

With the changes in Patch 0.3.0, Evasion and Armour are in a pretty good spot as defensive mechanics, but Energy Shield continues to be an outlier, being vastly superior. For comparison, endgame Life builds have around 2-3K life whereas ES builds have around 10-15K ES. I urge GGG to NOT buff Evasion and Armour further as that would trivialize challenging content within the game.

Instead for Patch 0.4.0, GGG should Giga-Nerf ES with a three-pronged approach as follows:

* All Energy Shield modifiers on items reduced by 25%
* All Energy Shield nodes on passive tree reduced by 25%
* Increase default Recharge Time to 6 seconds (up from 4 seconds)

แก้ไขล่าสุดโดย CharlesJT#7681 เมื่อ 21 ก.ย. 2025 08:26:10
ขุดครั้งสุดท้าย เมื่อ 22 ก.ย. 2025 17:41:23
NGL all that these changes would do to my decision process is make me invest more passive points into ES passives.
Life/armour is in a very good spot

Really happy with the changes



ES needs to be taken out already. You have people playing “hardcore” but they all play with unkillable, unchallenging, and essentially; free scaled es builds.

It’s everywhere on the tree.


There needs to be a massive humble fest in this games future for ES, as people who play those builds really don’t know how the game actually is.
Mash the clean
i don't think it needs a giga-nerf. for super high-end builds, sure. For the just-got-home-from-work-couch-gamer, this doesn't apply to them.

I would agree though if mobs were slower, then it would definitely need a nerf. It's just too easy to get surrounded in this game (for all builds, not ES players).
25% is not even noticable, you need more than 50%. I can scale ES to above 12k easily, cut it in half and it is still better than the other 2.
I disagree. CI could maybe get a small change, but other then that, i see ES in a good position.
แก้ไขล่าสุดโดย AceNightfire#0980 เมื่อ 19 ก.ย. 2025 07:30:02
CI comes with a lot of advantages. But the investment in passive points is really massive if you want it to even work at all. Without MOM you'll truly need those 12K ES and with MOM it means you'll get one shot by a rather common Rare modifier. It has benefits but many drawbacks.

Nerfing CI would be a really clear step towards forcing similar builds on all players.

As for ES, it needs a nerf. But numeric changes won't help. Like I said, all that worse numbers would do is make me invest even more points on ES passives.

IMO. What ES needs is a new weakness. Even if a small value like 5% of physical damage would go through ES, that would be enough to really force ES users to invest on other defenses.
idk, im not really following the need to nerf ES. Phys damage hurts ES players hard (talking like 4-6 hits depending on ES pool).

armor/evasion builds don't have this problem.
"
CharlesJT#7681 เขียน:
With the changes in Patch 0.3.0, Evasion and Armour are in a pretty good spot as defensive mechanics, but Energy Shield continues to be an outlier, being vastly superior. For comparison, endgame Life builds have around 2-3K life where ES builds have around 20-25K ES. I urge GGG to NOT buff Evasion and Armour further as that would trivialize challenging content within the game.

Instead for Patch 0.4.0, GGG should Giga-Nerf ES with a three-pronged approach as follows:

* All Energy Shield modifiers on items reduced by 25%
* All Energy Shield nodes on passive tree reduced by 25%
* Increase default Recharge Time to 6 seconds (up from 4 seconds)

I agree with the fact that there's a problem, but I don't agree with your solution. I think the solution is to make life stacking builds more feasible. Like "Your energy shield and deflection are 0. ES and Deflection passives buff Life instead."
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
"
vexorian#9572 เขียน:

Even if a small value like 5% of physical damage would go through ES, that would be enough to really force ES users to invest on other defenses.


How would that work with CI.

And I play a low budget ES sorceres with frostbolt right now. My equipment is round about 2 divine worth. I got 10k ES, CI and I dont have MoM. I can clear juiced tier 15 maps. I have not the fastest clearspeed, that's for sure, but definitely not the worst. And having so much tankiness and punch without investing more then I have (and I could easily come by with equipment worth 1 div, since my snakepit ring is already 1 div worth and it would just reduce my clear speed if I didnt have it).

So yes, I think CI is a big problem. Getting COMPLETELY rid of the only damage source that does DOUBLE damage to ES and just losing like 2-3k life for that is a joke. And on top of that, you get bleeding/poison immunity. The fact, that you don't have to look out for life and chaos res modifiers is a HUGE thing. I can't stress this enough. It makes low budget builds easily possible and with high budget, you can get more damage modifiers or item rarity modifers instead of defensive modifiers. It's just pefect.

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