[Feedback] Giga-Nerf Energy Shield in Patch 0.4.0

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obeyhotrod#1809 เขียน:
why is a nerf needed anywhere? this is not D4 where bosses hit hard and you actually need defenses...

my point is pinnacle endgame is zooming and oneshotting everything. defenses don't matter. Maybe when the game is slower and not everything dies in 5 seconds this could actually be needed. Nerfing ES only makes the leveling harder for everyone else


I want PoE2 to have harder content as compared to D4, which is utter garbage. I have high hopes for GGG to make this happen, but mindless screen clearing and oneshotting everything is a cancer and needs to be eradicated.

Defensive mechanics should be relevant for the entire lifespan of your character, from campaign start to endgame. Hence the reason I'm proposing to nerf ES as it is too strong at all stages of the game.
แก้ไขล่าสุดโดย CharlesJT#7681 เมื่อ 23 ก.ย. 2025 22:20:28
As I am progressing my armour/ES build its just becomming more apparent.


ES is just not fair. Even with a staff, at 6k es along with MOM protecting me, along with armour as ele protecting me, along with convalescence protecting me, along with a swap to a tower shield and a COMPELTELY defensive tree giving me 8k ES/recharge speed...protecting me.....

This is all with beyond budget ass gear. Im serious when I say nothing is even a div. The only thing that costed divs on my caster is a staff which costs a whopping 2 divs. Oh and my +3 gem 2 more divs. These are for damage though so it doesnt matter.


And I have invested into HYBRID, HYBRID people defenses for ES, and I have 6k. With a swap tree that adds 2k and a crap ton of recharge speed....

Like.... this is where this defense is right now.
Mash the clean
แก้ไขล่าสุดโดย Mashgesture#2912 เมื่อ 23 ก.ย. 2025 23:04:11
Best way to make me quit the game (if OP's suggestion is implemented).
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AverBeg7#1689 เขียน:
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Soulsniper1313#7576 เขียน:


In a balanced game, people get to play the class/weapon type they enjoy and theoretically speaking, that would be pretty evenly spread meaning plus or minus a couple percent in numbers playing each class.



Theoretically speaking, if I jumped high enough I could escape the bounds of gravity, and then if I held my breath, I could float to Andromedia and live in a world where people do not "theoretically speak" with no actual theory.


If you look at games in general, it is not an even spread. Most people do not pick things because of balance, they pick them for enjoyment.


I am well aware of that. The theoretical part was with a wide enough audience their pick for enjoyment would be spread out more evenly than we have now. You know that is exactly what I meant and you went on to whimsical land for no reason.
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Sakanabi#6664 เขียน:
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Legioona#1076 เขียน:

In practice this means in a well balanced game, meta builds do not exist.


But that's impossible. Every thing in the world has meta approach. To me a well balanced game requires different metas for different challenges so its impossible to simply create a build which is meta fpr everything.


Of course perfect balance in the game will always be impossible. Again, stop with this "not all" mindset. You are purposely deflecting when you do this.

It means no more 50% one ascendency every season simply because its the strongest. Will deadeye always be the top spot or at least top 2? Probably but that is because of the play style.

If there was a build similar to the ease of lightning arrow and had power and speed similar it would be played a lot as well.

I love tanky characters in ARPG's. Really really looking forward to Templar because I enjoy the playstyle. If it is absolute dog water in performance like chalupa monk or chrono I will try it and move on. I wont just die hard it because I enjoy the style if its annoying to be able to accomplish anything I want to in game like get as far as I can on maps, bosses, etc.

The closer to balance there is, the more options open up for people to play the characters they want to. Warriors right now seem to be either bottom or middle third of the ascendencies but when swords come in, they may become amazing and more people will play them.

Its not a complicated concept.
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obeyhotrod#1809 เขียน:
why is a nerf needed anywhere? this is not D4 where bosses hit hard and you actually need defenses...

my point is pinnacle endgame is zooming and one shotting everything. defenses don't matter. Maybe when the game is slower and not everything dies in 5 seconds this could actually be needed. Nerfing ES only makes the leveling harder for everyone else


Because they have stated they dont want the game a who one shot who first game. I think the majority of people here dont really want that. Especially all the people talking about the slow meaningful combat.

Late game with really good gear yes, you should be able to steam roll a boss but not one shot. But those same bosses shouldn't be able to one shot unless you are pure glass cannon.

IMO the balance that they should be aiming for is being able to one tap white mobs and blue mobs but rares you need to hit a few times. Then bosses should be around 30 seconds to 1 minute depending on the build and in glass cannon god tier gear be able to kill it in 5-10 seconds. But for this to happen, damage needs brought down overall for players a bunch and mobs need their damage halved at least.

Mechanics like Arbiter standing in the circles is fine as long as other one shots dont overlap. Doing the dance so to speak mechanics are fine. But random other abilities should not be one tapping players. Just like players should not be one tapping the bosses.

If they could some how make late game boss fights like .1 version of the wolf it would be great. He didnt one shot you ever but he would wear you down and it was a war of attrition for your flask charges if you got hit too many times. If they can somehow get that late game it would be great. Then all the regular white mobs in maps are still one taps to give you that power fantasy.

EDIT: For clarity I meant act 1 wolf. Not mapping wolf. And for the ES part, it will make leveling harder? What do you think its like playing non ES leveling?
แก้ไขล่าสุดโดย Soulsniper1313#7576 เมื่อ 24 ก.ย. 2025 02:22:48
Nerf Energy Shield please. Most ES players reached already 100 level.

Nice balance GGG!
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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 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)



Let's giga-nerf everything , why not , don't try to balance other layout of defence just nerf , no sorry giga-nerf . I hope the dont listen people like you
GGG give us the monthly analysis of class balance. It will reveal the mess you created with overpowered shield chars.

No? What do you fearing? It's obvious from 2024 when all players choose ES.
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Braciak90#0919 เขียน:
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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 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)



Let's giga-nerf everything , why not , don't try to balance other layout of defence just nerf , no sorry giga-nerf . I hope the dont listen people like you


I get what you are saying and used to think like that too. The idea of why nerf it? Just bring life up to be similar. But whats the next step past that... everyone is so tanky that they just buff monster damage thus nerfing everything in the process anyway. That is just stupid. The numbers are already out of control overall as it is.

I have been saying it all over this thread.... nerf es by 15-20%. Buff life and evasion by 5-10% and see where it all lands. This way ES can be toned down but not destroyed and the other defensive layers arent as painful. Simply putting life nodes that match ES nodes in the tree, hell even at 50% of the ES nodes values would make life way too strong. That being said, life does need some love and ES needs a little tap. Not a sledgehammer tho.

There in lies the problem tho.... GGG dosent know how to nerf without a sledgehammer...

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