With the monster mods scaled so much u get 1 shot by so many things.
Even if u max defense it’s useless. I died with max all res, 60 % armor and 40% damage reduction from item to a physical attack from a bird.
Not everyone plays busted builds that 1 shot the screen before mobs can attack, or ranged builds.I should lure 1 mob at a time and kill it?
I dont think its a problem or bad design if all builds cant do all high end content. There is normal monolith for a reason. You can still experience all of the boss fights by doing normal monolith so you arent even missing out on content. Making it so every build can do all content just makes building your character trivial and in my opinion not fun.
Everything should be able to be avoided through skillful play. That should be the ultimate design goal for bosses and enemy mobs. Yes, you must have a decent build with proper defense setup, but also everything should be able to be mechanically avoidable if possible.
I think there should be gear/build threshold checks. most stuff should be mechanical but i have no problem with autoattacks killing people who have incredibly underpowered gear
edit: i think a good build can make up for bad gear and good gear can make up for a bad build but at a certain point (empowered) its totally okay to expect at least a decent build and good gear or good build and decent gear which is exactly where i feel it is. Strong builds with strong gear find empowered monolith easy. Strong builds with mediocre gear find it appropriate. mediocre build and strong gear find it appropriate.
Agreed. If you’re doing empowered runs. Your build better be covering all the min spec defenses.
What if ultimate End Game Content like Empowered Monolith runs were to randomly drop some kind of “Empowered Shards” that could raise the stats of your items when applied. You could have that be another progression form. Slowly making your items “Empowered” status. Even cooler would be having it so that once you hit a certain threshold of empowerment on the item, it’s graphic changed to glow, etc. So that over time, kind of like a rouge-lite game, even if you can’t beat the runs, you’re eventually making progress little by little to eventually get more powerful. So even if your build isn’t the OP 1-shot all the mobs instantly kind of build, eventually, you’d be able to chip away at it and eventually gather enough shards to empower your equipment to give yourself a chance.
Just make it a further advance end game crafting element for the people that really want to keep pushing a single character if they wanted to.
There definitely needs to be a balance between player skill and gear requirements.
If you “only” needs skill, gear progression can feel useless. (This is already the case for the majority if current MoF bosses).
They definitely did improve that with the 3 new MoF bosses, which have alot of unavoidable but not so deadly stuff, which basically acts as some gear check (to a certain extend).
If gear upgrades only increase your “room for mistakes” upgrading gear can feel bad/not necessary for some players.
I agree that having some mechanics which can be avoided by a skillful player, even from “normal mobs” is a good thing.
But having alot of unavoidable incoming damage (mostly from basic attacks) is good and necessary.
Now regarding the OP:
Giving some numbers, but not all, will not paint the whole picture.
You did state a few corner stones of a characters defence, but not all and you also did not provide any information about which Echo you already were in and what modifers/timeline you were in.
One important thing before i give my own feedback:
I know having veteran player giving feedback comes from a totally different background than some of the newer player, so feedback like yours is definitely helpful and i do not want to devalue your feedback in anyway.
But…
The new empowered monolith is the best thing that has happend to this game since it’s release IMO.
I have more fun than EVER playing MoF.
There are some small things i still want to see addressed, but those are not things solely about empowered, but about some of the base MoF Systems.
i’m sure if you upload your char to Last Epoch Build Planner (small up-pointing arrow on left side-bar) and share it on the forums, there are plenty of people that are willing to help you find the gaps in your defence. also, like Heavy already mentioned, their are some modifiers that bring nearly every well thought out build to death if they get stacked, or the build is missing certain defences.
like heavy, i like that the empowerd monoliths can’t be no brained for most builds since the latest content patch.
Disclaimer:
I am by no means an expert on Paladin.
The character looks decent and seems to not have any major flaws.
The only thing that i personally would consider it’s weakness would be the sustain.
You only have some minor leech and some minor hp regen.
And especially the leech from the Unique Relics does needs some small ramp up to become very effective.
From what i can tell from your initial post, you died from normal mobs in an echo correct?
I am almost certain that you probably died from a few incoming hits in short succession (just an assumption).
I doubt your sustain is high enough to keep you at 100% health all the time, after receiving some incoming damage.
I might be wrong on this, since i don’t have any recent experience with Paladin.
But having more informations would be helpful.
What Timeline?
What mobs/attacks did you die to?
What modifers were active?
additional to the suggestions from heavy:
since you’re not 100% critical strike avoidance, you should get ‘chance to blind’ either as weapon suffix, or from the paladins passive tree node ‘flash of brilliance’ & be careful with crit modifiers.
edit: nvm, you probably are at 100%, just saw the passive node.
i am 100 crit avoid and i died in 1 hit normal mob…the birds that do physical in a area, i dont know their name…
I am not exactly sure which mob type you are refering to?
Do you mean a mob that does not do any telegraph?
the ones that mark the impact area with a circle.i ran into that trying to move and got 1 shot.
i know i can avoid that but i didnt expect to get 1 shot.a boss sure …but normal mobs wtf…
Ah ok, so the Skymages.
The telegraph they do is actually Fire Damage, but that doesn’t matter for this anyway.
Your character does have solid defenses, but telegraphs are there for a reason: They are dangerous and should be lethal, this is a design decision.
Also we sitll don’t know what modifer you exactly run, but i assume you at least had 1 or 2 damage modifers up, otherwise you should survive one of those with a few hundred hp left.
It’s also worth noting that those birds are probably a bit overtuned right now. They hit hard in normal monos and the story as well. I think they could use a bit of a damage nerf.
Lol… those Skymages are absolute bastards… Easily one of the top 5 most dangerous normal mobs. Unless you can tank their hits (Regifter pally build etc), the best advice is to avoid them like the plague and keep moving.
Maybe you are getting crit avoidance from somewhere that doesnt show in the character sheet but regardless. just having res cap and 1000 health is really not much in the terms of defense. Endurance and ET (endurance thresold) is incredibly strong right now. Also, it is very important to know what mobs are the most dangerous as to prioritize dodging their attacks. Skymages are at the top of damage done, but once you understand that bright glowy spot is going to wreck you, there is plenty of time to react appropriately. I think this is probably a bit more of a combination of the mob being slightly overtuned and monolith modifiers being a problem then empowered monolith being a bad design
The LE Tools Planner character sheet only accounts for bonuses from equipment, idols, and blessings. You have to manually calculate the bonuses from the Passive trees, which is where the crit avoidance is coming from. He’s also likely receiving an additional ~400 health, increases to armour, as well as capping resists from the passives.