Ahhh… AHHHH!
You know, the devil’s in the details, that description is so ambigious it’s kinda odd, unfitting to what usually is showcased.
Ahhh… AHHHH!
You know, the devil’s in the details, that description is so ambigious it’s kinda odd, unfitting to what usually is showcased.
I agree here, the increased damage taken for dual wield makes no sense.
Again, 1-2 affixes difference. Such wow, much atrocious
Well, the provided incomplete list in this post shows Armor clearly is available
So, Judgement is one of the current most played builds right? Maxroll’s guide on Judgement paladin only has 4804 Armor. So how does Rogue get 4800 Armor? For example, like this. No idols, no passives, 6 pieces of gear with 1 suffix for armor/crit reduction or % armor.
That is 6 suffixes in total + 2 standard-fare blessings to obtain the same amount of armor as the tankiest meta build. Such a vast effort.
Try Smoke Bomb.
I never said anything about Dark Quiver.
Once again, if you want specific build advice, make a post in the class section.
So your argument about Sentinel body armor having more armor was incorrect.
The “first 10 builds” are the proof of it, majority goes for a generic DR% unique over the 700 class-specific body armor.
And then we realize some of the build guides you checked are not showing their final form decked out in legendaries, so even more of those sentinel body armors would be switched out for a generic unique body armor …
OR maybe it’s because Rogue
You mentioned mitigative or EHP options. Dodge increases EHP vs. hits. So does Block when not at 100% Block Chance
Frankly, I don’t care what you think about the reliability.
Having less than 100% chance of something definitely still counts, and the difference between 0% Block Chance and 80% Block Chance is like night and day. The same is true for Dodge.
It’s called Evasion, in the Rogue tree.
Reflection, left half of Marksman tree.
Advent of the Erased provides % DR against DoT as well as Ward each time you gain Haste.
Also could you write more concisely please? It takes an hour to read through these longposts of yours
You got 11 items, 12 if we count the double rolls on body armor.
That means we got a total potential of 24 suffixes and 24 prefixes, or 48 affixes total.
Only 24 of those have mitigative options available, the… suffixes I think? Dunno, always switching them around in LE for some reason. Doesn’t matter anyway.
That means per Slot it’s a 4,16% total possible obtainable defensive power in that.
If we would potentially take all resistances (unlikely) on a Sentinel then we would save 4 Slots at once compared to a Rogue. That’s 16% of your total ability improvable through gear, at T7 in that case even. At T5 it would be… 7 I think even?
That is large Very very large.
Idols stay the same for every class anyway, they’re generic, but if you need to use resistances there to fix stuff you’re loosing out on potential EHP or other mitigative measures after all.
That’s the core class disparity currently passive-tree and gear-wise.
Less tanky, yes, agreed. But also to be fair it should’ve viable defensive measures at least. It’s always been a detriment to enforce a glass-cannon style gameplay into a class. And it’s even a ‘true’ glass cannon, especially my misconception about block being so severe
Ranged classes should’ve roughly interchangeable EHP as a end-result. A ranged mage or a bow build should generally be at the same level. But… a mage in LE is a friggin powerful tank, and even companion rogue is a massive one, which should be only slightly higher defensively compared to a mage because of the singular non-targetable companion, being the primary target. In comparison totem focus, targetable companion focus and minion focus should’ve the worst defensive options out of everyone since they create basically decoys taking DPS away from them.
It’s about the core design of classes here. Melee obviously needs the most. It makes the most sense that a spellblade would’ve ‘another flavor’ of EHP (Ward generation) compared to Sentinel (health and endurance). But… they should be roughly equivalent.
Same as direct-casting ranged characters.
And then same as supportive summoning or controlling characters.
That’s a core design principle which is badly upheld in LE and always was, not without reason we see specific classes utterly over-represented on the board. Build diversity is not high in LE. It’s not bad either, it’s simply a decent variety.
That also means that the majority of power disparity can only come from a few places. Either the distinctive skill-tree…from the passive-tree or gear.
It should still be possible to adequately balance the classes properly without missing the mark ridiculously far - as we currently do in many cases - either in absolutely disproportional damage… or defenses. We don’t have 1000 uniques and a ridiculously variable passive tree which can even slot more items affecting builds heavily ruining all the chances to get a decent baseline into existence yet, unlike in PoE.
And we also only have a miniscule amount more build variety to Torchlight Infinite… which didn’t have 6 years EA (I think it was 6?) to get stuff right while players gave massive amounts of feedback… and they got their balance surprisingly well together for a 1.0 starting point and only improving on it since then (ignore top-end P2W crap and it would be a better balanced game simply).
I know EHG isn’t as experienced as the makers of PoE, Torchlight or Diablo… but they had the time to learn and get said experience in those regards, it seems simply a bit ‘inadequate’ for the state it’s supposed to be already.
It’s not perfection to be expected… but having basically only glass-cannons which need to click every second eon once to attack kill uberroth since you can’t attack him in melee properly with the mess of attacks he spams is just… not a good state plainly spoken.
A build which is pushed to the extreme should have a shot at uberroth, a shot… a chance to have a ‘decent’ fight which won’t last more then 30 minutes non-stop mistake-free battle as you neither got the offense nor defense to survive.
How many builds and which ones are available? Is there a Sentinel? Nah, too slow, tanky but too slow, Uberroth just squishes through, which in itself is badly designed if the tankiest class can’t kill a aspirational boss because they can’t survive.
Minions simply die off and you can’t do anything against that with him.
Detonate Arrow close-combat is laughable with him.
Generally melee is.
Long CD skills like Black Hole as a focus is generally a meme-build anyway because of inflexibility.
A boss at such a caliber is a great balancing point. 'Yes, we see which builds can’t reach him, those clearly need a buff! Yes, we see which builds have distinctively more kills then any others… those need a slight nerf to see where we stand.
Get a friggin core baseline in.
That’s a misconception. I agree with block (as said, my mistake) but <100% avoidance of any kind is not EHP.
It’s important to make a difference there.
Because if you include it and we say we have a 10000 EHP mitigation tank… and a 2000 EHP avoidance build with 80% chance to avoid (hence 10000 EHP) and we get hit by an enemy which does 9900 EHP damage to us… in 100% of the cases the mitigation tank lives. And in 20% of the cases the evoidance char dies
So they’re not equivalent obviously.
Oh, it absolutely is! But that doesn’t do crap against large incoming hits. Which are the topic being talked about.
We’re not talking about sustained damage but alpha damage here.
And hence it matters.
If you don’t talk about alpha damage then obviously the whole stuff won’t apply
Evasion is not DR.
I thought reflection does provide you the damage but simply dishes 10% back? Is it actually mitigating?
That’s item-based, not passive tree… man, it’s really hard to stay on topic here it seems and focus on one aspect.
The layers are generally depicted in game-dev as the following for such games: Passives>Gear>Skills. And that’s for a reason. This way you have a equivalent baseline from where you can scale your gear off which once more causes another equivalent layer which then gets adjusted by Skills to provide the respective up- and downsides expected from such a build made with them in mind.
It’s not done in LE this way though, and we hence haven’t seen even something remotely resembling ‘balanced gameplay variety’. Heck… even PoE does better nowadays! And they got a magnitude of complexity above that, to a degree I don’t even know how the heck they get that handled anymore… but in LE I can see the balancing aspects in need of adjustments still.
Sorry, unlikely. I know it’s a hassle but my mind goes on tangents since I can’t properly decipher which stuff is oversharing, a useless tangent or an example which is mandatory to underline my point.
If you want more of me then look at the AuDHD reddit and you see why I write like I write, it’s a common aspect simply of my mental condition. Yes, I also communicate like that, poor sods all of em