Is Damage Reduction too strong in general?

There’s also differences of opinion and different ways of doing things.

I guess you missed the sarcasm then. Fair enough.

No, but if one is struggling with a build then one must always be cognisant of the possibility that the build isn’t the problem.

But that’s not Trundle’s style. He just comes to his own defense, with a clever quip, then pats himself on the back in another forum for being clever in his retorts to criticisms.

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Nah i’ll just walk the walk when the arena ladder drops and then we can go from there. I push one build that has DR/armour/defense everywhere to 500+, then I struggle on another at 200 which has no DR/defenses, but apparently its not the build disparity problem but something else? Like what, player skill? I don’t really understand what you’re getting at with this post.

Maybe try to stay on topic and contribute something meaningful to the discussion instead of projecting your insecurity.

over 1 year later (when i first played the game) and still true on launch.

affixes in gear scale disproportionately to damage you deal compared to your survivability.
you will have 150% increased damage prefixes, but you have at the highest 24% increased health suffixes even at t7.

because of this, it makes no sense that enemy mods increase health and damage by the same amount. when i go in a t3 dungeon, opening a door adds 100% increased enemy health and damage, and obviously this is an issue since there are no means for the player to scale defensively at the same rate as their offense.

up to lv 100 zones enemy damage feels fine, it only gets bad at empowered monoliths and t3+ dungeons because of these mods.

they need to do a pass on difficulty mods so that increases in enemy damage are always much smaller than increases in enemy health.

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