Let me preface by saying I’m not making any claims about the squillion ward with infinite regen builds, or sentinel, which I haven’t played yet. I’ve seen them facetank everything, good on the hardcore gamers, enjoy yourselves.
I’m talking about any normal character maxing resists, getting really good armour and dodge, and investing a lot of resources into life - with only 10-30% of passives, skill nodes or affixes into damage. Traditionally what we could call a tanky build.
I’m also talking about minions, with heavy investment into minion defences.
It is all for nothing. No matter what defensive layers you have, unless you or your minions are standing in the one spot on the screen that is ‘safe’, then you all get oneshot.
There are infinite wind up aoe effects in this game where one’s only option is to be somewhere else. The delay between signalling the oneshot and receiving it is balanced only around high movespeed builds and movespeed is very hard to come by.
To address this, first it must be seen as a ‘problem’. Maybe this is by design? The devs have only really indicated willingness to address ‘untelegraphed oneshots’. But if they want to keep oneshots, why have so many subtle interactions like bone armour, life leech, life regen, healing effectiveness, aspect of the boar etc. if oneshots make all of them mostly irrelevant. The game becomes filled with even more false choices (to go with the entire bear tree )
So assuming this is not by design, perhaps the dev team think they can keep tweaking and it will reach a balance. Likely not. There are too many broken interactions in this game, too many moving parts.
Fortunately, there is a good solution:
- Reduce, drastically, the healing spells, life/ES regen and life leech in the game.
- Reduce, drastically, the size of any given large hit, even the telegraphed ones this game is inexplicably so fond of.
- Keep the squillion health boss and ‘bosses become damage resistant’ system currently in place.
- There really should be no need to dramatically change any other balance (eg. damage, or CC) within the game, so this is not an unrealistic solution in terms of development resources.
The upshot will be that players can still be one shot, but they would have to be investing all their resources into damage. Any player who aims for balance between damage and defences can always take some hits, but the defensive ones can take more hits, the offensive ones can take less. Then there will be some who invest fully into defence and become unkillable tanks, but have slow clearspeed (this is fine! there is literally no logical reason why players who put in time and effort shouldn’t be rewarded for it)
By giving up the oneshot, the game would become so much richer in terms of thoughtful potion use/collection, giving actual meaning to defensive choices, playstyles, strategies for boss fights, build synergies between items, skills, and passives, thoughtful skill usage, mana management, life management, or even which level area you visit.
It would also allow this game to have meaningful roles when party play exists, and would further mean this game is not heading down the POE path where DPS is all that matters.