I’m confused, since armor has been hard nerfed with cap at 9200+. What is the point of desobedience and juggernaut ?
In the same time, some class suffer of great squishyness because they can’t access fortify like barb and druid. What about get rid of this hard cap and instead use decreasing rate of damage reduction with kind of logarithmic formula. So that this aspect still get some use ?
Par for the course, look at all the useless sets, uniques, runewords, etc. in D2, or all the useless uniques in D3. Gotta have some trash to sift through for some odd reason.
Look at armor, look at leveling process, even look at the open world. Anything besides pit and helltides are kinda completly irrelevant i pretty much doubt that this is what they wanted.
They still have a use. I don’t use them because I found a neck with a GA on armor and after masterworking it gave me 40+% armor but if I ever get rid of that neck I’m going to have to use one of those aspects to make up for it.
i am happy about the armor cap reduction. i can use a utility aspect that gives huge damage multiplier like exploiters in its place. 40%x to unstoppable, that is huge damage increase on bosses
You need only one armor role with GA to reach cap with 925 gear. So no point to sacrifice a real def aspect or dps aspect to overcap armor by 4000. It could be useful while pexing to 100 but the early content can be played full glass canon build.
So no, to me it’s near useless aspects for now.
What they wanted? No. What they got? Yes. I doubt they wanted items to be useless in any of their games, or various systems to be obsolete, but here we are.
You can’t tell me D2 and D3 don’t have their own set of problems, and that the original devs wanted to leave things as is. Let’s be real here.
Now I’m not defending D4, but if we’re comparing apples, each game has its list of issues.
I am confused also at your problem. You can get armor from other sources as always, and there always was a effectiveness cap. I think now its easier to reach and go over so this frees up a power, or you can use disobedience and go for a affix instead of surplus armor.
The harder part now is dealing with damage reduction up keep.which i think also ties into maybe wanting more consumables to be used for High level, but yeah. Idk its hard to tell in this game sometimes what is intentional choices and what is just still a mess because of how the game is being managed.
Each class isn’t perfect at everything and this is important for class diversity. So while fortify isn’t hugly available to sorc, but it can be niched through dodge and assimilation aspect, you have great barrier and resistance tools. So you can go for those far easier and free up space in the build. Just depends on what you want to do.
But yeah barrier is you foritfy basically for sorcs.
Sadly for sorc, after pit 80, either you reach the cap for immortal flame shield either the smallest sneez of a mob one shot you, even with a barrier.
My problem I feel that this new caps break the possibility of mitigate damage more progressively, creating situation where you have to find a way to become nearly immortal by exploiting a specific mechanic of your class (here comes meta build gaming) cause you can’t just add up armor or resist to increase your global mitigation, creating big difficulty step/wall.
Have you tested if it actually work on bosses?
Apparently it doesnt, since the trigger of “unstoppable” is the icon above head when a enemy have taken too much CC in a short period of time.
If you have tested it im happy to get some insight on the results!
Well, no build guides have this and would have had if it was a constant 40x multiplier to bosses while are not staggered. Everywhere i have read on this it states it doesnt work on bosses.
This would be meta for Pit pushing if it was the case, will test it in a few mins and see what numbers i get.