Last Season if I wanted to do NMD 100 or Tormented Bosses the level 200 ones I only needed to increase my damage/Health once I had my Resistance/Armor capped, because Armor and Resistance stayed capped. So I was free to run NMD and Tormented Bosses all day because I had more stats to allocate to damage as I master worked my gear and went over cap on resistance and armor I could then allocate more to health or other offensive stats which wasn’t too hard.
NOW, if I want to do Torment 4 Latter bosses for the highest chance at Mythics I need insane amounts of Armor and Resistances because of how the penalty scales with each difficulty.
And obviously finding Ancestral gear that has GA on Armor or Resistance combined with the proper stats is very difficult to find and its a minimum requirement for Torment 4 as well as high damage which can only be achieved by having GA in some offensive stats as well.
SO now I have to find a few pieces of gear with 2 GA on a resistance and offensive stat I need and on top of that the drop rate of Legendries is abysmal and their over all quality hasn’t improved in the slightest to account for the reduced drop rate.
So this did not become a quality for quantity thing its just simply less quantity, and with less quantity is less Imbuements to go in the codex to improve the gear we currently have.
Maybe you don’t understand that before there was only 1 Torment level that you had to adjust your armor and resistance for and once you hit Torment 1 Cap you were free to do everything including NMD 100/Pit 200/Tormented Bosses and still be Armor/Resistance capped.
Indeed, you are but one of many vessels Lizzard is using to gather hatred. Then, the great Lizzard alchemist will transmute all the hatred into gold. ^^
Resistances, yes, but only up to -50%. Now it scales up to -100%. Armor did not previously go down with higher world tiers. Now it does. The scaling is IMO a bit too harsh on armor given how low that stat is as an affix now.
I find the opposite. Paragon yields meaningful Armor increases now. Getting an Armor Affix or two on gear also makes a difference, whereas previously it was simply “Equip Juggernaut until you didn’t need it, done”.
I’ve never used juggernaut and a lot of others haven’t either. The armor penalty is a bit extreme just to deal with one outlier. The offending aspect should have been retooled instead.
People complained that the game was too easy and you could finish the season in a week, so now they gave us torment 4, something to strive for, but you think its too hard after one week. ONE WEEK.
Instead of element jewels I use skulls on accessories for armor, instead of going full dmg… I use a unique or GA legendary for resis coupled ofc with armor and resis from paragon boards.
Puzzle solved. Easy. Instead of going full unga bunga I just had to use one single element resi roll on something and armor jewels.
What again feels wrong there ? Only because we cant solve these problems by using one single aspect anymore ?
To be honest, i dislike a system where armor is capped; I much prefer where armor is just one of many different defenses (See path of exile or grim dawn), and while its good to stack, you can take alternate defense types as a focus.
here armor is treated like resistances, where EVERYBODY must cap it, squishies included.
Armor feels really bad. At least the base armor on gear was meaningful before. I’m running elixirs to try to close the gap. Not sure how I’m going to gear up for T3 but there must be some way of doing it.
For resists, I’ve been wearing stuff I’d never have equipped before. I was wearing Tassets of the Dawning Sky for a while, which I used to insta-salvage, and then swapped to Rakanoth’s Wake. It got me into T2 until I could find some resist all in other slots.
The cap is 1000, the T4 is -1000. That then makes the cap 2000 total. T3 is -750 (or 1750 total).
But here’s the secret: you don’t have to do T4. In fact, T1 is good enough to do all end-game activities, and T1 drops all loot. The only thing T4 offers is about 3.5x loot drops. It’s not a large increase over T3.
T3 is usually the best difficulty for efficiency and farming. T3 yields 2.5x drops.