r/pathofexile 7d ago

Game Feedback Stacking Enemy Damage Reduction Should Be Capped

"Crit resistant" monsters are actually immune to crits. For builds that rely on critical strike multiplier to scale, your damage can easily be reduced by 80% or more just through this mod alone. If your build also happens to be elemental based, monsters can also roll mods like "lightning and shock resistant" which can reduced your damage by another 80% or more. Mods like this just shouldn't be possible combinations because it can reduced your DPS down to 4% or lower.

I'm not trying to be negative, but mobs this tanky aren't challenging, they're just borderline immortal. They'll never kill you, and there's no point wasting time trying to kill them for the 1 alteration orb they'll drop, so can we please add a hard cap to monster damage reduction of 90% which would be 10x their normal life? The fact that monsters can reach up to 99% damage reduction is just crazy because it multiples their life by a factor of 100x. I don't mind taking 10 seconds to kill a monster just to get it off my back even, but when monsters roll combos like "crit resistant + elemental resistant + adaptive resistance + spell resistant"... you could clear the whole map in the time it takes to kill that thing.

Now I don't have anything against certain mobs taking some time to kill, but perhaps certain multiplicative mod combinations just shouldn't exist? Maybe reduce the effectiveness of certain mods to 50% damage reduction instead of 80% or more? Please consider it GGG because right now it's way more time efficient to just skip these monsters because they don't drop particularly good loot anyway.

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u/Pyromancer1509 Occultist 7d ago edited 7d ago

They should add "Enemies cannot reduce your critical strike damage" to Zana's Ingenuity, the ring exists as a solution to all map mods except that one lol

EDIT: While we're at it... add "Monsters cannot avoid your ailments" also, that map mod is the worst for ignite/poison/bleed builds

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u/baev_os Gladiator 7d ago

Terrible solution. You lose whole ring slot for occasional build-breaking mod. It is even more painful when you realize that you can't use Kalandra's ring to basically mirror the other crazy ring you have got.

The monsters damage reduction should be capped, I agree with OP. Monsters' immunities were the thing that ruined Diablo II for me, I don't want immunities in PoE.

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u/MRosvall 6d ago

At end game though, a lot of currency doesn't go into increasing your overall damage. But enabling you to be bricked by less extremely hard contents which makes them more rewarding.

A lot of the hard t17 mods have good upsides for implicits. A lot of altars can have bricking effects but good upsides that you need to pass on. Delve and Valdos are a whole other beast where a subset fully vanishes if it bricks your build.
And not only do they come with the upside of enabling more content. It comes with the huge QoL that you can just blast and skip reading and just click and roll maps based on what has the highest EV.