Rare belts need some love

Belt is the most underwhelming slot for a rare, both because of the competition with very strong uniques, but also because the mod pool is garbage for a majority of builds, especially on the prefix side.
Only 25% of poe ninja characters equip a rare belt, and 2% of the lvl 100s. This illustrates rare endgame belts are simply not a thing right now, and this is a bit sad.

I'd therefore suggest to add to the modpool a few mods which could appeal to many differents builds, and help give the slot an identity besides the life/resists. For example, something like :

Prefixes :

  • 1-30% increased global defenses
  • 1-30% increased magnitude of non-damaging ailments you inflict
  • 1-30% increased area of effect
  • 1-12% increased maximum life
  • 1-12% increased maximum mana

Suffixes :

  • 1-15% increased cooldown recovery rate
  • 1-25% skill effect duration

Comments

PrintDapper56765 months ago5

In three years after full release in 2027 GGG will get around to making belts that have interesting affixes...until then just use Deadhunter again.

Kokolol_05 months ago5

Bring some pants too, what are those belts for ?

ammenz5 months ago3

Belts: need to compete with Headhunter.

All body armours: need to compete with Regalias.

Helmets: need to compete with +3 or +4 Vertex.

Meanwhile all other unique weapons need to compete with +gem levels on rare.

GGG need to have a good look at balancing items' stats.

Euphoric_Reading_4015 months ago1

Even with those changes people will still run HH. That thing is pretty stupid tbh, triple your DPS in maps for one belt slot

MrSchmellow5 months ago1

I'd throw in int and dex affixes. One of the reason hh is so good, is that it fixes 2 attributes for hybrid (bow/xbow) builds which are usually short on all 3. For some reason rare belts are only allowed to roll strength

Top-Power-62845 months ago1

I don’t think belts are the issue here really, people just opt for the belts that increase damage (hh, ingen) since stacking damage is 10x better (and more fun) in the current game. Damage is both clear speed and survivability since if nothing can hit you before it dies, then you’re pretty much immortal. As seen last league with fubgooners running around with sub 2k life clearing screens.

What really needs to be addressed are gem levels, and damage scaling in general. Yeah blasting is fun but you get to a point where its so boring running around spamming the same skill over and over. Less damage means mobs live longer, mobs hit you, survivability is needed, and belts will have a better place.