I jumped into Season 11 expecting Fortify to work the way it always did, and then that ring around my Health globe started messing with my instincts. If you're tweaking your build or shopping for upgrades like Diablo 4 Items, it helps to know what you're actually building now, because Fortify isn't a chunky shield anymore. It's closer to stored healing that sits there until you get clipped, then it starts paying you back.
What Fortify is doing now
The big shift is this: damage still hits your Life first, and Fortify isn't blocking it. Instead, once your Life drops, that Fortify pool starts getting consumed to heal you back up over time. You can stack it up to 100% of your Max Life, so the red overlay can still look huge, but the feel is different. It's reactive. You take the punch, then Fortify helps you recover before the next one lands.
Being "Fortified" is way easier
This part is a straight-up quality-of-life win. Before, you needed more Fortify than current Life to count as Fortified, which meant you were always babysitting the bar. Now, if you've generated even 1 point of Fortify, you're Fortified. That's massive for passives, Paragon nodes, and glyphs that just want the status to be on. You'll notice your build "turns on" more reliably, especially in messy fights where your Health is bouncing all over the place.
The catch: you've gotta gear for it
What you don't get for free anymore is that old baseline damage reduction. So if you're strolling into higher Nightmare tiers feeling oddly fragile, you're not imagining it. You really want "Damage Reduction while Fortified" on chest and pants, and you want it early, not as a late-season luxury. Overpower builds still love Fortify, too, because the Overpower calculation still adds your Fortify amount to current Life. If your whole plan is big chunky bursts, keeping that Fortify pool high is still the play.
Keeping it up in real fights
Most Barb, Druid, and Necro kits generate Fortify without you trying too hard—Bash chains, Pulverize loops, Blood skills, the usual. The problem is the timer. You stop fighting, you stop taking damage, and after about five seconds it starts draining away. So the game kind of nudges you into staying aggressive and staying in range, which is risky but fun. If you want to smooth that out, a lot of players end up filling gaps with better rolls, quick upgrades, or marketplace buys through U4GM so they can focus on playing instead of constantly feeling under-statted.