If you could add 1 feature of D3 to POE; what would it be?

Easier fishing encounters... I stopped leveling fishing in HC because I'm afraid of those tentacled creeps.

Maybe something like a level capped fishing tournament where you can drink a beer and not have to have your hand hovering on potions the whole time.
Coloured Damage Numbers (+ options toggle for low GPU peeps)
Desync in a nutshell - http://youtu.be/1uvm3GixEj4
Temporary PTR server instead of closed beta, I guess? :)
I am a player transitioning to the world of ARPG's from a mix of an MMO and FPS background... As a long time World of Warcraft player, the thing I noticed immediately was the lack of cinematic's and cut-scenes. I think these are the single most important thing that add depth and immersion to a game. When it comes to in-game content, I have to agree that the inspect option should be something that is seriously considered to immediate implementation. For numerous reasons, but one most importantly: Helping new players.

During this 1m race league, my brother decided to try a new type of build that he had never played before, but that I had leveled through end-game. I experience SO MUCH FRUSTRATION whilst trying to discuss the passive tree because I could not see exactly what he had, or or make "next-five-level" recommendations on passives because I couldn't see exactly what he had. All of these issues could have been solved with two things.

1. My ability to inspect his passive tree.

2. Some type of option for him to ALLOW ME to highlight things on HIS passive tree to make sure he gets.

Instead, we have way to long of conversations saying, "hey do you see this XYZ keynote passive? Yeah right below this, next to that. No? wtf...."

Sorry for being long winded, but I think you all get my point.

I must add, however, that I am extremely pleased with this game. Hundred's of hours over the last few months. Great game! +1!
Path of Hideout-Building! I am a Master Builder!
Last edited by Faltharian#2216 on Apr 16, 2015, 12:24:16 AM
Seven deadly sins, seven ways to win, seven holy paths to hell, and your trip begins.
- Small bugfixes every 5 months.
- "3 new uniques that no one is going to use is enough" and release a new league
- Stat inflation, 1 per year max.
- 5 clicks and you have a new build.
- GR fishing for competitive ladder (pfft... levels?)

Sarcasm off, maps available after normal. Shoving the campaing down your throat 3 times just to reach the cool part is what stops me from making new characters more often and just stop playing until new leagues.
Not really a feature but I like how D3 has ample moving room and doesn't over clutter things, this game lacks that bad! For having movement skills like lightning warp, leap, and whirling blades they sure do like to clutter everything with unnecessary architecture that limits using such skills to a rather large degree! Ontop of small door ways, small tunnels, and small walk ways in general...take Bazzar/Aracde for example, totally stuffed with architecture, I actually think there is more stuff crammed in there than creatures...totally unnecessary, there is a big difference between placing things to create a theme, to total and utter cluster fuck!

Another thing I liked was there mini-map was way easier to navigate at a glace, GGG's looks like they just tossed something together really fast to get it done!

I also feel they camera angel's were better in D3, often in POE I find my view very limited at times, in such a way I can't see things like chargers before they are charging and such!

Im sure there is other things, but I haven't played D3 since before the expansion so my memory is not to good in terms of remembering things on the fly, I do know I liked their AI alot more then GGG's ...sometimes I swear the creatures in POE are retarded! lol



Last edited by justinmm1988#6504 on Apr 16, 2015, 12:54:35 AM
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CharanJaydemyr wrote:
"
Iluvatar_gr wrote:
the ability to level without having to repeat three difficulties


One of my longer rants long ago was about the wastefulness of the Maps mechanics -- I think GGG should open it up once a person finishes Normal to give us a non-narrative leveling option that still delivers what most people enjoy: mindless level clearing and boss smashing with resulting loot haulage. If a person wants to play the Cruel and Merciless acts for the quest rewards, so be it.

But once you've finished the story once, the only motivation you have to do it again *are those quest rewards* and to reach a point where you no longer have to keep doing it.

I find the Maps system pretty brilliant as far as 'random side dungeons' go (they worked just fine in Torchlight 1, after all), and the Exile does find Dialla (and thus the map device) during the first play though. It's terribly meta that she'd open the Eternal Laboratory up only after finding her for a third time -- what, is she aware of the repetition of difficulties too?

Unfortunately GGG's response to this call for side areas/dungeons was corrupted areas.


Honestly, this is a great idea. People don't even try to pay attention to the first play-through because they know they are going to be doing it 2 more times. It is boring, and repetitive. Sure could use some variation. :@

Also, people suggesting auction house... guuuuyyysss... guuuuuuuyyyysss... just no.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
Last edited by Perq#4049 on Apr 16, 2015, 1:34:53 AM
Account name instead of character name while talking in chat.
IGN:
Jiaozy - Jiaozy[something]
resource generators and spenders balanced proportionally. it was a good idea theory-wise, but they butchered it a lot in d3 to the point no one really cared much for it. too bad, it was a cool idea

otherwise, Id add the more dynamic and fluid combat when it feels you actually are hitting things.

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