Better hot-key/system to level up gems
Hi GGG,
it has been a very long time since PoE ever exists that players have to "left-click" the "+" buttons on the right side of the screen one by one to level up gems. What makes it inconvenient is that when a gem meets the level-up threshold it most likely means player is dealing with monsters, too busy to level up those gems, and inevitably will lose some, or much exp. And since there is a like 0.5-second cooldown between every click, the exp of those gems cannot be synchronized and will take longer time clicking. Could we have a better system for leveling those gems? Maybe we could setup whether we want to "auto-level" a gem without clicking. Even more we could setup until what level we want to "stop the auto-level" for some special gems like arcane surge. At least I wish there could be some better hot-keys to level up multiple gems really very quickly. Thanks for reading, GGG. Last bumped on Mar 7, 2022, 7:50:17 PM
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I had the same ideas of improvement for this UI mechanic too.
BUT as a developer I would not spend man power for such a very small QoL thing. When a lot of gems level up at the same time (+ button) during a fight - retreat 20-30m and push the buttons. That's not a big deal. |
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" Thanks for discussion! Retreat is not a problem for some situations indeed, but thanks to GGG they introduce many mechanisms like Blight, Delirium, Breach and Delve which force player to focus on moving & killing until the events expire. It's GGG themselves who make those "+ buttons" inconvenient. I understand the R&D power arrangement problem but I would consider this issue is very fundamental and every player(whether he is a veteran or newbie) will encounter just several minutes after he enter this game. It is about How a player interact with this game. As a player since version 1.3, I have seen GGG improved many UIs, like small map, hide reserved life/mana, the NPC panels, the animation when you allocate a passive skill, too much to list. Some of these improvements are so trivial that I never expect GGG to do it but it's amazing when they really did and they really make PoE a more exquisite game. So I would like to suppose GGG cares about it. |
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Even if you can't retreat briefly, I don't see that much is lost in simply waiting to level them up until you've finished the fight you're currently in the middle of. Even if there's some mechanic that makes it unlikely to manage to click on a gem in the middle of the map at all, delaying it by the whole map isn't a big deal either.
Yes, it would be nice to set each gem to Always, Never, or Ask, but, to me, the improvement would be minimal and, as mentioned, not worth the resources to implement. Last edited by Sintactical#0765 on Mar 3, 2022, 7:30:13 PM
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" Really? Then how about a T16 8-mod+Delirium+Eldritch influence+Scarab+Sextant map with 5 Shrines and 6 Strongboxes thanks to the new atlas passives? Would you still say, the exp lost is not that much? How about SSF league where players should care about every resource they receive? How about a exp rota running? There are many situations that players want to reduce the exp lost as much as possible. In case you just receive a batch of 1/20 gems from the vendor, they probably meet level 2 threshold right after your first attack, so you gonna clear the whole map and get them to level 2 in your hideout? There is no way we are going to do this. So as a experienced player, we might enter a story region or a safe, low-pace map to grab some exp first, isn't it? Yeah we are experienced and cautious enough to avoid this plight. We will BLAME OURSELVES we don't manage our gems well and hence lose some exp because GGG didn't design a convenient gem level-up system. It's okay to me if GGG doesn't want to change it since I've played PoE with this gem system already like 10 years. It will make PoE better but it's tolerable without it. But I don't see WHY we need to worry about how GGG arrange their R&D resources. GGG themselves do the evaluation. If you think it's good, then it's good. Costing too much resource won't make it bad. We don't need a really complicated system, even a bigger "+ button" above the exp bar for all gems ready to level-up is good enough. (I don't know if it's still super-ultra-hyper-mega-difficult to be implemented though) Last edited by ciaomei#2428 on Mar 4, 2022, 12:50:56 AM
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" Yes. If you're grinding for the explicit purpose of experience (and I've done so to get my character to 100), then I don't care what the map is. In the grand scheme, it makes no difference. Either you're at a lower level where any map will do, or you're at a higher level where a single map (of any type) is a drop in the bucket. |
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" Ok that's your opinion, but I am afraid everyone has his own definition about exp lost and there is still a problem called UI convenience. Let's assume every single player doesn't care about exp lost at all including me, now, this gem level system still sucks. Is there any problem player want a well-designed UI? |
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What's the problem with the current interface? It seems perfectly well designed to me. Click to level the gem up if you want, right-click to have the message "go away" permanently, or just ignore the message until you can get to it. I can't think of much that could be simpler than that.
I've also said that it could be enhanced. But at least to me, I can think of a whole lot of other things I would enhance or fix first. I'll be one of the first people to say, "Oh, that's nice," if the current system gets improved in the next patch. And I'm certainly not arguing against that, everything being equal. I'm just saying that realistically, and in my opinion, I would be very surprised if that ends up being the case anytime soon. |
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