[Feedback] Quest rewards feedback

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Latze wrote:
4) everyone would use the strongest tree and skill for their class until act 6.


Isn't that what they do already? How would this suggestion change the current state of things?
If it's possible to be abused if used repeatedly for whatever reason, I'd limit it to a one-time respec.

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Maxtrux wrote:
I'd say OP's original ideas are well-thought and I agree on the reasoning behind them. At the same time, I share Innervation's opinion on the fact Quest Rewards have basically never changed during those 10 years, with the sole exception of Act 1's extra reward on a Movement Skill Gem and, well, what happened with Unique Jewel rewards at Act5 and - now - all the other Unique Jewel rewards globally. Maybe GGG is following a "if it isn't broken, don't fix it" policy, rather than a "room to improve" one, at least for PoE1

The one concern I have for OP's ideas is on point 4), but for a diffent reason from Latze - and it's Delve.
Now that Sulphite is account-bound and not Character-bound, it is possible for a character to enter the Mine since Act4 and start delving right away - Sulphite will be provided by another character. This way, the delving character could bypass the whole Kitava's afflictions of Act 5 and 10, even if at a major cost of foregoing all Passive Skill Tree points from Act 5-10. GGG saw this coming, and resistances and exp penalties are still forced on those character when they reach a certain depth.

With 4) active, a delve-only character would be able to always fully respec their tree at no cost, since there is no way for the game to understand the character is bound to the Azurite Mine (like, say, a PvP-Only character) and "reaching a depth" could still be a frail assumption of a character's development.

I'd rather change the "free passive respec" of 4 to a certain character level - 45 being the Area Level for Act 6 Coast may be a threshold - rather than Acts


Agree on the first point - which is why I tried to make the changes as simple as possible.

Fair point on the latter, there may be some abuse cases I'm not aware of; a hard level cap of 45 should be fair as an alternative. I amended the suggestion, thanks for that!
Last edited by Theorycrafter#7860 on Nov 28, 2022, 9:14:15 AM
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Last edited by Theorycrafter#7860 on Nov 28, 2022, 2:26:27 PM
What if instead of unlimited respecs up to that point, they made it so there is a "Would you like to respec your tree" option after you kill Kitava and before you board the boat? So if you opt for it, you get 1 free full tree respec that must be used at that point (before entering Act 6).
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TemjinGold wrote:
What if instead of unlimited respecs up to that point, they made it so there is a "Would you like to respec your tree" option after you kill Kitava and before you board the boat? So if you opt for it, you get 1 free full tree respec that must be used at that point (before entering Act 6).


I think having only one precise point to do it defeats the point as you want to be able to use it while exploring builds from a new player perspective. It should be left up to the player when that's picked up, my only concern is gating the feature from any abuse cases like Delve.
I think quest rewards should allow you to 3-4l items of your choosing. A random rare is very unlikely to be useful (even if identified) and might have the wrong colours to boot.

The reason why I often don't bother with picking up rares in the campaign is that the cost of colouring/fusing them is too high in comparison to the potential benefit. If I knew I would be able to 4l a few items for free, I would definitely pick up an identify most rares I find.

Once 6s items start dropping, you get some many fusing that it doesn't matter any more.
+1

For years (I'd say at least 8 years now) I repeatedly said that quest rewards are terrible because they are not just bad nowadays, they were bad for many many years. But my threads never ever gained any traction or were ever considered by GGG.

I've grown extremely bitter over the years but maybe now GGG listens - good luck to this thread.
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
Last edited by Antigegner#0560 on Nov 28, 2022, 8:28:36 PM
any reward that currently gives a rare 4link item, should just give a damn Orb of Binding.

Let ME choose exactly what base i need 4linked, and if i dont need it right now, i can save it for later.


Orbs of binding are only available lategame, when theyre worthless. giving them as quest rewards would actually LET PEOPLE USE THEM
***This is not a rant, this is my opinion regarding the current state of POE***

---Everything is back of the hand for Dev's and long time players. for the rest of us (the majority of your potential market share), it's sanskrit---

You'd need years to figure out how to play this game, time I just don't have. If you want my $$$ for tabs & skins, make it easier to see what you're looking at and how it'll affect your character overall. I don't want to load loot filters, POBuilding, POE Trade, wiki, etc. etc. etc. just to play your game. I have no desire to find out what an armadillo vs. a puma. vs. an egret's enchant does, tell me before I apply the enchant.

Any additional layers of complexity are IMO, going to reduce the player base even further, leaving only the streamers (people making a living playing this game 15 hours a day), the farmers, and the RMT folks.

I've gotten to T16 uniques (struggle), could clear most T16 yellows (certain mods were a no go), beat Maven, beat Sirus (with help), beat some other scabs yet still don't know what to do next, or if I'm even strong enough to try. No gear check, nothing to assist me aside from getting one shot (by damage that doesn't demonstrate the source). Yes, I'm just a little pleb in the big world of POE accomplishments, such is life.

I love you POE but you need to start loving me back, in 3.2.

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