Improvements to make delve feel good to play
Delve is a really interesting concept and I want to have fun doing it - but there are two things that hold it back for me.
1. Fossil crafting - great in theory but it’s too click-heavy and as such feels really bad to use. My proposed solution here is to introduce a delve crafting bench similar to the one for harvest. Have slots for what fossils and resonators you want to apply(stackable) and a single button to perform the craft. Obviously it fails if you have a mismatch. This will make it feel a lot better to get fossils because it won’t feel so awful to use fossils. 2. Sulphite caps - yes they’re higher than they used to be but when you reach them they still mean you’re forced to delve ”right now” to avoid losing the capability to delve later. This creates animosity towards the mechanic because it feels like a chore instead of a choice. Heist does this much better(with the exception of green contracts - those also create animosity and I often avoid Heist just to avoid getting them). ToTA does this perfectly with silver coins and a major reason I like it as much as I do (which is a lot) is that I got to engage with it when I felt ready to engage with it. My proposed solution here is exilecon sulphite. Make them tradable coins that give you sulphite for one node. Last edited by DichotomousThree#0868 on Aug 29, 2023, 10:01:02 AM Last bumped on Oct 20, 2023, 3:55:13 AM
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+1 to removing sulphite caps or at least itemizing them somehow. I like how GGG's been handling it with other leagues lately such as Heist, Sanctum, and Trials.
Perhaps when interacting with a sulphite node, you get an item that has the sulphite value in it so you can stack them and when used, you get that value added to your sulphite bar. That way, players who don't Delve can still have a way of making currency by selling their collected sulphite to other players. PoE players: Our game has a wide diversity of builds. Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley Last edited by Pizzarugi#6258 on Aug 29, 2023, 10:04:28 AM
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While we're at it, can we also have some sort of bookmark function for the Delve chart? I play Delve on at least two characters and swap for bosses. Scrolling around the chart on build#2 to where I think build#1 left off is not ideal. One can type depth:600, for example, to find the previous depth level but do I scroll left or right? Then the miles long sideways delving I've done means I'm clicking and moving the chart around. I'd rather be able to save one location with what I can only call a bookmark. Click -> last location that I manually saved.
Last edited by jack_aubrey#0655 on Aug 29, 2023, 10:37:11 AM
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I'm on board for both of these. +2
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After delving a lot this league (reached depth 400 for the first time), I feel even more strongly that these adjustments should be made.
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" 1- TOTALLY AGREE fossil craft are a pain to do, if u need many trys!! (and well, sometimes it needs!) 2- agree too, 65k its just low, when league starts its still bad because u forced to goes in delve etc... doing sulphite a tradeable item or expand it to 300k or whatever. - Thread with suggestions for PoE 1 get more fun and more QoL in next patches (3.27, 3.28...): thread/3812167
- Atlas tree thread improvement: thread/3812454 (English is not my native language, so I apologize for any mistakes!) |
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" amazing idea too!! - Thread with suggestions for PoE 1 get more fun and more QoL in next patches (3.27, 3.28...): thread/3812167
- Atlas tree thread improvement: thread/3812454 (English is not my native language, so I apologize for any mistakes!) |
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" another simple and incredible idea for quality of life!! - Thread with suggestions for PoE 1 get more fun and more QoL in next patches (3.27, 3.28...): thread/3812167
- Atlas tree thread improvement: thread/3812454 (English is not my native language, so I apologize for any mistakes!) |
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My two suggestions would be scaling of nodes beyond 6k until the very end. This is for personal purposes. But my second suggestion would be to improve delve drops after finishing a node the deeper a player is. Also delve nodes should drop some fossils upon finishing.
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yeah, delve is my favourite content - by far. just click-n-go, no map rolling, no fragments, no 'strategies'. just go kill mobs get loot. 10/10
but even that does not preclude me from seeing how weird it is sometimes: - sulphite in general. i know why they need it, but TOTA/Heist are also map-replacements and you can infinitely sustain them (with trade). for sulphite you have to buy scarabs and farm few maps to get back to full. - atlas tree. it is cool to see delve there but all it does is speeding up map-for-sulphite process. process that you absolutely dont care about when you delve. running 12 white Strands without delve nodes is less mentally taxing than juggling atlas points and giving a damn. Azurite gain - while always a plus - is not impactful enough to care - fossils, esp the 'cheap ones' are easiest to get from non-delve content. resonators are kinda similar story - you mostly buy them from Niko. they do drop in delve, sure, but if 65k sulphite at depth 300 nets me ~20 3sockets then i call bs. - fossil crafting is manual labour, esp when mass-spaming (minion items, defensive items). harvest crafting station should be the norm, in fact i could see it being used for ALL essence/fossil/orb crafting without ANY loss to the 'immersion' - mob damage. it is just sad to see big meteor-sized blue balls doing 75 damage while small, barely visible on-death whirls dealing 3000 a pop. GGG no longer cares about any form of visual cues and clarity but i think Delve is top content in this regard. you dont fear the napalm breathing azurite dragons. you fear small spiders' corpses. if you are lucky to use a skill that does not cover entire screen and thus giving you a chance to dodge |
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