Improvements to make delve feel good to play

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sidtherat wrote:
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



+1
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646

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