My PoE 2024 Wishlist

I just finished the 40 challenges today. This is the most satisfying league I've ever played. However, there are still some quality-of-life ideas I would like to share. If these QoL improvements were applied, the journey of this league would be even smoother indeed!

Change about Gameplay
Spoiler

Display Settings: Add two new options: 'Remove corpses after 5 seconds' and a slider bar that can adjust particle effects from 0% to 100%. This would significantly improve FPS. My 3060Ti struggles to support this game well, which doesn't seem reasonable.

Currency Usage Input Change: Implement the ability to right-click quality currencies (such as Blacksmith's Whetstone, Armourer's Scrap, Gemcutter's Prism, Cartographer's Chisel), then use Shift+Alt while left-clicking to instantly maximize the quality of the item on the cursor. This improvement would significantly reduce finger strain.

Map Stash Change: Include additional buttons in the premium map stash for 'Scour all,' 'Chisel all to max quality,' 'Alch all,' and 'Corrupt all.' Coupled with current RegEx searching function, these additions would streamline the process of preparing maps to play, reducing strain on our fingers significantly.

Unique Drop Change: Have all unique items drop as identified to eliminate the need for checking each belt on the ground. Additionally, enable item filters to assist in displaying high-rolled uniques, streamlining the identification process.

Map Device Enhancement: Revamp the sextant system by allowing players to select desired sextant mods directly on the map device, consuming the corresponding sextant quantity upon starting a map. This change would eliminate the need to apply sextants individually to voidstones. Additionally, remove Surveyor's Compass from the game. This mechanic would mirror the process of initiating league content using a Chaos Orb through the map device.

Party Bonus Controller: Introduce a feature that allows players to adjust the player scaling bonus at their discretion. This would enable the enjoyment of a 6-man party bonus and corresponding difficulty even when not in a full 6-man party.


Change about League Mechanics
Spoiler

Ambush Mechanic: Enable automatic opening of strongboxes when they are corrupted and a player approaches them. This would streamline the process and enhance convenience during gameplay.

Bestiary Improvement: Yellow and red beasts should be automatically captured and dropped as loot once their HP reaches zero. The capturing animation will still play but won't lock their HP at 1 as it currently does.

Delve Improvement: Introduce the ability to spend a set amount of sulphite to increase the current maximum depth a player can reach. This feature would significantly reduce the time required for players to access specific floors they wish to explore.

Elder Mechanic Enhancement: Elder maps no longer automatically defeat the map boss. Instead, the Elder grabs the map bosses into their final phase of the Elder Guardian fight, intensifying the encounter and making it more challenging. Additionally, replace the slow animation of the Elder killing the current map boss with a faster animation that opens a portal to the boss fight.

Incursion Improvement: Alva and the Incursion portal will appear immediately when a player approaches her, removing the need to interact with her to open the Incursion portal.

Betrayal Enhancement: Upon deciding whether to interrogate or not, close the Syndicate relationship map immediately, eliminating the need to press ESC for closure.

Kirac Enhancement: Introduce Atlas passives that affect Kirac's missions. This change would not only make Kirac a popular choice in the early league but also a strategic option for end-game play, encouraging continued engagement with Kirac's missions after unlocking all Atlas passive points.

Abyss Enhancement: Incorporate Abyssal depth seamlessly into maps, removing the need for an additional load screen. Additionally, allow Abyssal depth to benefit from map affixes, enhancing its interaction within maps.

Breach Enhancement: Upon the encounter's end, all items, including those from breach hands, drop together, similar to how Incursion operates. Additionally, players no longer need to manually open breach hands by left-clicking; instead, stepping over them will automatically open them. This change streamlines the collection of splinters and loot, maintaining the total loot quantity while enhancing player convenience.

Blight Enhancement: Extend the effects of Atlas passives to Blight maps, allowing players to benefit from their Atlas passives during Blight encounters.

Beyond Enhancement: Significantly increase the speed of the opening and ending animations for Beyond bosses.

Essence Enhancement: Implementing a feature where Shift+left clicking on an Essence monster would automatically consume and use a corrupting essence from your inventory.

Expedition Enhancement: Substitute the 'immune to X damage' mechanic with 'Take 50% less X damage, and regenerate 100% of X damage taken as life over 4 seconds' for certain mobs. This adjustment maintains the challenge of avoiding these mods in the early game while providing opportunities for suppression in the end-game. It also adds depth to the use of mega bomb keystone passives. It's curious why even Uber Searing Exarchs aren't immune to fire damage, yet some smaller mobs exhibit this immunity.

Harvest Enhancement: Implement a system where all loots drop together at the end of each Harvest, reducing scattered items. Reduce waiting times for monster spawns and adjust the area size and layout of the Sacred Grove for smoother gameplay. Additionally, introduce a new keystone Atlas passive that triggers all farms simultaneously, removing the need for manual selection and streamlining the harvesting process.

Heist Enhancement: Upgrade the functionality of the Heist contract stash to match the improvements seen in the map stash, offering a more organized and efficient way to manage Heist contracts.

Harbinger Improvement: Increase the speed of monster spawning animation and adjust Harbingers to start summoning the next wave of monsters when 80% of the previous wave is defeated, instead of waiting for full clearance. This change prevents delays in summoning when dealing with elusive or fleeing monsters, creating a more engaging encounter.

Shrine Enhancement: Activate shrine effects by proximity rather than requiring a left-click interaction. Extend this change to affect lesser shrines found on certain unique items.

Torment Enhancement: Speed up the animation when a Torment spirit attempts to possess a unique or rare monster, reducing the chance of accidental killing by players.

Ultimatum Enhancement: Allow monsters in Ultimatum encounters to drop loot upon successful completion, akin to other game mechanics, ensuring the drops occur at the end of the encounter similar to Incursions. Additionally, replace the small Atlas passive nodes that increase reward type chance with ones that increase the chance for dropped rewards to be catalysts. It feels incomplete that Ultimatum lacks Atlas passives related to catalyst drops.

Legion Enhancement: Adjust loot drops during Legion encounters so that all items, including those from Legion chests, drop near the crystal pillar at the encounter's end. This change simplifies the collection of splinters and other loot, making it more convenient for players.

Ritual Enhancement: Speed up monster spawning to reduce waiting times during Ritual encounters. Additionally, implement a UI change where the ritual icon at the bottom right of the screen will begin to shine once all Ritual encounters in a map are completed, serving as a reminder to visit the merchant and spend tribute.

Delirium Enhancement: Restructure Simulacrum to consist of 10 levels, equivalent to the current difficulty of levels 11-20. Introduce an Atlas keystone that grants access to Uber Simulacrum, which matches the challenge of levels 21-30. This adjustment aims to reduce the initial slow and less challenging phases when farming Simulacrum, aligning better with the current game version's difficulty curve.

Rogue Exile Enhancement: Implement Atlas passives that not only possess Rogue Exiles but also make them delirious and affected by Eldritch shrines. Additionally, empower these Rogue Exiles to use auras that impact nearby monsters, creating one of the most engaging and challenging random encounters in your map.

Searing Exarch and Eater of the World Enhancement: Implement paired Eldritch shrines with two large triggering circles. Staying within one circle for 2 seconds triggers an Eldritch shrine and removes the other. This mechanic assists players in selecting the appropriate Eldritch shrine, especially in densely packed and invested maps where clicking precisely can be challenging.

NPC Memory Enhancement: Implement a system where memory maps offered from NPCs are influenced by your Atlas passives. This change would introduce an additional layer of strategy for players to explore, making previously less popular memories more useful and engaging within the gameplay loop.

Labyrinth Integration: Include the Labyrinth as part of your map without requiring a separate loading screen.

Vaal Side Areas Integration: Vaal side areas are seamlessly integrated into your map, eliminating the need for a separate loading screen. These areas will now share the same map modifiers as the current map, creating a more cohesive experience.


I sincerely hope these ideas can make PoE better!
Last bumped on Jan 4, 2024, 8:22:15 AM
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