50+ bug reports (and climbing), suggestions and critique

- before you get you first hideout (if you have not gotten one of the big supporter packs and is not rich like i am not), then the ziggurat refuge is not clickable from the endgame map (possibly a separate bug). Instead you have to switch from endgame to act 3, then "The Ziggurat Refuge (Past)" to get to the right place. If you DO have your hideout, well, then it will feel like the bug is not there at all.
- Gold charm (and probably a lot of other charms) do not "want to be compared"
- (easy) "Faustus has completed one of your currency exchance orders"... I don't think i need to explain this bug. If i do, i should have your job...
- (medium, urgent) Sometimes minions go into resummon timer, not because they are out of range (although that is very easy to do, just shield charge twice - not ok - but thats another bug), but just because it they can't figure out a proper pathing i guess... Not ok, and ought to be easy one minion (and mob) AI has been rewritten, which it desperate needs to be.

- (easy) hideout: the hooded one (sin) is tagged as placeable in your hideout, yet nothing happens. You can't place or dismiss him. Either this is a bug or a miss tag.
Last edited by Onds#6941 on Dec 16, 2024, 3:37:43 PM
- after discovering and visiting the burning monolith, and obtaining the key quests, there seem to be no way to hiding their quest display while mapping. They take up quite a bit of screen space the player may need for gameplay aka avoiding death.

- if clicking on ketzuli (or probably any other interactable npc) while having the salvage hammer active on your mouse, the character will go to the location rather than go and interact. Correction: Just having the salvage interface open will produce this error.

- sometimes a corpse or piece of terrain (not talking boulders etc here) will very briefly flicker as interactable although it is not

- occasionally a blue ball (ranged mobs, the balls which explose on vicinity) will linger but not be active (does not detonate on vicinity)

- loot containters will occasionally be labeled as "stash". May be nitpicking here, but i feel this ought to be a reserved word, as it has a specific purpose in both poe1 and poe2 and should not be overloaded.

- curses cast at a non valid destination will sometimes be cast at your feet instead of the closest valid destination or not at all

- occasionally, mobs get stuck just as much as minions do, which in some cases produce very tedious gameplay. A good example is "mire" (azak tribe campaign layout) with many very small bridge layouts. Add to this if mobs have CC effects, then you will have "battles" were both groups will just stare at eachother for prolonged periods of time.

- it seems map generation can cause navigation mesh to spawn where there should be none. Here is a screenshot of one such example. The corpses in the center was traversable for a few mobs and minions. It was however, not traversable for the player. Screenshot:

- Suggestion:
Filter making/customization could easily be implemented in the game itself, especially at the current stage where it is less complicated due to the item pool not having been piled on top of for years of leagues. Currently i have made my own with Neversinks basic filter as a base. In this i primarily hide things i have no interest in (scrolls of wisdom, white bases with evasion or energy shield, magic items of classes i have no need of and so on.

Most of these are simple show or hide triggers, without any advanced multilayer filtering, however they make the game SO much more enjoyable, which after all is what it is all about, right? :)

Game dev/player cycle:
Player enjoys game => player comes back => player earns/buys mtx and supports dev => dev earns money to improve game => cycle repeats
Last edited by Onds#6941 on Dec 17, 2024, 2:04:52 PM
- flasks dropped with quality: These do not currently seem to serve as anything but a jumpstart on well, a flask with quality, should the player be lucky enough that it is of the right type and rolls to the players taste. It can not be salvaged for bauble shards (which do not exist as far as i can tell), used in vendor recipes as there are none nor sell for more gold as far as i can tell.

- often, opening the skill gem window will automatically close the inventory window, and often this is quite the nuisance when you have just moved gems to the inventory that you need

- When searching for specific support gems and being unsure of their level, finding the skill will show the level of uncut support skill gem needed. It will not, however, automatically use said level if the player has it in stock. Here is a general example of the issue:

> Player right clicks uncut support skill gem level 3 in their gems tab
> Player searches and finds the skill they want
> Player notices that the gem in question is level 1
> Player closes skill gem window
> Player opens stash
> Player finds and clicks uncut support skill gem level 1 in their gems tab
> Player searches for the gem in question again
> Player finally engraves the gem
> Player opens the stash again
> Player searches for the gem in their gem stash
> Player moves the gem to their inventory
> Player opens the skill gem window and sockets the gem (if restrictions allow this)
(12 steps)

This loop could be made much simpler with a few changes:

> Skill gem window has a search option, no need to click an uncut gem first. Player searches for the desired gem

> Player clicks the desired gem and is presented with gem information, requirements and limitations as in the current implementation, as well as the players gem stock options for the gem

> Player clicks engrave and selects the gem in the players stock they want to consume and the gem is placed in their inventory

> Player sockets the gem (if restrictions allow this)

(4 steps)
Last edited by Onds#6941 on Dec 16, 2024, 5:58:41 PM
- map bosses (rares) can spawn pretty much right at the zone in. Here is an example of a double troublesome occurrence:

The rare in question has multiple projectiles spawning lines of exploding chaos flowers. On top of this, the very first section here is a typical "minions get stuck" section.

- after defeating a "deadly map boss" aka instanced arena boss, you can sometimes leave the arena directly after the battle. However, you will still be in the arena instance, meaning all that you traverse outside of the arena will be empty of any loot etc you might have left in the actual map instance.
Last edited by Onds#6941 on Dec 17, 2024, 2:03:49 PM
- completed towers do not have a visual difference whether they have been influenced or not.

- "area has patches of burning ground". I am currently in a vaal factory map, where it would be more appropriate to say "area has occasional patches of non burning ground". You might have overdone this a bit (or rather, overdone the potential amount).
Screenshot example of the "average" amount of burning ground in this map:

I did not complete this map, as there was simply nowhere to stand in general, and the burning (while being infernalist and built towards taking fire damage) was much stronger than i could cope with. Moving over 1 circular patch would take about half my life. As you can see in the screenshot, patches were not exactly singular, so just moving around meant using life flask charges. Also, 3:12 skeletal clerics could just barely keep reaver minions up to the fire damage alone.
Last edited by Onds#6941 on Dec 17, 2024, 2:02:58 PM
- some maps have trouble counting to 50. Here is an example of a fully cleared vaal factory (breach, essence etc included):
I have 2 guesses as to why this happens:
1) Some maps - f ex this type - has a lot of "dormant" mobs which only activate during the campaign (generators)
2) Some map generation produce closed off rooms populated with mobs. I saw that happen in the aggorat or utzaal map i believe (during the campaign).

- detonate dead cast on empty ground still has cast time and mana cost although it has no valid target
Last edited by Onds#6941 on Dec 17, 2024, 2:11:45 PM
- When accessing a map at the bottom of the screen, the popup has the traverse button obscured, although there - in this case - is plenty of space above or to the side for the dialog box. Example:

- The endgame map is in dire need a search function :)

- if a waystone is placed in a map node but not traversed and the dialog closed, the waystone stays in there. This could easily lead to "lost" waystones all over the place :)

- if you have not already in the licence agreement (i do not remember tbh), you may want to put a trypophobia warning on certain places, f ex Limestone Hideout - https://en.wikipedia.org/wiki/Trypophobia). Example:
People with this condition, epilepsy or similar should probably not play games like this in the first place, but you never know where the next lawsuit is going to come from. Better safe than sorry.
Last edited by Onds#6941 on Dec 17, 2024, 5:27:42 PM

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