Inexcusable flaws
1. Clicking on a waypoint wont let you go to hideout in multiple zones
2. No sekhema trial quick selection (like chaos, in the sidebar) 3. Eligible Sekhema and chaos trials do not drop at the same level. T1 maps allow you to do your 3rd ascendancy in sekhema, chaos trial that would allow for it wont drop till T10+ 4. Build defining gems are locked at lvl 50+, 10s of hours into the game 5. Dps won't show while hovering over skills on the skill bar 6. Checking minion skill attributes constantly resets the window, making it difficult to check minion skill damage Hope at least a few of these get fixed. Kept as short as possible, since there is no point in making a dev read a wall'o'text. Last bumped on Dec 22, 2024, 8:12:01 AM
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inexcusable is a stretch but
1. please let me teleport to hideout from trial of chaos 2. not sure why we dont have this for sanctum as well 3. the reasoning being a level 65 chaos trial is trivial compared to a level 65 sanctum, I think we can both agree on this? 4. non issue 5. but you can see this on the gem page right? 6. not playing minions so im not sure. Step 1 is to self reflect.
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" I know, its a bit of an exaggeration. 3. Don't agree. Doing a 3rd ascendancy sekhema is hilariously easy compared to a 3rd ascendancy chaos trial. Sekhema is slower, but you have access to boons, and relics that trivialize it. My issue is not with the difficulty, my issue is that your 3rd trial options should be available at the same time. 4. Is actually a huge issue. Gems like archmage for example, are build defining. Its a mana stacking gem in a game that has no other mana stacking skills. Which means you have to level 2 different builds, and the only at lvl 50 respec into archmage. Or you will be leveling with a build that makes no sense. Same for the on crit/stat effect gems. Same for getting combo gems 40 levels apart. You get solar orb early on, and then flameblast at lvl 53~ which is a combo with it. It makes 0 sense. Another one is sacrifice. Its a whole archtype of sacrificing your own minions, that can not be played until late into the game. At least in PoE 1 you could unlock nearly all if not all gems by the time you hit act 3. Which took a fraction of time compared to PoE 2. 5. Yes. Why is it not shown on the skill bar when we already have the number calculated? Why would mana cost be more important than the dps of a skill? Oh right, probably taking a backseat thanks to being designed around consoles/controller. There is no good excuse for it to not be there. We already have the number, we already are shown other important stats like mana cost and cast speed. |
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on 3 I mean that a level 65 chaos trial is a lot easier than a level 60 barya.
we can agree to disagree on the 4, i imagine once more gems are in the gap will be bridged Step 1 is to self reflect.
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Number 4 is actually a big deal.
GGG gave many impressions that either alot of build defining gear would be more available at lower levels or that weaker lower level versions would esxist to make the game flow better. Not only have they seemingly not included gems as 'gear' (on multiple fronts), but so far seemed to have doen the exact opposite. I tried looking at a few different ideas for builds, but all of them required levelling to around level 50 before being able to do anything. The main issue is with marketing. PoE2 is NOT a protege for PoE1. It is simply an alternate version specifically geared towards a seperate version for the one click phone gamer generation. Most of the newer players would consider picking between a minion gem and a slam gem as a build choice, so they will not even see it. PoE2 will milk the money spending kids, then die out. After they have milked it, and it dies out (say 5 months after full release) they will do some faux marketing, saying they made a mistake and 'go back' to their loyal player base. It will be too late, but after about 4-7 months of fixing it up, the game will get good and they will be able to slowly pull around half of players back in. They will probably can the original PoE at the time as well to pick up the stranglers. Then contrary to both veterans and noobs, PoE2 will basically be a new version of PoE1, but with pre-built functions, decent net code and room to grow. The Overtune, patch and repeat process will then kick in until it's good. Hopefully will not take almost decade to get good like PoE1 did. Universal Law - Balance
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Just going to add bastardizing point-and-click combat. "Aim assist" or target correction or whatever should NOT happen with standard ARPG controls, but here we are.
WASD or bust is a REALLY weird design choice. |
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" I really don't think this will happen. And not because GGG is a great company looking out for the players or whatever. I genuinly think that PoE 2 as it stands is an amazing platform to build upon. And this is not saying that its barebones at this point. I already could sink in 100s of hours with no end in sight, and multiple other builds that I am eager to test. I think those new releases in PoE 2 will really build upon what is in the game no. Just look at crafting. While I know that a lot of crafters want the PoE 1 experience, they are also sometimes forgetting that the PoE 1 experience was slowly trickled in over the span of 14 years. At this point, there are a few things that I think need to be addressed urgently, like really really REALLY badly. Before any mistakes that won't be fixable in the future get made. But I think the lists like what I posted here originally, are really good small fixes that would make the game a lot better. |
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