Simulacrum feedback - TLDR need way more splinters drops and no invul monsters
Simulacrum splinter drop rate is way too low at no atlas progression for simulacrum (I have only completed 1 simulacrum at this time, after buying my last 50 splinters instead of farming them).
Splinter drops seems to be in the pool for delirium mirror rewards which makes it so you may drop 0 even on a 5/6 reward mirror. This makes it feel awful to farm simulacrum 'influenced' maps. Delirium mirror logic seems inconsistent to terrible - Some map layouts you are punished for taking the pathing the map naturally goes in. Ex. Sandpit you need to find the crossing point instead of going down the beach or you lose the mirror. - If you accidentally kill any rare before activating the mirror, you get no contribution for the rest of the map. Some rare mobs have spawn closer to me than the mirror before. Simulacrum monster that spawn from the simulacrum wave or fracturing mirrors should not both be able to push you and be invulnerable. I have only done 1 simulacrum and gotten to wave 10, but some of the areas in the simulacrum wave are way too small for the amount of monsters being spawned. Monsters being invulnerable on their spawn and pushing you also does not help this. You should be able to sell or upgrade distilled fragments like in poe 1 as reforging them takes way too many clicks. The Delirium tab should also take the crafting slot from the blight tab/Cassia as you can only access it from oils in your inventory. If a boss spawns in a map, we should get a boss symbol on our minimap. Maps are too large and winding currently that having to guess where they spawn can brick the mirror. Or have them spawn nearing to the player. Add a tooltip to each distilled fragment on what they affect when you apply them to a map. It can be as simple as, this adds rarity/pack size when applied to a map. Last edited by gama41#4258 on Dec 27, 2024, 12:01:02 AM Last bumped on Dec 26, 2024, 11:59:08 PM
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