Suggestions for PoE2 General notes and bosses

What an incredible job PoE team!!!
You have made a game I will love to play for years to come!! I am writing suggestions for the first time ever in my 30+ years of gaming because I am so happy with this game, I want to see it do incredibly well!!


Currently Have a 81 witch (3rd ascension Infernalist), 31 witch (1st ascension blood mage), 80 monk (3rd ascension invoker), 71 sorc (2nd ascension Stormweaver), 44 ranger (first ascension pathfinder), 12 warrior and merc. I have cleared Waystone level 12 maps. And have over 250 hours played. There is much more to share but I don't want to get too far behind when new changes start rolling.

Spoiler

General:

During EA please let up respec ascendancy for testing, I am having to run the campaign on so many characters to test this its very annoying.

Please give us a target Dummy at least in EA so we can test sill combinations with passives to see what does and does not work so we can recommend tool tip updates.

Disparagement between player level gear level and monster level in end game mapping (Monk level 80, average gear level 72, monster level tier 10 map is 75). Something is wrong here.

Player levels not counting enough, does not seem/feel right when I can get one shot with a 69% evasion rating from a monster 10 levels below me.

Power charges randomly disappear when changing zones.

Cast on skills resetting on zone change.

Doors are bad!

Crafting

Basic needs


As my understanding was wanting players to more actively use the crafting system the drop rates on Exalted orbs needs to increase. The 4 orbs needed to make crafting viable through the campaign are transmute, augment, regal, exalted (all others don't matter so much until end game and can be more rare). However you only need one of the first three mats and 3 of the final so when the one you need the most drops so rarely crafting through the campaign becomes pointless. Vendors have better gear acquired faster and without “farming”

I was asked by my friend if I traded anything so I could acquire more mats. No, as I don't see trade as a resolution to something I see as a failure of core game mechanics. Also based on an interview that Jonathan had with DarthMicro, he does not want the resolution for something to simply be, go and buy something from the shop “premium tab for trading” to be the resolution to an issue. Please note I have no issue with the shop or people spending money, you greatly deserve money for what you have created.


Runes

Let us overwrite runes, not being able to overwrite them makes them a useless drop by end game. However they are needed to help cap rez.
Scenario run like this socket fire rez in chest gear and am now at cap find boots upgrade with +26 fire rez but i lose 24 cold rez from my lod boots. I want to change the runs in the chest piece to cold rez now and currently I can. Meaning I cant equip my better gear because it breaks my resistances that the runs are meant to solve for.

If you don't want to make it that simple then have a currency item drop that can destroy all runes in a piece of gear.

Reforging bench

There should be some indicator on items that something can be done with them at the reforging bench. I lost out on a lot due to not understanding what could be done with it. And what items work with it.

T levels

The indicators for the roll level of stats on gear needs to be more pronounced. Faded indicators to the far right when inspecting are no good. No one is going to look for them, if they don't know they exist.



Monsters

Frost ghosts (the ones that vanish)

Even with high cold resistance 75% they are 100% chance to freeze with the wind up attack? Every precursor tower?

Grave Keepers / mob with big statue (end game maps)

white mobs have the attack of the rares (but only sometimes)? It does too much area damage for a white mob in the end game.

Eye of winter mages (end game)

“eye of winter” without a ground effect? This attack is not good, particularly because they also spawn in every precursor tower map and their attack is impossible to avoid. The AoE covers the hole of the movable space when you get body blocked into the causeway.

Chaos ranger

They simply deal too much damage. The blooms are the issue because of the initial damage hit then the DoT that are not avoidable. The attack that slow bursts can be dogged (if not in a narrow passage map) so not as much of an issue.

Bog Hag

The drowning bubble kills a bit too fast, the start of the visual to death is very quick. Visual could use an improvement to make it more noticeable sooner.

Effects / ground clutter

On death

effects are horrible, they feel bad and punish you for working hard to kill things. Also they are particularly bad for melee who already are hard to play.

AoE Elemental burst (Periodic - fire, ice, lightning)
These are horrible for melee, not so much for ranged. Does evasion not work on this damage, with 69% evasion on my monk I seem to get killed by these affects a ton. The rate that they are initiated is a bit too fast.

Burning ground (maps)

It is very hard to see in some maps the visual needs to be improved.

Enemy ground effects

Skills like “flame wall” make these impossible to see, and would like to see enemy effects to be on a higher layer with an opacity that makes them viewable.

Blooming chaos orbs

Spawn rate for the orbs is too fast. As melee there is no time between these spawning the player dodging and the next group spawning again. Maybe the player can get in a hit or two before dodging again.


Bosses - monster hunter / dark souls

This is fun for me but lost a bunch of friends that where going to play because they don't like these mechanics 🙁
One general suggestion from them would be a ground indicator of where to move to avoid any potential one-shotting attack.

Group scaling

Something is wrong here. We have been trying to figure out what it is. We found that we had to ungroup to fight bosses to get past them. This makes playing with friends not fun.
Players should be able to phase through other players, and should not get body blocked by theirs own teammates.
Our current guess is that damage is being upscaled when in a party and should not be. Being in a party does not make me any tanker and mechanics that hurt me solo will kill me in a group. Turning an already “dark souls” like fight into a true “dark souls” fight.

Act 1

The Bloated Miller

This fight is fine.
It's horrible starting out as a warrior and I mean HORRIBLE! Merc and monk struggle a bit. Other classes kill without trying.

Beira the rotten pack

Good fight.

Devourer

Only issue is the poison damage seems hard to deal with at low level. This is true for all poison damage in Act 1.

The Brambleghast

The attack that brings two bloom orbs that smash you is too fast from the indicator to the effect for melee to avoid if not already moving.

Ervig, the Rotten Druid

Not a fun fight but nothing seems wrong with it.

Crowbell

This fight is fine

King of the mist

The HP total from Phase one to Phase two needs to be upped from about 35% to 45-50%
Phase 2
The stacking debuff for increased Phy damage needs to be lowered a bit. I feel this would make the fight better.
If people still find it too hard I would remove the stand still debuff (not the keep moving one) forcing stand still in a game with dodge roll seems not right.

Executioner

For some reason when playing in close range when the unavoidable slam (the one that does straight line damage) he pushes my character even when doge rolling (this causes me to take this hit a few times).
The leap slam reverse slam needs a better indicator as there is no way to know this attack is going to happen (removes skill and created nothing but having to die to understand an attack move)

Candlemass, the living Rite

Good fight
Would like some kind of indicator for the carpet bomb attack, not an indicator that its coming the crouch is the indicator but there is no way the first time to remotely know what this attack is going to be.

Count Geonor

General

The attack from wolf form that does the AoE Dive bomb is slightly too fast from indicator to hit if not already moving you will be hit.

Phase 1

Sweep attack damage slightly to high
When transitioning to Phase 2 and dialog starts he needs to stop attacking or he needs to do a non-damage AoE freeze to players. No damage done at this point has any meaning and you are being attacked during a time you can't affect the fight. This feels really bad and is making the fight harder than it should be.

Phase 2

During mist potion of fight needs to be an indicator of the location and timing for the rush attack (it's way too hard to avoid)

Act 2

Rathbreaker

Red flash unavoidable

The windup is too long from the indicator it makes it seem like they are cheating, tracking you during the attack.

Non red flash slam

This does to much damage for it to not have a better indicator

Rudja, the Dread Engineer

The For the king chase attack

The hole attack feels bad, cant survive a hit from it, can't get far enough away with doge roll to avoid it. The movement distance and hit box of the attack are too big. Only real way to avoid it is to roll in a circle like a moron (this is a bad thing).

Balbala, the traitor

This fight is annoying but nothing seems wrong with it.

Kebab and Iktab

Love this fight, it's hard but fun, no particular mechanic seems wrong.

Kabbalah, the constrictor Queen

This fight is fine

Azarin, the Forsaken Son

This fight is ok, only really a bad fight if your damage is too low. The whole map being covered in fire is no fun.

Zalmara, the living Colossus

This fight is also ok, seems like issues with the final 1% of freeze build up completing (not the only boss with this issue)
Platforming issues - this is a big issue
Monk bell with drop off the platform when fighting this boss
Solar orb and orb of storms frost bomb will also drop off the platform

Tor Gul, the defiler

Fight is okish, this boss also has an issue with the last 1% freeze build up.
Issue with fire ground effect have taken ground affect damage while no were near ground effect fire (tested this a few times)
Issue with Blood wich life remnants from crit spawning in the middle of the pit are not recoverable.

Jamanra, the abomination

First appearance on bridge
Initial lighting beam attack is too fast from room entering (sems fine for rest of fight). Other then that this fight is hard but nothing feels off

Final Act 2 appearance

Phase 1


Spear though does too much damage (compared to the in melee range attack) and skill speed is too fast. Damage would be ok if there was slightly more chance to dodge this, it's very hard to avoid and he repeats it in very quick succession making you do nothing but doge unless you are in melee range (yaya win for melee lol).
Pillars the ones he manually controles
The only way to avoid this is to roll in a circle like a moron, it still feels bad.

Phase 2

Holy screen clutter batman!
Sweeping scythe attack seems to have a weird hit box.
Tornado damage is either too high or the frequency of the damage is too fast.

Act 3

The Mighty SilverFist

This fight is fine
He gets stuck on the ruins a bunch

Xyclucian, the Chimera

Need something to tell us that the towers are targetable. Died on my monk about 6 times before I figured this out.

Ignagduk, the bog witch

I like this fight.
The broom flying is annoying

Blackjaw, the Remnant

Just NO, worst boss fight in the game.


I can kill the final act boss of Act 3 easier than this boss. I will generally out level this boss by 10 levels before even trying to fight him, and still get one shot some times. Only way to fight this boss is staying 100% in melee range no matter what class you are playing. This means not using any skills that force you out of that range. There is no other way to avoid the attacks that will one shot you, any attack he does other than the shove and the flame breath.
Indicators for all attacks are too similar
AoE size of attack is too big for the tiny little room you are in with the 4 pillars you get stuck on trying to get away from this guy.
The tipple slam attack that any one of the hits will one shot you is really bad, again the AoE size of the hit to the ground and the damage that you take when you are outside the visible effect of the slam is bad.

Zicoati, Warden of the core

Good fight, good indicators. Well done.

Mektul, the Forgemaster

This fight is okish
Bad for melee bad for minions
The issue is the running back into the lava, cant dps with melee during this. And minions will run into the lava like morons and die. This would not be an issue if the fight didn't have a timer

The Queen of Filth

Dislike this fight, but nothing seems wrong with the mechanics

Ketzuli, High Priest of the Sun

This fight is boring, as long as you dodge the chain gun fire attack he goes down like a punk

Viper Napuatzi

2nd worst fight in the game

All the mechanics of this fight are just irritating. But most are avoidable.
The big issue I repeatedly see for me and others is the poison attack from the shield barrier troops. Its very hard to avoid and it does an extreme amount of damage.

Doryani, Royal Thaumaturge

This is an awesome fight!

Phase 1

Holy ground clutter batman, this is only an issue that the red crystals he uses for the laser beam shotgun of doom are hard to see

Phase 2

The butt laser!

The area of effect for the drop down slam needs to be a tiny bit smaller, if you are not running the perimeter of the arena and rolling right when he stops you are going to die. A tiny bit of forgiveness space is warranted.

Last bumped on Dec 29, 2024, 10:29:21 AM

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