Mapping Feedback
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The Atlas, The View:
The furthest I can zoom out, is the closest I need to be to this atlas. It does nothing for me to zoom in on this map. The more I explore, the more everything starts to look the same... the entire atlas feels cluttered with stuff.. it's so busy. I hate looking at it. I'd like to be able to zoom WAY out so I can see my entire atlas progress so I can appreciate how far I've explored etc. Dopamine Vs Frustration: The reward for beating a map, is less than the frustration I experience when I die in a map and am denied the ability to even see what I might have gotten for beating it. Dying over and over again is it's own punishment. I do not agree with the mentality that trying over and over diminishes the value of the accomplishment. The idea "Did you really accomplish the same thing as someone who died 200 times to get there." sounds good in a tweet, but if you really think about it it's not a good stance. If something was easy enough to beat on the first try -- was it even a challenge? If anything, trying over and over and over until you beat something shows that you actually worked for it. TL;DR -- The one map, one life concept -- We tried it. It fucking sucks. Rarity: Stacking ~150% Rarity completely changes what loot feels like in this game. This should be the default value. I can't even believe how big a difference it makes. Playing the game without rarity is like taking 200 hours of your life and throwing it in the dumpster. It is absolutely INSANE to me how big a difference it makes. Playing without Rarity feels TERRIBLE. Absolutely ABYSMAL. That alone is a good enough reason to increase the base rarity by at least 150%. Having item rarity in the game as a value players can interact with is essentially always going to lead to degenerate game play. Personally I think it should be removed completely, and the default item rarity for players should be increased to a level that actually feels good. Combat: Have you ever played "No Rest for the Wicked"? It's an ARPG that follows the Souls-Like formula. It's absolutely incredible. They NAILED combat in that game. That is my preferred combat style. That is also kinda what I was hoping to get from the combat in POE 2. POE 2 was kinda advertised as a slower meatier combat style. POE 2 starts out pretty slow and meaty. It's great. Act 1 is amazing. By act 3, all of the enemies are sprinting at you like you're playing POE 1... except your character is still slow and meaty. It feels like a bait and switch. The slow speed of the melee skills makes sense in Act 1. It makes NO sense in Act 3 -- let alone maps where you have dozens of enemies swarming you / stunning you. Something needs to change. Either enemy numbers and speed needs to be reduced to match a slower meatier style of combat... OR melee skills need to be doing SIGNIFICANTLY more damage, over a larger area, and they need HYPER ARMOR so that we can trade hits with these slow skills. Defenses: Armour. Kripp already put out a video on it. This needs to be fixed. This 100% will be a deal breaker for me. This is hands down, the biggest issue in the game for me. This should be the absolute #1 priority to fix. The entire bottom left side of the tree, and every skill/item in the game associated with strength feels like absolute garbage to me. This is killing build variety and limiting playstyle options. I'm a STR andy, and I'm playing an Archmage Spark ES/CI/MoM character because the game is 1000000000x easier this way ffs. It needs to be addressed. The game has an insane amount of promise. I am very much hoping to see some dramatic announcement for plans to address some of the melee/armour issues. Last bumped on Jan 1, 2025, 1:55:28 AM
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" This is the most well put I've seen on this point. +1 |
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