My feedback after almost 1 month of playing
-stash
-add map stash tab for waystones/tablets/trials -add expedition locker -runes, catalysts, soul cores need a stash tab (either a sub-tab inside currency tab or a new tab completely, or some other combination) -flask tab needs to be able to hold charms too -skill gem tab - increase the size, 500 gems is too little capacity -remove salvage bench, add its functionality into disenchant items function from npcs (additive gains for multiple types of shards if possible) -let us overwrite runes...if runes are suppose to replace crafting bench then we should be able to re craft the bench craft...ie overwrite the rune...(destroying the previous rune in the process) -ability to respec/change venom draught choice... -advanced info on holding alt on items: -poor differention which is which affix when its hybrid -poor visualization of prefix/suffix and which tier they are. also t1 should be best not the other way around (revert it to be just like poe 1 or make it show X tier / out of Max tier) -when moving mouse to another item, doesnt swap info to that item but stays on the first one that the alt key was used on hover. (bug or just missed) -mana issues: -spamming mana flask isnt engaging or fun gameplay -reduce mana cost for plenty of skills overall, esp at higher levels -rare flasks? or flasks should maybe gain more charges by default -maybe give more base passive mana regen -ragdolling-disposition-pushing of our character position by enemies is ridicolous and gamebreaking completely sometimes. pushing you into corners to get surrounded or into ground effects/aoe to die, esp when they spawn (delirium for example) -autotargeting of skills is poor (needs huge improvements and disable option per skill) -magic and especially rare monsters need to visualize better their rarity(blue/yellow), maybe a border glow around their model or something. -magic monsters have too much hp/too tanky -frozen enemies should not be able to block... -campaign specific: -reduce gold cost of vendor item gamble -more regal shards & alch drops, the higher the acts are -more rare drops, the higher the acts are -minimap/map: -rares that we encountered should be shown from anywhere on the map -ritual altars we encountered should be shown from anywhere on the map -league mechanics we encountered should be shown from anywhere on the map -endgame mapping/atlas: -towers should have different visuals for different states, when cleared (tablet is ready to be used), when the tablet has already been used on the tower -tower map is pretty poor in layout/rewards (rework) -allow us to zoom out further on the atlas map -allow us to put down our markers(named) on the atlas map for fast focus -areas of the atlas not accesible(gamebreaking) -maybe add waystone/tablet affix reroll currency (horizon orb) -greater jewelers orbs should be much more common in red maps, esp in higher tiers of red maps -perfect jewelers orb should also be more common, not by much tho. -getting to lvl90 and not getting a greater or perfect jewelers orb makes no sense in terms of progression. -glassblower's bauble needs to give 5% qual per use, just like gemcutter's -crafting needs huge improvements: -greater essences drop rate needs to be hugely buffed -regular essences drop rate needs to be buffed -omen "drop rates" need to be hugely buffed -add more omen types -crafting bench? -strongboxes - too slow spawns/start, mist also makes it hard/impossible to see on ground effects. very poor rewards even on rare ones. -chest drops: -magic chests should always drop at least some magic orb/shards -rare chests should always drop at least some rare orb/shards -mob modifiers/affixes overtuned -extra dmg as needs to be toned down - 1 shots from 60-70% hp as fairly tanky chars. this should also be lowered on expedition from 100% to like ~30% -conjure storms -cant see ground effect properly, too fast, way too much dmg (1 shots from 50-60% hp) -mana siphon(mana burn aoe zone) - mobs need to be much slower and not have mov increases, maybe less hp (too annoying currently) -terrible combinations of modifiers - insanely tanky combinations on rares (unkillable or 10min fights) -mana burn aoe zone + proximity...(+increased mov speed...) -anchor ability -ground effect is barely/not visible if theres ground effects/aoe -powerful minions - have way too much hp/are way too tanky. -on death aoe/ground effect dmg thats not WELL TELEPGRAPHED/SOUND ANNOUNCED should be improved DRASTICALLY. (chaos bloom etc) -generally ground effects are terrible cause you can barely see the screen from all the aoe. if you have delirium mist you can literally not see the ground effects at certain points, same with breach just not as bad. -world map -all world map icons for objectives that give permanent bonuses should be always shown with a + beside icon (plenty of them are bugged and dont show progress properly) -improvements of quest descriptions -trade site - improve it so its better than poe1 not just a copy/worse. -bring back pseudo mod search from poe1 trade site -improve relative value of divine orbs in exalts (you have currency exchange you can use this info) -improve site stability so it doesnt go down for hours -trials: -trial of sekhemas overtuned boss dmg 1 shots (double boss one) -trial of chaos(ultimatum) - EXTREMELY OVERTUNED, pretty much everything...bosses too. buggy as hell too. -MAP specific issues: -augury map, allow dodge while interacting with the wheel for unlocking the middle doors. -rework leech (esp for melee) -rework armour (its pretty bad) -passive skill tree needs much more defensive option nodes/clusters -passive skill tree needs much more regen nodes (life/mana) -passive skill tree most outer weapon clusters should be much bigger and have more specialized options -passive skill tree doesnt show stat/skills dmg increases properly when comparing on a node -smart loot where? (drops matter? ...yeah these current item drops are 99.9% trash that are not worth picking up lategame) -performance issues/fixes: -long loading when opening the game -loading of 2-5 seconds of world map...every time... -long loading times inbetween instances Last edited by Cofic#1911 on Jan 4, 2025, 2:27:00 AM Last bumped on Jan 5, 2025, 5:06:50 PM
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/bump
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+ 1
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+1
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++1
"Gratitude is wine for the soul. Go on. Get drunk." Rumi
US Mountain Time Zone |
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mana costs is STILL a problem, this was annoying in POE 1 too...
I'm playing caster archmage, so yes, mana costs should be high. that's literally part of the caster architype. huge mana costs and constantly using mana potions is NOT a part of warrior, ranger, mercenary architypes. it's completely contrary to what a warrior is to be using so much mana. mana cost of all his skills should be borderline free. mana shouldn't be a concern at all for all slow brute force melee skills. crazy to me GGG has such good game designers but can't realize this. warriors shouldn't need ANY mana stats on any gear, should barely even need a mana potion. |
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