Feedback on PoE 2

This is my feedback for PoE. I hope it helps.

Crafting
Reduce the affix count to a maximum of 4.

Create a tooltip signifier to enable a player to instantly recognize an affix group. For example, hovering over "increased energy shield" should indicate whether it's a prefix or suffix.

Trading
Make all Orbs non-tradeable outside of the exchange. Create a new item called trading coins solely for trading purposes. This will enable item exchange between players without invalidating early-game crafting.

Level Design
Too much of the level design budget is spent on aesthetics. Shift more resources to gameplay performance.

The enclosed nature of many maps feels less rewarding than open ones.

Implement object pooling for breaches instead of instantiation/creation of mobs.

Lighting
The lighting in PoE 2 is inconsistent. Often, I need to adjust lighting based on the level. Implement a consistent lighting value for all maps, matching the exterior maps.

Balance
I only play Chaos Sorcerer in PoE 2; these are my suggestions for the class:

Increase the spread radius of Contagion to a base of 8 meters.

Enable more "off-screen" spread of Contagion.

Increase Contagion's base damage but reduce the ramp-up at an equal rate.

Create a gem to remove the requirement for corpses for Profane Ritual.

Trials
Reduce the levels of chaos to 5 and the Trials of Shekhmas to 4. Anything beyond this makes the trials undesirable.

Exp Loss
Cap experience loss at 5%.

Make the item (omen) that prevents exp loss extremely common.

Consider converting this to a charm.

Maps
Present maps in micro-climates like "mountains," "grass," etc., and place them in their own area of "maps." This can then be named as a region, providing a cleaner and more interesting map layout. Think of how other games have "zones" with borders. Similarly, create regions based on biome types, offering unique content periodically.

Bugs
Many gems can be slotted but provide no benefit.

Element conversion is not properly accounting for converted-to-type bonuses. For example, using Original Sin does not correctly include + chaos skills. This makes item-to-class design unintuitive. Converted items should be understood as their new type. For instance, converting Ice Comet to chaos should make it a chaos spell and properly gain associated bonuses.

Bonus points if you add animations or spell changes for conversions, such as changing Ice Comet to Dark Comet (low priority).

Future Class Design
For the Druid release, avoid elemental damage. It should focus on physical spell damage (rock or root-based) and poison damage.
Last edited by Izze#4517 on Jan 6, 2025, 12:41:08 PM
Last bumped on Jan 6, 2025, 12:39:36 PM

Report Forum Post

Report Account:

Report Type

Additional Info