Dear Jonathan,
" I think the passive tree being a pain is a good point you brought up. In the interview with Ziz, Mark said something along the lines of "we want the passive tree's strength to really be felt with each allocation" but man... it really doesn't feel that strong most of the time. I feel like 0.1.0 felt noticeably stronger with its passive tree than this, but that's obviously because of the massive number of nerfs we got across the board. So many problems to fix now! |
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The delay on thunderous leap has gotten me killed SO many times! It's INFURIATING. Why are we stuck in place at then end of 90% of animations? This is HORRIBLE
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I agree with just about everything said here.
I have this whole big document of feedback/notes I wrote while playing 0.1. Things I felt would make the game feel better to play, be smoother. Never shared it, but it mostly boils down to "stop slowing us down". With how slow our skills are, plus the recovery time, a miss feels really bad. The monsters are dancing circles around my attempts to perform combos. I'd rather do quicker hits that do less damage as a result. When I saw that rolling interrupted crossbow reload I dropped that pretty fast. That just seems oppressive. Curse having a delay makes me not want to use it. The time cost outweighs the reward. Weapon swap time should be barely perceptible. I imagine its existence prevents some weird interaction. I do not think swap time deserves nodes on the passive tree, just shrink that time hard. And back to "stop slowing us down". There's too much junk on the ground and too many tight spaces in too big of maps. We're already slow and navigating many areas is a chore. If we had snappy movement abilities (whirling blades) or other ways to move quicker it might not feel like such a slog. I like the content in maps and I want to get to it quickly. If I make a wrong turn, backtracking isn't fun and takes a long time. Definitely want to move faster than most mobs. I want to drag a couple groups together and murder them for their loot, over and over again. A bit of my recent experience, I think parry/consume parry can be improved. I'm not parrying to survive, I'm doing it to unlock the offensive benefits. Sometimes I'll sit by a group trying to get a mob to attack so I can get a parry off, but they're too sleepy or I'm too far away from the mobs in the middle that are actually attacking. If I do get a parry off and try to consume a parried mob, if clicked at a slightly bad angle, it misses. I'd like to see how an offensive parry feels. You bash a mob and if it was trying to attack, you parry it. For consuming the parry, be more generous. When you're swarmed it seems prone to miss because the mobs positions are lies and not quite synced up or something. I'd like attempts to consume a parry to succeed if a mob is in range of a 180+ degree cone in front of the player I know I've just echoed most the points of the OP. Maybe if enough people deliver similar enough feedback, we'll help guide the game into a shape we can all enjoy. |
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" No, that's great, please echo the points. That was my hope in posting it, that others would agree and they'd see these are the things that are the core reasons the game isn't fun right now. It's not just bandaid fixes that are gonna change things, they need something drastic like a 30% skill speed buff to every player. Or, even better, removing the majority of the 'recovery' animations on skills. Ideally, they'd do BOTH. The core gameplay isn't fun, because it's just TOO slow. Ziz tried to bring this up in his interview and it got sidelined into a movement speed discussion, but that's only part of the issue really. I understand they don't want it to become like poe1, with its insane levels of zoomy-ness, and I AGREE. But, there is a happy medium between our characters feeling crippled and the ADHD blasting of poe1. That trailer I linked is basically what I'm hoping for. I don't understand what happened in development to move away from that and towards what we have now. |
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" It's decidedly a vocal majority. |
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" i'm enjoying it very much, other than what you can read in my sig and those constant server issues. and unless you wanna pretend to be clairvoyant, maybe don't speak for "most" ppl :) " my huntress is just as quick if not quicker, rocking 4.03attacks/second on my bleed ritualist rn. it's your build dude. no offense, just fact. and i'm not done yet, i want attack speed, i want ALL OF IT! ggg pls don't nerf the quickness of huntress she's so amazing. just nerf my dmg cuz i'm certainly way overperforming even vs. bosses. pls don't make me go slower, just nerf my dmg that's perfectly fine! edit: but especially against a horde of trash mob. i don't even have to attack them anymore if i don't want since most recent hotfix. i can, if i would wanna go slower, just spam dodge roll. caltrops spirit gem deals with the entire horde of trash mob themself, being able to trigger bleed followed by HoB followed by BB. they just die and i'm not even doing anything other than dodge rolling. and you can not prevent that either, like that's just how dot builds work and that's it. just nerf my dmg which automatically makes it pointless to spam dodge roll. problem solved pls i'm begging you don't make me go slower. it's the only weapon in the game yet that i actually enjoy :/ pls -add "Advanced Targeting System" to the options so we can disable accessibility-stuff -fix skills w/o movement to NOT MOVE YOU when using Attack Without Moving i.e. Ice Strike -rework: enemies instant-spells = math-game || very unfitting for meaningful combat cuz can't avoid with skill thx <3 Last edited by Naztrey#9177 on Apr 11, 2025, 3:13:46 AM
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and pls don't change caltrops to not be "hitting" any longer either. that would just ruin any synergy with i.e. Blind or that too! that's no solution
pls -add "Advanced Targeting System" to the options so we can disable accessibility-stuff -fix skills w/o movement to NOT MOVE YOU when using Attack Without Moving i.e. Ice Strike -rework: enemies instant-spells = math-game || very unfitting for meaningful combat cuz can't avoid with skill thx <3 Last edited by Naztrey#9177 on Apr 11, 2025, 3:22:03 AM
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" " " Congrats, did you get gold or silver at the mental gymnastics at the last Olympics? Either way, great job! You're simultaneously saying you move as fast as the trailer (pressing F to doubt btw) and begging them not to nerf your speed. You're kinda proving my entire point here, that players enjoy going faster than the majority of builds in poe2 currently. |
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They'll probably never read this. It's sad cause it's true.
Filling the game with paid MTX cosmetics and removing almost every criticism on the forum take time and manpower to do so so sadly, we can continue to hope for a game that we love to come out but it' seems it will not happen. |
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" you kidding right? or trolling? can't tell anyway: i am not talking about MOVE speed. solely about in-combat speed. you can not dash around without a target. many people complain about MOVE speed. i'm solely talking about combat-agility, let's call it that for the sake of pointing it out. so many ppl ask for increased move speed because map size, and backtracking and all that. that's an entire different story and btw, what needed to be nerfed, and is another point many ppl complain about, is the clear-speed. again, that's not what i'm talking about either. else i wouldn't be talking about nerfing dmg which directly ties back to clear speed. i don't care low clear speed, and i don't care low dmg, or low move speed. i just wanna be able to be agile in combat. several different stories, don't mix them up pls -add "Advanced Targeting System" to the options so we can disable accessibility-stuff -fix skills w/o movement to NOT MOVE YOU when using Attack Without Moving i.e. Ice Strike -rework: enemies instant-spells = math-game || very unfitting for meaningful combat cuz can't avoid with skill thx <3 Last edited by Naztrey#9177 on Apr 11, 2025, 3:30:42 AM
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