Subjective feedback and suggestions from a random guy

Hi all,
To save time for everyone I will just put few concerns that I have regarding the current version of the game systems.

Range of mods for the weapons:

If a scepter level 18 can't roll +3 or +4 to minion levels, lvl 80 shouldn't roll +1 or +2.

If the game is to be designed and shaped to have meaningful combat, the loot should be meaningful too. Not talking just about the currency, I am talking about gear that drops and gear progression.

Forcing crafting or trading onto players:
Current design (unless you are very lucky) forces players into activities that may be outside of their interest. Some people just want to run around, kill stuff, get good gear, tweak builds, conquer content and plainly put, have fun. Due to the current game design, players are being forcibly pushed into crafting or trading which discourages players from playing the game, especially due to "binary" nature of the current item progression.

"Binary" nature of mods for certain builds:

To make an example, a difference in dps and survivability of minions between +3 and +4 in minion skills on the scepter is so huge, that there is no point in investing anything into a +3 scepter no matter how good it is (except in extreme cases which are very rare).

From my PoV you would need to at ~double the levels of minions (and by that I mean half the difference between the levels), eliminate the lower rolls from the pool on gear, to make a range of skills viable vs "only the max". If the difference was only 3-5% per level, that would make a higher range of items viable until the very late game and the whole items progression much less "jumpy" and you would have a much better control over the loot progression.

Value of time/effort:

If a map is supposed to last 10-15 minutes, depending on the part of the endgame where we are at, we should see an upgrade (even a small incremental one) every dozen or so maps. Having a session of 6 hours without a single meaningful upgrade during early endgame (lvls 85-90) doesn't really feel good.

Atlas:
Some atlas nodes impact the drops in a high degree, making those nodes required for the game to not feel like a "waste of time". That makes atlas an "illusion" of player agency and not a player choice.

Currently it just punishes players that haven't unlocked those nodes or lack of knowledge.

Atlas imho opinion should be about customizing the content the player prefers. If you increase the difficulty, you get more rewards, but changing the baseline on the same difficulty makes those nodes mandatory.

If they are "practically" mandatory, why have it at all on the atlas? If you need to have modifiers on the loot, just make the baseline move based on the number of activated nodes.


Adding currency that increases the tier of a random mod on an item, but is not applicable to all gear / can be used limited number of times on an item.

For example: small, medium, large token of "something".
Small increases/reduces (different definition of tier in poe1/poe2) the tier of a random mod by 1:
Small token tier applicable 1-3.
Medium 4-6,
Large 7-9.

Maximum number of applicable per item is 1 per size (so you can use 1 small, 1 medium, 1 big on the same item), but the higher item level is, the less you can put in.
Gear level 81+ can apply only 1 token.

With that it will not endanger the ultra high end gear, just make the gear semi upgradable (due to randomness of the chosen mod) and players less impacted by unlucky drops.

Vertical progression of some items:
Having a jewel with +minion skills 1-3 drop from only one place in the game, that requires a significant amount of investment to reach and an extremely low drop chance you practically create an unobtainuim item for 99.99% of the playerbase. Having +3 drop from there is a good choice, but at least +1 should be obtainable (especially since they are significant upgrade) from other sources/places.

Thank you for reading and feel free do add to the list
Kristen for president! :)
Last bumped on May 8, 2025, 4:50:20 PM
I approve.
GGG - Why you no?

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