My big feedback for Patch 0.3b

Hello, as I did for 0.1 this is my feedback after playing for 150h on PoE2 mostly testing things out and playing with friends while getting their feedback into account too.

System
W11 Pro, version 24H2
i9-13900k @3.0Ghz, RTX 4080, 32gb ram @5600Mhz
perfs : running at mostly @110+, town @80

Game setting
DX12 - Windowed fullscreen
1440p @90fps capped, Vsync Off
DLSS Quality, Nvidia Reflex On
Dynamic culling Off - creating too many flashbang artifacts


## GAMEDESIGN - Feelings

- ⚠️: There's no combo mechanic in game making the next ability faster/stronger/lower cost + players don't loot enough jeweller orbs to invest in multiple skills making every late game build going on one skill like in PoE1.
*Possible solution : Changing some skill gems and add new mechanic to make multiple skills builds more efficient. Aiming for a gameplay closer to Diablo 3 or Lost ark.

- ⚠️: Ranged builds able to shoot 360° while moving are destroying the game, making players able to ignore ground effects, projectiles, manage tinier pack of mobs compared to melee that are also way slower in general.
*Possible solution : Ranged skills that do burst damage should make the player slower and not able to clear his screen that fast.

- ⚠️: Melee skills, have very slow animation, do low damage and ask for accuracy, making warrior feel extremely weak, because of low damage input forces the player to invest in more durability.
*Possible solution : Melee skills should have mobility feature, faster animations, maybe combo removing the delay between two attacks to allow a gameplay almost as efficient as ranged skills.

- ⚠️: The passive tree gives a lot of raw stats but not enough nodes to modify gameplay.
*Possible solution : Could add more variety and gameplay-changing nodes in the future.*

- ⚠️: When a tower is done, player should be able to travel freely without making path under the tower influence. Atm it makes the travelling between nodes tedious and boring. Specially when looking for nexus, unique maps, black citadels, etc.

- Not a lot of support gems or passive tree nodes around normal ailments to play with poison/bleed.
*Possible solution : adding more support gems and nodes in the tree to allow more ailment combos or make DoT builds more possible, those in general are still weaker than burst builds because of their nature.

- Greater currency/runes drop only in very late game when they're in general close to same use as the normal ones, perfect are obviously way better
*Possible solution : boost greater currencies drop to have some use before reaching lv90 mapping and endgame content.

## GAMEBALANCE - Specifics

- ⚠️: The sprinting mechanic is a good idea but most people are trying to avoid it using ranged skills or even mounts to allow fast speed and clearing without the negatives. 1) the sprint tumble down should lasts 1 or 2 seconds less to allow recovery faster, 2) the sprint angle feels like using a bike, player should be able to make a turn more easily, 3) player shouldn't be stop after hitting a wall or a little prop on the map.
- Most uniques are not played or interesting, when some are mandatory. (e.g. Constricting Command helmet)
- During early campaign very few Jeweller orbs and support gems to make a build.
- Crossbow should be able to reload while sprinting. Other weapons don't have that mechanic and still recover their CD/attack delay while sprinting.
- Ignite ailment is still weaker than shock and freeze.
- Tactician ascendancy "Cannon ready" path is way too slow to setup to use efficiently.
- Spear of solaris is too slow to use, to long to setup, laser burst and pulses do few damage, the ground effect does significant more damage compared to the Laser skill FX.
- mapping : monster modifier Regenerate life is too strong on abyss boss, with only that mod, boss was out-sustaining me (in T11 map when I could do T14-T15 + nexus boss) and he didn't have any other defensive mods, could be bugged?
- mapping : Abyssal walker and elites can be extremely tanky and deals tons of damage.
- mapping : exiles are not that interesting.
- mapping : Animas are too slow and not rewarding enough.
- mapping : Expedition content can be too hard with monster modifiers than other map content (Breach, etc) but way less rewarding in general. Expedition shop is bad.
- in atlas tree : delirium fracturing mirrors node (bottom left) is now completely useless since now fracturing mirrors are spawning anymore.
- Temple of chaos is pretty hard and not rewarding enough, to make it more "chaotic" monsters could also be hurt by the traps effects.
- in sekhemas : "diverted river" boon is not worth it if not combined with others boons, the only way to have a good effect is to reach a major fountain the next room.
- temple of chaos : ruin specter can spawn on you when doing the "survive until the timer expires" and its teleportation is way too fast and without effect to see it properly
- misc : Perfect essence of opulence giving gold is not enough.
- misc : Tombeshrieker are irrelevant for what they do.


## QoL - Misc


- ⚠️: Option to hide ally effect in multiplayer, changing opacity of effect or their size.
- mapping : In Atlas map view, could be great to filter to see where are deadly bosses can be hard to see when every map got modifiers. Also could have a minimap or dezoom option.,
- Lategame Sekhamas and Temple of Chaos should TP player in hideout instead of act2/3
- temple of chaos : elevator is annoying to use, can go up when rolling off, when you're on it's not going up need to move a lot
- in sekhemas : 2nd boss, golem twins make attacks hard to see, specialy the ice shards dealing extremely high amount of damage.
- in sekhemas : Access to Relic Altar relics without using a Djinn Barya
- in market : should add a feature to report price fixing people or bots.
- in menu : Esc quitting the game instead of settings

## BUGS

- ⚠️: Engine can freeze when a boss is dying or sudden items drop and attacks, not linked to current fps (e.g. happened multiple times while at 90-100fps). After dozen of seconds game reloads itself, sometimes you can play again but you only see the loading gears on a black screen but can still attack and get attacked.
- ⚠️: grounds on fire take too much fps and FX stay more longer than the real fire duration
- ⚠️: in hideout, when moving items in stash, sometimes a soundbug apppears replaying the sound of moving items in the stash
- ⚠️: passive tree and atlas tree can rollback if you're taking a path B to reach a Node C while removing in same time the path A that reachs Node C. Bug existing till 0.1, to solve it player has to first add the points to create the new path B, accept, then remove the points from path A he wants to delet.
- Flammable gas from gas grenade doesn't combust with fire sometimes
- Passive skill tree takes too much performances, on heavy areas like town, passive and atlas tree UI can start blinking (occurred around 20 fps)
- Sometimes map icons disappear, also occurs when game reload after a freeze
- abyss : sometimes player can't finish abyss event, no monsters left on the map.
- ritual : defeared items sometimes don't re-appear on the next ritual.
- market : Multiple search filter are not working properly : "leech % of phys. atk. dmg as mana", resistance to fire/cold/lightning in weighted sum, "reduced charm charges"could be because of the different wording
- in sekhemas : When twin bosses are dead, statues threw last volley of ice shards then stop but still playing their soundFX like they're still shooting.
Last edited by Okaren_1#5889 on Sep 13, 2025, 3:00:43 PM
Last bumped on Sep 13, 2025, 2:58:52 PM

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