My 10 suggestions for a better Path of Exile
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1. Einhar in normal maps
Beasts take time to get captured by Einhar, wasting time, and many builds cannot leech from animals who are netted by Einhar, many builds like Flicker Strike get stuck on these beasts. The net effect needs to be instant for this content to feel good, and we need a proper filtering system, such as "never capture these beasts" so we wouldn't waste time orbing them and deleting them from the menagerie. 2. Heist Blueprint management Most people don't care who they assign to blueprints, they just want to run blueprints. A button such as "auto-assign" would be a great quality of life. 3. Stat Stackers Endgame of PoE has become stat stacking, dex stacking is mostly fine, while strength stacking is a bit problematic, but nothing is more oppressive than int stacking. Not only does int give insane amount of damage, it also provides percentile energy shield to the character. Energy shield leech is possible in poe1, and having 20.000 energy shield is simply silly. Not only that, but an implicit modifier on a body armor can give you 20% less damage taken based on your intelligence, which is basically another fortify effect. Either stat stacking, or things that provide other things based on stats, or the stats itself need to be nerfed. 4. Heist quest contracts These quest contracts are outdated and nobody is doing them anymore, and seeing them in maps and not being able to filter them out is very annoying, they also have a larger hitbox. Either enabling players to filter them out, or better, making the quest contracts given whenever the first quest contract is given would solve the problem, so the people who want to do the quest chain can just do it without going into maps. In fairness, removing them completely would be my choice here. 5. Tinctures I think the whole concept is just bad. I think tinctures should've stayed as they are, just something you enable once and it's always on. Granting a character +100% elemental penetration by just one tincture is just silly. Also, if a game master checked tincture-users (and especially Wardens) for script usage, most of those people would get banned, even some streamers got caught using scripts to use tinctures and nothing happened to them, because the existence of tinctures invite script usage. 6. Synthesised item drop sources It feels like good synthesised items drop from everywhere except synthesised maps. Here's my suggestion: Distant Reality map enemies should regularly drop single implicit synthesised items, Distant Reality bosses should drop at least one double implicit synthesised item, Cortex enemies should be able to drop double synthesised items, and Cortex boss should drop at least one three implicit synthesised item, and Uber Cortex would be able to drop the high ilvl three implicit synthesised items. This will make synthesised items to be farmable from synthesised maps, which makes a lot of sense, and this would make these items more available, providing more build variety. 7. Forbidden Shako This item needs a line such as "Skills on this item can be rolled with a chaos orb" or something similar, to make this item viable for builds again. Only two support gems are good for it anyway, making vast majority of these helmets unusable by anyone. 8. Pinnacle Boss drop tables In my humble opinion, build-enabling uniques dropping from pinnacle bosses and especially uber pinnacle bosses is a good idea. However, these items need to be either build-enabling, or extremely powerful. A rare item that someone crafted with a couple of essences should not deal more damage than a pinnacle boss weapon, or provide more defences than a pinnacle boss armour is just bad design, if those pinnacle boss uniques are not build enabling. Thus, either lowering the rarity of weapons such as Starforge, or buffing them enough that making endgame builds with them to be much powerful than builds with crafted rare items would be my idea. 9. T17 maps and their purpose These were supposed to be the middle difficulty between pinnacle bosses and their uber variants. Now, they are just the best maps to map in, and only with certain builds, as not all builds are T17 viable. Since now we have T16.5 maps with Originator influence, I suggest T17 maps to be reduced to boss-only maps that drop the boss unique and the uber pinnacle boss fragments. 10. Oni-Goroshi The way to obtain this weapon is extremely outdated, either allow us the chance to get this weapon with a minimum level 2 character (thus it never drops if you are just doing the campaign) or make a new unique map that has an uber Hillock that drops this weapon. Putting a "secret" lever that can be activated in the shore to make the boss uber-version for a level 1 character for an epic fight with a great reward would also work. Thank you for reading. Last bumped on Feb 15, 2026, 6:59:22 PM
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pretty much hard agree on everything (even if I consider Oni Goroshi a minor spec on the map of issues)
The stat stacking is a horrible problem right now. To the point that if you participate and (ab)use it - you play COMPLETELY different game in terms of difficulty i bet most players asking for 'more juice' play one of the stacking archetypes. because otherwise it is pretty much impossible to trivialise the game to the point they claim they reached. no matter how many mirrors you put on a character using phys attack damage - it will NEVER, no matter the budget - reach what INT stackers (and in keepers - INT/ACC stackers) characters can do. it is simply not possible game does not need more juice - it needs AGGRESSIVE nerfs to top end. characters with 5000 INT should not be possible, not when INT gives everything, and there are convenient masteries for every problem imaginable. it is bonkers that each patch this archetype gets new tools. one of the biggest mistakes was introduction of misted items the same patch where new Heist jewelry was introduced. Sorry but - regardless of the price - INT stacking Simplex is so obscene it should never be possible. there is no comparable item for other archetypes, it is simply bad, bad design. my 11th plea is: Incubators. the ilvl requirements have to go. Wombgifts - same story. make them drop in 3-4 tiers and call it a day. the difference between ilvl82, 83 and 84 exists but is in fact practically irrelevant. right now incubators are extremely unfun to manage, require lots of busywork selling and because of that - you filter 90% of them just to not go crazy wondering what is the actual difference between Skittering ilvl82 and ilvl83 and 12th: Do not kill side-contents with things like 'sulphite drops azurite'. Rogue markers you get from maps - not from doing contracts. Offering to the Goddes - from Tujen or any other side content. Atziri fragments - Blight. etc etc. Some form of cross-content is fine, but right now it reached too far - everything drops everywhere and the content identity is pretty much lost. |
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Why every single league there are some persons (same again and again?) that ask GGG to nerf FUN parts of poe instead of equalizing nerfed/bad/not fun builds/mechanics to the FUN level? GGG nerf ground loot in 3.27, they are faces empty league, they made phrecia 2.0. absurdly hard, league ends for most of community in a few days. That's ur point in nerfs? To GGG face the reality "no one want to play their product like this"? GGG should stop listening crybabies/d4 and other projects saboteurs and make poe fun again focusing on buffs instead of nerfs. It's simple, when u're buffing something it's already positive news for at least a part of community isn't it clear? I don't get it.
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" First off, gonna need you to dial back the projection a few notches. Accusing others of being whiney while simultaneously raging against even the idea of nerfs for better game balance is a pretty funny look. Second up, buffs only is how diablo 3 got to a state where the devs simply gave up on any and all hope of a balanced game, and just started slapping crap like 20,000% more damage on single items as a standard thing. Nerfs exist for a reason. It is better to bring over-performing abilities and builds into line with the norm, than to bring every ability and build up to overperforming and trivialize entirely your game. |
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" U can farm hundreds of divs a day with 20d cost boss-rush char, but min-maxed end-game int stacker cost u a month or even more of 24/7 experienced farm. If u want something get nerfed u must play and understand this game at expert lvl. "I want to everything got nerfed cuz I want to" is a childish mentality. Regular players (as am I) CAN feedback about something suck and unplayable, like 3.27 ground loot for example, like delve topic guys etc. Im not playing stackers, but I realize how expensive this build is to be in a godmode, so I'm fine if someone donate sht tons of currency in their build and enjoy the game. So why u don't? What's the point to play infinite arpg VIDEOGAME if u can't chill and enjoy it even after huge time/$$$$ investments? That's my opinion and my question |
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int stackers do not need months of farming. streamers get them running in 2 days - you can ofc push them further and further, but that is a choice, not necessity
right now what you are asking is: we have few outliers, builds/archetypes that are outright 10 times better and are bored with the content. content that is perfectly fine, if not too difficult for the remaining build spectrum you want to bring everything up (in a naive hope that this wont bring the outliers up as well.. lol) changing throngs of things instead of nerfing ~5 mechanics that are cornerstone of every overperforming build of last 2 years (int stacking, str stacking, mana stacking, ratpitch/life stacking, energyblade/battlemage/spellblade) there are very few builds that dont match these - Holy Relic (chaos damage) as it is pretty much map mod immune, CWS because it literally prints money (but is hardly universal) and few summoner types yeah, these top builds might be bored playing the regular game but creation of new content to appease them will push even more players to play these top builds degrading the game into 'what variant of int stacking would you like to play?' |
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First of all, I am asking for changes, quality of life, and also nerfs, to extremely overperforming mechanics such as int stacker. The problem is, you get both survivability and also damage, and extreme levels of both, if you stack enough int, and is not extremely hard to do.
Why would I invest into a frenzy charge ring as a flicker strike character, which just improves the damage a bit, instead of an int stacker, which boosts both survivability and damage? That is why I ask for nerfs for these archetypes. I also want buffs to unused keystones, notables, masteries, ascendancies and skills, I have been begging GGG to hire me to make these changes and make the game more balanced and increase both the fun, and the variety of possible builds people can make. We'll see if I'll ever get hired lol Point is, some things are just better and some things are just not. I want balance. |
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+1 for Heist
imho Heist "campaign" should be possible to be ran by just talking with NPCs in the camp, if anyone wants to play through the lore, and the campaign contracts dropping and polluting inventories could go. Great minds discuss ideas,
Small minds discuss people. |
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