We welcome First Impression posts! Please be nice to those posts.
Hey!
I've played PoE for about 10 years or so and i love the game! Trial of the ancestors is interesting, but some things i feel like should be tweaked: could there be a respawn timer/indicator for the player? there is a lot of information when the fight is going and i feel as a player a lot of things happen without me knowing why or how i should respond there is no way to know how hard the fight is going to be before hand could there be a way to start another fight inside the ring? the stun animation that happens when you are breaking enemy totem and they hit you takes SO long and there is no way of knowing the duration also the enemy spears / arrows should be more clear to see |
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" +1 Game keeps crashing and it says "unexpected disconnection occured". My connection is very good and only happens when a lots of mobs come to the screen. Repeat its unplayable. |
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Hello POE
Maybe this ! All items identified use filters to filter drop. |
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My first impression of the new league Ancestors league mechanic:
- the enemies revive after dying instantly and repeatedly, but if you die, you take so long to revive that the match is over long before you can revive. If that's the way it works, just make dying end the match. - the enemy AI aggressively channels and destroys totems, as they should... if they have 7 mobs and you kill 5 of them yourself, the other 2 will be channeling on totems. Great! - which begs the question...what did your 10 equipped guys do, including the 5 assigned to defense? The answer is...literally nothing. Either your allies are so incredibly weak that they are irrelevant, or their AI is not working. There's a few things I'd suggest: - make the revive timers for the enemies longer. If it takes 60s for you to revive, why does it take 0.2s for them? It doesn't have to be as long as it is for the player, but when you kill someone they shouldn't immediately stand back up back in the fight. - make your own minions actually contribute in some way. Right now, everything I invested in them seems worthless - none of them are doing anything at all. They don't have to be superpowered, but it would be nice if you leave 5 of them on defense vs. 1 attacker that you aren't crushing into the ground repeatedly that they'd kill that 1 attacker and actually successfully defend something. |
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Once again HEAVILY OVERTUNED DIFFICULTY IN LEAGUE MECHANIC... How the H is it so hard to get this thing adjusted correctly?????
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First impression of this league is that it's very laggy. Load times increased 10 fold, and ping is constantly fluctuating between 26 - ~500.
Most content is utterly unplayable, and anything else is unenjoyable during the laggfest. There was no lagg last week. |
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Bugs seen in ancestors league so far:
- Enemy units not getting stunned while banishing ones totems by being hit - proximity shields not working, one can damage them from outside sometimes, but not when inside some other times - respawn timers, don't know if intended due to not "really" being dead, enemy few seconds, self 20-30 seconds on 1st death - unit setups, enemy fielding several high tier units from the beginning, whereas oneself can have only one maximum from previous won round, perhaps the ancestors are not fair the slightest bit, or maybe only grumpy ghosts - sometimes the same enemy (fought twice due to losing) takes 1326 hits to die in first encounter, second encounter directly afterwards its only 116? how can that be explained with any logical "mechanic" As so often, this league needs heavy fixing before being valid for its time consuming content (30 min fight for a few alterations or 1 tattoo, RLY?!) |
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infinite scaling is boring and bland, please fix ancestor league mechanic, having to have 300k ehp and do 800 mil dps to comfortable do ancestor mech past rank 500 aint fun for anyone for less than Alc n go map loot
Ditt j*vla flöte Danne!! Last edited by Deejudanne#1358 on Aug 21, 2023, 9:02:03 PM
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There are many things I like about the new league mechanic, but some I rly dislike.
For example if someone destroys my totem I just lay flat and the game can go on forever sometimes... Relog is the fast answer. Another is some oneshot mechanics I kind of dont get, no enemy character is even close. Some laser and some stones fall from the sky and I am just dead, kindof unfunny. The most annoying thing is probably that titan turtle that gives a shield to ALL ENEMY TOTEMS AND MAKES THEM INVULNERABLE, wtf were you thinking, hitting him doesnt stop that thing and he has billions of hp. Not so easy in ssf to kill him. Please balance that~~ |
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well to start the game and the various skill customizations are a lot of fun and are the best aspect of this game.
but in terms of clarity this is one of the biggest weakness of this game, all act boss don't play really good, the acts one works pretty good for tutorial bosses, but from act 1-10 98% of the bosses don't teach nothing to the player. There are three kinds of boss in the acts 1) the ones that don't have any kind of mechanic you just go there and kill then 2) Shadowy poor visibility ones, u can't even tell what is happening since they habilites are really fast and do a lot of damage, they 90% of the time don't make even a sound they just straight up cast a hitkill skill EX: deodre darktonque(its really hard to see the auras on the ground) 3) The ones with really good mechanics but no one does it cause its better to just cheese the boss. EX: Innocence, Lab boss, The best act bosses IMO are Vaal Oversoul, Merveil, brine king, brutus, they. The worst are Kitava, innocence, piety, malachai, if i can't undestand in sight what is dangerous in a boss it's not even a question of they being too hard or easy, is they don't looks like a boss, most of them they are extremely easy, half of the bosses have very poorly made mechanics that the only way he can kill you is if he takes you by surprise Battles like the innocence one would be 100% better if the statue positioning would be 100% necessary to survive during the fight. No money until, GGG fix melee.
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