Development Manifesto: Delirium Improvements
" I can't agree enough. Backtracky areas/zones/maps that make you zigzag make you go back through the center or the expanding radius of the map. Either get rid of the timer, or make the mist follow the map like a river would. If the zone is an open area, make it a swirling mass like a tropical storm. |
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" And yet most users have no issues at all. Like me for example. :) If I would be them - I'd say f you guys with computers from the last century. | |
" 100% this IGN: @Azuriyl or @Bephany
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Bro, why you guys didnt make only equal currency vacuum? Nobody likes to click a thousand times in same kind of currency to pickup all, we lost time, just make this QoL and its perfect.
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26 pages in.. pretty sure this won't be read, but hey just wanna say it anyways...
First things first Thank you. Feedback on manifesto and game in general League machanics First off; the league mechanic is interesting, but i hate that most of the past leagues have all been about run run run! As a bit older then average i think, i need a bit more time to see what's there and what's not. And it's more enjoyable for me personally if i can go at my own pace and do the content, look around a bit, experiment a bit etc., rather then having to run like a headless chicken to get anything done. From what I've seen it seems you like at least partially agree when i see more bosses in POE2? Vacuuming items and inventory space I understand to drop the items naturally. You want that meg-pie reaction and then the instant death associated with going to the item, picking it up and then dying to a ground effect or getting jumped by packs of monsters all somehow able to one-shot :). More serious though: with delirium interacting with all the content, i frequently run out of space to even pick up during sometimes (not to mention it's hard to see what's going on sometimes... ) -> there is no time to look if an item is good and drop it bakc on the gorumd if not during the encounter. It would be great if: 1) Currency matching loot filter would be auto pick up (same as azurite, or drop stacked at end of delirium) 2} Maybe an extra inventory tab, or a separate currency only tab or something. One-shots and damage de-sync to visual !Currently my number one issue with the game! The number of one-shot content now in the game is staggering. EVEN NORMAL MOBS can one-shot sometimes!. I understand a boss having one-shot potential with telegraphed moves, i even understand a rare or unique in the map having the ability to do a lot of damage, but the one-shots from normal monsters (even in campaign while sometimes pretty serious over-leveled with good life, defenses and items...). -> you made such a strife to make attacks telegraphed, but then seemed to have stepped away from it for the sake of increasing difficulty. I don't mind difficult, i like that, but not where I'm sitting here wondering what the hell happened (talking about the random one-shot deaths, even after fights ended, I'm full hp, then suddenly I'm dead with nothing around!). => I very much miss a death recap of what killed me. it would make me better understand what's going on, it would make de-syncs between damage and visual more clear and it would help me identify what i should work on (improving a certain resistance..., better identify a dangerous attack.. etc). In closing Glad the increase timer is coming for older content. wonder how a blight is gonna look like in delirium. :). I know this sounded a bit.. negative. It wasn't meant to be. just my 2 cents on things. i do enjoy playing POE (when im not being randomly one-shotted somehow). Please keep up the good work otherwise. thanks! Last edited by Care_Less on Mar 17, 2020, 1:08:04 AM
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The changes that were made to volatile monsters is the best example of a good on death effect rework. Another effect I really like are the floating orbs created in Yugul, Reflection of Terror fight. Called Manifestation of Fear.
The rolling balls of liquid created by metamorphs, and that are also in the new delirium are on the ground and less easy to see. Monsters, ground effects, player spell effects and minions often block them. I think there are many examples of clear effects in PoE. Generally the attacks I don't mind contrast from the rest of the game, and have a delay or are zoning or slow moving to give the player time to react. Delirium is cool but everything is black on gray, and reuses some death effects which didn't stand out anyway. So now they are extra bad. Last edited by Sigrosa on Mar 17, 2020, 1:03:16 AM
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Thank you!
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No matter how much the reward they given, u are back to standard and start from 0 for the next league xD
Last edited by imcominghehee on Mar 17, 2020, 1:05:01 AM
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" That's the point? :D | |
No mention about dual wielding sword bug???
Wtf seriously... :'(((((((((((((((((((((((((((((((((((((((((((((((((((((((( |