General Feedback for PoE 2

I posted the same thing on reddit but I thought that maybe the devs check the forums more often.

I'm having a lot of fun even with my ultra slow titan, I'm about to finish Act3. The difficulty seems perfect for me, at worst bosses required me 2 or 3 tries but killing a boss on your first encounter happens often too there's a lot of bosses so dying from time to time keeps the campaign entertaining instead of just being a gateway to the endgame. I would venture to say that some of the bosses are way easier to deal with that early acts bosses in poe1 thanks to poe2 rolls.
But I do have feedback to help polish the experience in this great game.

- Melee Auto Target: Melee skills auto target mobs from time to time. This is incredible annoying when trying to focus specific mobs or moving around with leap slam.

- Mouse movement + Skills: Sometimes If you hold the left click for move only and try to use a skill at the same time the command will be ignored until you release the mouse button.

- Basic Attack Skill: It would be nice if the game swapped our basic attack skill based on the weapon you have equipped, as of now having to use 2 buttons for auto attacks seems excessive to me, I know that we won't be using them a lot, but as melee I sometimes just need a small hit to finish an enemy and my other skills are way too slow, so auto attacking works really well.

- Zones Size: Zones are way too big, and characters are slow. I sometimes end up wandering up and down looking for a corner I didn't explore It would be more easier if the zones were smaller or there were a couple more of waypoints and you could travel between them.

- Over World Map Loading Screen: I don't know the technicalities but I think the personal progress and the map should be more decoupled the map should be visible even if the missions need a couple of secs to load.

- Over World Map Secondary Objectives: The icons that display secondary objectives like the skulls and chest have almost the same default colour as when completed I would cross in dark red or darken more the once that are completed.

- First Ascension: The golem boss needs to chill out a bit with the spam I'll admit I didn't have a lot of res and maybe that change could be enough to tank the honor damage but it felt really unfair for a slow melee character every time I tried to slam I would get hit 4~6 times. At least I got my coin back after failing :)

- Gem Sets: Gem sets or similar solutions needs to be talked about, different activities require different skills and support gems. For example while on the first ascension trial, stunning regular mobs and hitting fast is really important but for the boss I would rather hit hard once and prepare for the next boss attack. And this logic will also apply for maps where I probably will want more cdr and speed. Right now I would have to move around a lot of support gems each time depending on the activity.

- Compact Skills Menu: A button to minimize all skill gems at once and It would be nice if the menu remembered if you had it compacted or not, currently you can minimize each skill individually but not all at once and the menu doesn't remember if you had it minimized and eventually maximizes it again. It has the same functionality and its easier to check support gems.

- Alt+Hover on Items: While hovering over items using alt, moving from one item to another won't update the info and it'll only display the advance tooltip from the first item.

- Multiplayer Character Highlight: At some of the events where streamers had the opportunity to play the game coop Players used to have a circle projected in the floor to indicate their position and the direction they are looking at when playing one of my friends had difficulty following my character, he is new, was playing minions and so he didn't realize where my character was I think the game looks better with out the highlight, but having the option would be nice and since it was already implemented it would be a waste not to add it if possible.

- Strength Armours: Visually the design of dex/str armours have more plates than full str armours with always confuses me. It's a nitpick but maybe the visuals of these armour should be interchanged.

- Charms Visual Cues: I would like to have some kind of visual indicator for charms, when they are fully charged and during their effect I would lower their saturation and them fill their icons vertically as they charge up and during the time they are active make a pulsating animation or change their color.

- Ultimatum as a Mace user: Maces skills are slow and most of ultimatum hexes revolve around staying on the move, I had a lot of fun, but it is really easy to get hit constantly while in the middle of your attack animations I didn't realize how annoying the ghost could be until I realized I couldn't properly punish stuns on the boss or charge a single perfect strike in time before getting hit by the ghost.

I would talk about crafting and weapon skill points but I haven't experimented enough to give them a fair try.
Last bumped on Jul 8, 2025, 2:59:45 PM
Hi,

my feedback would be that ''shotgun'' like ability should not do the full damage for every projectile that hit you.

im playing warrrior and most of my death are a melee shotgun that hit me 8 times from random mobs that we can barely predict.

We should have a reduce damage for each projectile that comes from the same ability cast

ex: 1st does 100 then 75-50-33 minimum maybe , so i still get hurt alot but not insta killed.
"
IJate#1211 wrote:

- Strength Armours: Visually the design of dex/str armours have more plates than full str armours with always confuses me. It's a nitpick but maybe the visuals of these armour should be interchanged.


I didn't notice that, but makes perfect sense!
In my opinion, the games difficulty overall is in a great spot ( with a couple bosses here and there really grinding my gears, but thats probs a skill issue).

Only thing I think we need back is some of the complexity that crafting used to have...I WANT ORBS OF REGRET AND SO ON BACK :]
Game crashed on trial after the boss while stash managing and I had to repeat the whole thing.
So I made sure to first ascent, then claim the treasures on my next attempt. Now I get "rewards from the quest Version cannoz be claimed again. Felt bad.
One thing I noticed is playing as Witch with scepters. Why do scepters need a strength stat built in for a class that is Intelligence based. I want to think that is an error at some point? Gear should be intended for classes correct?
PoE2 is far too difficult to be fun to me. I understand the idea they wanted to target an audience looking for more challenge. I played for 3 days (never getting past the act 1 boss. I am admittedly a more casual gamer, so I guess GGG has no intent to bring in players like me. I wish you all well, I will not be playing (nor paying any more money) for PoE2. Happy hunting all.


- Melee Auto Target: Melee skills auto target mobs from time to time. This is incredible annoying when trying to focus specific mobs or moving around with leap slam.

Did you try to change the default auto-attack left click button to Walking?

- Mouse movement + Skills: Sometimes If you hold the left click for move only and try to use a skill at the same time the command will be ignored until you release the mouse button.

Try Menu -> Interface -> Enable Attack in place key stops move.
Then go to skill gem interface (G) -> choose the active skill gems you want
this property (spell/skills you cast/ attack) -> right the right arrow to show skill stats -> enable "Always attack without moving"



WHY THE FUCK is the accept button on the right side? Just lost few hours of progress on my gems due to a bug combined with this UI retardness. Fix this:

POE2: https://ibb.co/xH3xt42

Windows: https://ibb.co/JcJp7Bd
Last edited by LamanteLOL#6684 on Dec 12, 2024, 6:53:33 AM
Its a shitshow. Thats my feedbad. Its a badly designed game over all.

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