POE2 Constructive feedback

My thoughts on poe2 after completing the campaign and doing some early game mapping (tiers 1-3).

Early loot feels a bit light, so does late game loot. Resistances should likely be easier to get early, I think an early solution to this could be the socketed currency and runes drop earlier/more often or you could move them to optional side bosses so that if people are having challenges, they go kill an easier boss to go get some targeted resistances. I actually like some of the scarcity. It actually feels good compared to like giga loot drops from poe1 and I love the feel of the poe2 crafting system in terms of non-convoluted early crafting i.e. just slam stuff with the currency. In general, getting starter gear for maps specifically with normal life+2 elemental resistances on your character to start out with to me should not be hard to acquire, anything above that should require much further investment. I think the rune issue could help solve this problem as well.

A second problem feels like a dynamic problem with running any map that is not rare the drops for other maps (weigh stones) feels super low to a point of not being able to sustain even simple tier 1 maps. Rare maps drop like 8 maps but if I do a blue map or white map, I have a hard time getting anything back even while full clearing. This is a super feel bad for being around tier 1-3 maps range which I imagine gets worse the further you get which it should be if you start from bad it likely only gets worse.

Respecting passives to me costs a bit too much gold especially attributes nodes I know they cost less but imo they should be like ¼ of the cost of a regular node to help fix issues you have that come up, comparatively to poe1 I like that I can change easier with gold compared to orbs of regret (did not play kalgur not sure how that worked/compared) but it is nice that I can experiment on my build by trying things out like MOM on a summoner but if it doesn’t work change to life/strength stacking. I’m not sure getting punished by a gold system makes this better, I can see there being some cost to this but it feels a bit high still to me, I would rather ascendancy nodes cost like 10x and small nodes cost less than what it is now or maybe give some buff to changing more nodes at once or giving like 1-2 big resets so we can try some stuff out on a build. I think this leads to healthier game play than just following build guides where people can try things out without being penalized for not following a build guide and allows for newer players to do what they want and if it doesn’t work, they change it up.

Rolling in this game feels odd you should be able to roll away from monsters but I feel like you can just get surrounded and die without any counter play, this could be summarized as I’m bad which I’m sure to some extent it is but this process becomes much worse with mobs that either you start in the center of (ritual/breach) or with mobs that leap slam towards you were in poe1 you could flame dash away maybe with too much ease notably in this game you are in the polar opposite where you just get wrecked by small spaces or large hordes of mobs in just normal maps without juicing. I could understand if you do it to yourself by giga juicing stuff but even some campaign zones like dreadnot are notoriously bad for confined spaces with lots of monsters. I would like to see some movement changes that allow for intentional if not limited movement away from large mobs more so that what current rolling provides.

On a difficulty front I am personally in love with the current game outside of a few issues listed above, the bosses feel pretty fair and fun for the most part and the game feels like an improved POE1 which while not a popular take compared to some of the feedback I have seen online is a pretty great game IMO.Thanks for the great game GGG keep up the good work.
Last bumped on Dec 9, 2024, 6:18:09 PM
I completely agree with your feedback. Good post.

Report Forum Post

Report Account:

Report Type

Additional Info