Addressing your Early Access Post-launch Feedback

Console filters when? For me, it's not a matter of filtering as much as it is coloring.
PC : SqueakyToyOfTerror
XB : R3SPAWN#7045
Discord : R3SPAWN
BUG FEEDBACK:
- East critical node named "Struck Through" should be +100% critical hit chance.
It is instead 1%.
Fix it pls.
Ty!
awesome thanks, you guys are doing amazing work here. setting the standard for a good arpg once again.
There is no true separation deeper than appearance.
LOVING IT
Still can't play through steam, when will you address this?
These changes lack real substance that address the deeper game design issues that's going to impact the fun factor.

Loot buff is nice but that issue of resource starvation was already somewhat ameliorated from the previous stealth buff.

What's lacking here is a better crafting system, gutting alteration and scours and getting rid of crafting bench which ensured that early game play can generate at least 1 deterministic craft slows progression down drastically. Now I can't just craft a +% resist on a gear to make sure I get over a bump, I have to pray to RNG to hit the specific mod and farm repeatedly for drops or bases to craft during the campaign. I accept the need to farm as builds near towards endgame to overcome endgame obstacles. Crafting should not be this tedious during the early campaign.

Either improve crafting or give meaningful upgrades with the loot buff instead of 90% vendor/disenchant trash.

Trials are still not balanced and trial mechanics should stop upon boss death. I haven't gotten to maps but I believe what I'm reading about the tedium of 1 portal per map, difficulty sustaining, excessive progression punishment on death and one shot mechanics that's so prevalent for end game play. Some other mechanics that are copy pastes from ARPG of past like lowering resist per difficulty tier can also be revisited, especially considering it's hard for early-mid game gear to get even close to resist cap due to RNG and unreliable crafting.

These stated changes are QOL buffs for sure, but they are nothing more. There needs to be real changes to current game design for this to enjoy the longevity of it's predecessor.

To say nothing of addressing players feedback about needing a free respec after some huge nerfs. Exercising some emotional intelligence and better communications of big changes like the CoX tuning would be most beneficial to the GGG decision makers.

I don't blame the devs, they just do what they are told and most developers are so far removed from the product they code that they have no idea the implications of what they are coding does. There's always someone telling them what to do and that person, and who they answer to, should have a town hall with the player base to address feedback and expectations.
Last edited by Xemu#0098 on Dec 13, 2024, 3:31:27 PM
what about respeccing? if you are going to nerf my build id like to be able to rebuild without spending more gold than I even have.
-Vomitlord
1. Ascendancy needs an immediate change. People that were unlucky enough to pick a melee class are having extreme difficulties completing the honor trial by the time they naturally access it. It requires you to bypass it until you are multiple levels over-leveled. This is simply not okay. This was an extremely terrible idea borrowed from a widely HATED season from POE1. It must go.

2. Do not nerf super popular builds then not make re-specing free. Honestly, why does re-speccing have a cost to begin with? If GGG is so against the idea of people trivializing bosses/maps with OP builds then give an actual incentive to try wacky builds? If certain builds are absolute trash that people flock to the same OP builds then make other builds viable instead of nerfing good ones. Does this introduce power creep? yes. But im sure players would prefer power creep over having all of their work go down the drain because of a nerf.


3. Drop rates are awful.

4. Network performance is awful.

5. Some aspects of the campaign are a complete slog. Sorry but draining over 20 canals is 15 canals too damn many.
Shouldn't charms be stored in the flask stash tab? They are basically the same as the elemental flasks from poe1.
After an over 2 year hibernation,


I. Am. Back.

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