Console UI / Warrior Feedback

Got a bunch of feedback:

Bugs:
- When pressing the compare button over a flask, it instead gives you more info. Makes it impossible to compare easily unless you equip/unequip. Also wasn't obvious that it was going to empty my equipped flask when I swapped.

Console UI:
- Having to click on skill gems and select manage sockets is clunky. Would be better if we could just by default select the individual sockets without going through that menu.
- When swapping out sockets between skills, you can't see what you're swapping them with while you've already selected the first socket to swap. Would be good if it showed what you were going to swap with while hovering.
- In the menu, it would be better if the statistics page was either immediately next to the inventory page, or if you could press a button while in the inventory page to bring up the stats page. The stats page already shows your inventory so I assume the idea is to allow us to check the effect on our stats from equipping different gear etc., would just make it smoother to do so.
- Having the stats for your damage being on the skills page > advanced info, instead of on the stats page, is a bit unintuitive. Would be nice if this info was also accessible on the stats page so everything (both offense and defense) was in one place. Would also make it possible to compare the effect of items on skill damage / hit chance etc.
- Picking up items that drop during combat is almost impossible without waiting until the fight is over. Would be nice if we could just hold down x or something to pickup things instead of casting the skill we have equipped.

Warrior:
- Auto attack feels almost perfect, except that your character stops to attack too much. Feels awkward when chasing an enemy and trying to attack them. Other skills like boneshatter have enough range that they feel good in these scenarios, would make it so much smoother if auto attack did this too. Appreciate this might be part of the style of using maces, but if swords were like this it would feel rough.
- Boneshatter becomes useless if you have too much stun buildup or if you have crushing blows. This just feels like it's unintended/awkward.
- The armour breaking skill feels pointless when you can get full armor break instantly on a stun. Not sure if it just needs to do much more armor damage in order to give it a niche against bosses or if there needs to be some rebalancing here. It would make sense for this skill + armor break on stun passive node + armor break on stun gem to give you guaranteed full armor break. Instead just regular auto attack + gem gets you there making the node and the ability redundant.
- Sunder is pretty good, but it relying on crits makes it have anti-synergy with resolute technique. Not a deal breaker, but resolute technique is the only thing keeping non-sunder gameplay fun at the moment, so basically locks me out of the skill.
- The warrior (or any melee) is massively punished by ground effects, slows in particular feel very very rough. Would be a big improvement if there was a way to get good, cheap slow resistance. In particular if there was a way to prevent slows from affecting attack speed, as this is a killer. Being in melee range makes it much harder to dodge or avoid some of these abilities (e.g. an aoe area slow around a monster is impossible to avoid in order for us to attack it), so a way of mitigating them makes sense.
- Shotgun type enemy abilities that do way more damage if you're point-blank range are really rough, as we often have little warning (on account of being so close to the enemy) and we get absolutely nuked by them despite our tankiness. One thing if you're a range that failed to kite properly, but another if you're doing your job properly and still get one-shot. Some kind of one-shot protection in general would make some thematic sense here too.
- That act 2 colossus boss had a very weird hitbox that felt unintentional.
- It's not necessarily that auto attack feels overpowered, but that a lot of the skills are super slow, that makes auto attack > boneshatter the most convenient way to play. The long windup skills make a lot of sense to use as a punish after heavy stunning a boss, but a lot of the more regular abilities don't seem to have much of a place. Feels like ideal balance would be that you want to use those abilities when you have the mana for it in order to do more AOE, and then use autos for single target + mana conservation. At the moment it's just auto attack all the time unless you need long range.

Good:
- Game is super fun. I bounced off POE1 multiple times, here I immediately loved it from the beginning.
- Bosses are amazing.
- Challenge is the right level generally.
- Abiltiies feel really satisfying to use (in terms of sound effects, visuals).
- Visuals great.
- Felt like I could work out my build as I went without feeling outrageously underpowered if I made mistakes.
- Feels like good gameplay can outplay having a weaker build. I think this is super important and rewarding.

Bad:
- Level design seems a bit repetitive. Not many events, not many unique layouts, most areas are all just lots of small rooms rather than having many big open spaces or much variety. I assume this is intended to change later on and is far from a deal breaker.
- Hard to see good loot, not sure how to install a loot filter on PS5? Things like currency items should be more visible.
- Aware this is pretty standard for the genre, but elite mobs seem to have very extreme modifiers. Like the ones that drain mana, it doesn't feel like it's in a middle ground, it's you go from having no issues with mana, to having absolutely none. Not suggesting removing these, just that there could be more variations that are in between 0 and 100.
- Performance on console, lag on servers, a few crashes. Assume this is mostly an early access / too many players type issue, but hopefully this gets better.
Last bumped on Dec 12, 2024, 5:24:37 AM

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