Feedback - mostly controller related

PRIORITY) You changed the map device to be in the middle of the map portals, instead of having the map device on the outside/in between. This means that on a controller, it is INCREDIBLY, and I can not overstate this enough INCREDIBLY difficult to click the device. What usually happens is that you either stand there for 20-30 seconds trying to do some kind of micromovements to click the map device or end up going back into your map 3 times. Absolutely unplayable.

1) Can't interact with the game world when using a controller and there are enemies anywhere near(same as in poe1 only somehow way worse(in poe1 you just need to not have targets in melee range, in poe2 they can't exist anywhere in your field of vision)). "Just unbind A" is not a solution, with limited buttons on a controller you need A. A solution would be to allow interact to be bound twice, but currently it is specifically limited to one (why?). This would allow you to keep it on quick access for general gameplay and also have it on for example your secondary skill set to force interact in combat.

2) In poe1 on controller you could use the left thumbstick/D-pad to move through inventory/storage etc 1 slot at a time and the right thumbstick to instantly move the maximum possible number of slots in a given direction, in poe2 that seemingly only works in your inventory with the right joystick otherwise having the same functionality as the left in storage, losing the previous functionality that made inventory management twice as fast.

3) You get logged out of the game if your controller gets disconnected, why?

4) Why do all the UI elements look different on controller, it's bad, very bad. The only thing I can think of is that you want to simplify all these things because controller players tend to be "dads", nothing is simplified with how it's designed now and it only creates confusion. Gems for example look completely different and in some cases (if you only know what they look like) you literally could not possibly find certain gems as they look entirely different between input methods.

5) Can't view sanctum buffs through normal means like in poe1, you have to do: start>"press right thumbstick for HUD element information" > select boon element > press A"

6) When you bring up skill hotbar configuration you see which controller button does what:

*A - pickup
*X - change skill
*Y - remove
*B - close

after pressing any button, the "Y - remove" disappears which could lead to confusion as to how to remove a button from your hotbar with new players.


7) Two issues when interacting with the skill gem tab in storage:

-every time you withdraw a gem your cursor resets to the top left, forcing you to cycle through hundreds of gems to get back to where you were

-the cursor selection indicator refreshes from the left side of the screen to the gem you are selecting next, causing it to snap back to the left/start position every time creating this super weird rubberbanding effect (this is probably a bug)

8) Storage capacity indicator at the bottom of the storage UI, stays in the foreground when opening tooltips, blocking out parts from being read properly.

9) If simply clicking on a skill or support gem of any level, brings up the menu that shows you every possible gem in the game, why is viewing this menu only possible through first clicking a blank gem?

10) Dark Effigy's quality effect is inflicting withered, the word withered is not underlined for getting more info on what this means

11) You can no longer accept a trade using the start button on a controller. Instead of pressing start accepting and opening the trade window, it now opens up the (esc) menu with an awkwardly, half clipping outside of your screen seperate window that requires you to use dpad/thumbsticks to further navigate to an accept/decline. If you literally tell us "Press start to accept trade" make start accept trade... This one is absolutely infuriating and makes trading on controller a nightmare.

12) Similar to all the other targetting issues. Offering skills for minions almost never hit a minion, you press a button and it just hits the air/an enemy and whiffs. If you're using a support that gives it a cooldown in exchange for IE more radius, the skill even goes on cd rendering it entirely useless even though you were DIRECTLY aiming at a minion. Not to mention that for most builds you want to offer your skeletal warriors and not your damage dealing minions. In the case you're lucky enough that offering actually works and does something, while targetting a warrior, it still somehow offers a minion in the back that's supposed to be d oing damage.

13) When you take out a spirit gem and put it back in, without enabling it first, and you then want to put the support gems back in, the game force auto opens the spirit skill on/off management menu, making simply putting a few support skills in an absolute nightmare of constantly having to cycle through and close windows. I would suggest keeping this auto-spirit skill manage window pop-up for when you (re) slot a spirit gem but not when you're putting in support gems, there's no need for that.

14) Trading while doing ultimatum. I refuse to believe this was playtested.

Someone whispers you to buy an item > you invite them > you teleport out of ultimatum and it puts you in Ziggurat? Why isn't teleport set to Ultimatum "town" or hideout, there's no logical reason for anyone to want that to go to Ziggurat > now you have to teleport once more to your hideout from Ziggurat > you finish the trade > you go back to ultimatum and you spawn at the START: this means you have to manually run from the beginning of the ultimatum to wherever you left off, this means if you left at the end that you have to run through 9 rooms, you have to take 18 elevators and since these elevators are not up/down you also have to pull 18 levers and wait for 18 elevators to come back up/down and then take 18 elevators back up/down. We're talking a 5 minute fucking run from start to end.

15) Your above head character HP/MP/ES bar gets obscured by the floating text indicator of gold having been looted, which for some reason starts exactly on top of it. Why not offset the start of the floating indication text of looted gold by like 1 centimeter on the Y axis.

16) Why is interacting with other players bound to the same button on a gamepad as interacting with anything else. This leads to situations like quickly pressing "A" or whatever your interact button is on, when for example trying to interact with an NPC, frequently leading to situations where spamming "A" leads to opening up the interact window on a fellow player and inviting them to a party. Other games like Diablo 4 solve this by simply having interact with other players bound to having to target them first(smart target) followed by pressing what the equivalent of a "start" button is on your gamepad, after which you can use the character interact menu options with your regular interact key, in this case A.

17) When attempting to repeat apply gemcutter's prisms to socketed skill gems on controller, after the first application the cursor gets offset and it's not possible to use another without first scrolling down to another gem and then back up to the one you were applying it to initially.

18) In POE1 there were automatic alternative skill behaviours you could toggle for some skills, for example for movement skills to automatically cast at max range (since on controller that's all you got) or always cast a skill at a set distance in front of you instead of at your target. Why is this feature missing from POE 2? By the same token, the feature that is present in POE2: "Attack in place" seems to do literally nothing for the vast majority of skills (disable the option if it doesn't do anything for a skill?). Please add the option to customise/preset a skills casting or throwing distance on controller, aiming with the thumbsticks is an incredibly clunky and slow mechanic that even in poe1 only ever saw use with corpse targetting for spectres.

19) You cannot hover over weapon swap passives to see which ones you're missing/where to get them in the passive tree because you need a mouse to be able to hover over that part of the screen.

20) You are frequently unable to see what kind of stats an item on the floor has because the tooltip highlight is hidden behind quest text.

21) The visual effect of overwhelming presence on monsters is too visually overwhelming.

22) In POE1 you could cycle through stash tabs using LT/RT (triggers) and you would be able to rearrange stash tabs using LB/RB (bumpers) for poe2 you turned this around, why? Obviously this is subjective, so then why not let us choose? Triggers can't break, bumpers break all the time. Having to use them more is terrible. In addition to that triggers are often automatically assigned to the more frequently used actions in non console games, where bumpers are assigned to the less frequently used actions, which is why poe1 made sense and poe2 does not.

There is absolutely no reason for us to have quick access to rearranging stash tabs. If you put rearranging stash tabs under a specific menu, similar to assigning affinities, you can free up LT/RT or LB/RB for doing more important functions that are directly needed such as switching between stash tabs inside of a folder (THIS IS NOT CURRENTLY POSSIBLE WITHOUT A MOUSE!!!!!!!!!!!)

23) Why are we not able to give custom names to normal stash tabs? You allow us to create a folder, that can contain only 1 stash tab, and that folder can be named. This is exactly the same and retains the same functionality as custom naming a single normal stash tab only with extra unnecessary steps.

24) O̶n̶ c̶o̶n̶t̶r̶o̶l̶l̶e̶r̶ i̶t̶'s̶ i̶m̶p̶o̶s̶s̶i̶b̶l̶e̶ t̶o̶ t̶e̶l̶l̶/f̶i̶n̶d̶ o̶u̶t̶ h̶o̶w̶ m̶u̶c̶h̶ i̶t̶ c̶o̶s̶t̶s̶ t̶o̶ r̶e̶r̶o̶l̶ R̶i̶t̶u̶a̶l̶ f̶a̶v̶o̶r̶s̶. "I̶t̶'s̶ a̶l̶w̶a̶y̶s̶ 1̶k̶" i̶s̶ n̶o̶t̶ a̶ s̶o̶l̶u̶t̶i̶o̶n̶ t̶o̶ t̶h̶i̶s̶ p̶r̶o̶b̶l̶e̶m̶. P̶l̶a̶y̶e̶r̶s̶ s̶t̶a̶r̶t̶i̶n̶g̶ o̶u̶t̶ w̶i̶l̶l̶ n̶o̶t̶ h̶a̶v̶e̶ t̶h̶i̶s̶ i̶n̶f̶o̶r̶m̶a̶t̶i̶o̶n̶, i̶n̶ a̶d̶d̶i̶t̶i̶o̶n̶ t̶o̶ t̶h̶a̶t̶ i̶f̶ y̶o̶u̶'r̶e̶ u̶s̶i̶n̶g̶ d̶i̶s̶c̶o̶u̶n̶t̶ n̶o̶d̶e̶s̶ o̶r̶ e̶x̶p̶l̶i̶c̶i̶t̶s̶ y̶o̶u̶'d̶ h̶a̶v̶e̶ t̶o̶ m̶a̶t̶h̶ t̶h̶a̶t̶ o̶u̶t̶ i̶n̶ y̶o̶u̶r̶ h̶e̶a̶d̶ e̶v̶e̶r̶y̶ t̶i̶m̶e̶. Make it so that highlighting the reroll ritual favor button shows the cost. Currently it only does so after clicking it, a minor issue that could lead to players not pressing it because they're afraid there might not be a confirmation prompt.

25) I think we had the ability to auto-match the current market price when buying things through the currency exchange in POE1, it seems to be gone now and it's a huge PITA on controller.

26) Please allow us to do expedition encounters by starting the bomb placement process by interacting with the detonator in the following ways:

-First press activates the bomb placement process
-A second press deactivates the bomb placement process
-(current functionality) When all bombs are placed another press starts the detonation sequence.

There is no reason we need to waste one of the extremely limited available keybind slots on controller for this.

27) The Titan's extra inventory slots are not counted as inventory for the sake of identifying all items in your bag through Sin or conditional omens like low life etc (learned that the hard way)
Last edited by Vayraja#6791 on Jan 8, 2025, 8:02:17 AM
Last bumped on Jan 9, 2025, 6:17:18 AM
WOW was not expecting someone to feel the same as I do using the controller.

I don't like how I have to select the main gem then go into the slot to find out what gems are in it. Wish the names of each slotted gems would show up under the main game icon on the right of it.

I will not stress your other points cause it would just be me echoing what you said. I don't like the accepting trade part when buying or selling. holding down the A button. I guess its to make you did not sell by mistake but when your inventory is full your and you want to accept your holding A, but it also had an item selected while doing so.
bump
One thing very frustrating is when in Sanctum, Ultimatum and before get to a major hub city the "Y" functionallity changes while interacting with the Stash. Instead of put stuff in the chest, the "Y" drops stuff on the floor.

So, we have to manually drag each piece of loot one by one to an inventory slot, is a slog and very time demanding.
"

One thing very frustrating is when in Sanctum, Ultimatum and before get to a major hub city the "Y" functionallity changes while interacting with the Stash. Instead of put stuff in the chest, the "Y" drops stuff on the floor.

So, we have to manually drag each piece of loot one by one to an inventory slot, is a slog and very time demanding.


This was present in POE 1 aswell, and still is. I refuse to believe this is anything other than a bug so I covered this in my other post that goes over bugs. https://www.pathofexile.com/forum/view-thread/3624265/page/1#p25790981
I don't have any problem with clicking the map device, just run through a portal and the focus goes to the device

It's not *clean*, but it's certainly playable

"
Fhrek#4437 wrote:
One thing very frustrating is when in Sanctum, Ultimatum and before get to a major hub city the "Y" functionallity changes while interacting with the Stash. Instead of put stuff in the chest, the "Y" drops stuff on the floor.

So, we have to manually drag each piece of loot one by one to an inventory slot, is a slog and very time demanding.


100% this is a bug

"
1) Can't interact with the game world when using a controller and there are enemies anywhere near(same as in poe1 only somehow way worse(in poe1 you just need to not have targets in melee range, in poe2 they can't exist anywhere in your field of vision)). "Just unbind A" is not a solution, with limited buttons on a controller you need A. A solution would be to allow interact to be bound twice, but currently it is specifically limited to one (why?). This would allow you to keep it on quick access for general gameplay and also have it on for example your secondary skill set to force interact in combat.


Not great UX but I devoted d-pad down to this, I don't need to be clicking that in a clutch in game

One thing about this though, is that I need to be standing stock still to pick up. Can't pick up if there's even a little bit of pressure on the left stick. That's annoying

"

9) If simply clicking on a skill or support gem of any level, brings up the menu that shows you every possible gem in the game, why is viewing this menu only possible through first clicking a blank gem?


This is an issue with m+k as well, so I assume a shortcut will be added at some stage

"

I will not stress your other points cause it would just be me echoing what you said. I don't like the accepting trade part when buying or selling. holding down the A button. I guess its to make you did not sell by mistake but when your inventory is full your and you want to accept your holding A, but it also had an item selected while doing so.


The whole "hold A" thing is so badly implemented, see also disenchanting at a vendor then hearing "I'd best not do that here" as the window closes with A still held so it's trying to use whatever skill is bound to A
Last edited by Strangehill#1736 on Jan 3, 2025, 11:39:13 AM
post deleted
Last edited by Vayraja#6791 on Jan 4, 2025, 10:35:54 AM
"


"
Fhrek#4437 wrote:
One thing very frustrating is when in Sanctum, Ultimatum and before get to a major hub city the "Y" functionallity changes while interacting with the Stash. Instead of put stuff in the chest, the "Y" drops stuff on the floor.

So, we have to manually drag each piece of loot one by one to an inventory slot, is a slog and very time demanding.


100% this is a bug



If this is a bug, it's been in the game for 2 years, maybe more.
17: You cannot hover over weapon swap passives to see which ones you're missing/where to get them in the passive tree because you need a mouse to be able to hover over that part of the screen.

18: You cannot zoom the game camera in or out at all.
19: there is the option to aim and place skills (for example grenades) if you hold the button pressed and aim with the right analog stick, please make it so the game remembers my last input so i can preset the distance i want to cast that skill because in combat there is no time to hold a button pressed for a second and select the placement every time i use it, in that time you are already surrounded and almost dead.

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