Suggestions / Feedback
Hi POE team!
Thank you for the great game, been having a blast :) I'm sure you've already received a few truckload of feedbacks, I'll try to stay succint. - Overall time spent "playing" VS time spent jogging. Within a 5hr play session, I wouldnt be surprised if 1.5 or 2h were spent walking. Given the size of the maps (countries at this point), could it be consider to either : - Never remove fog, at least for the character, or maybe at least keep discovered until end of act. - If more than 70% of the "encounters" have been completed, allow, in the settings, to turn on the compass, showing the general direction of the remaining encounter. - Heavily reduce map size / add movement capabilities out of combat. - Checkpoints allowed a 1 time TP. - Builds heavily constrain. It's just the Early Access, but the customization of a given skill, on average is heavily limited. Usually 2-3 support gems BIS given the skill functioning, then abt 5 others that are "usable". Since Tier 2 and T3 of support gems are unlocked after almost half the playtime, it ends up being very linear/similar. The small amount of uniques definitely hinders capabilities, along with the very specific wording of keywords. - Armour Break, Pin, etc: Great addition, especially since damage conversion is relatively low, most builds will end up with some raw phys dmg regardless. It does feel like the overall experience would offer more choices if 30% of the gems / passive nodes related to the new mechanics, were more generic. - MTX / Cosmetics : Please allow the character preview to be rotated, allowing to view the look from another POV then facing, especially since, while playing, that POV is never experienced. - a few boss / mini-boss are simply too fast. One that comes to mind is the gorilla with the huge log, i believe in Act 2. - Prior to "dangerous" content, there's a Checkpoint that cant be missed, abt 90% of the time. During my first playthrough, I died to a boss 4 times without finding the checkpoint first. 1 of them i revived close regardless, but for the other 3 , was very frustrating. Could automatically trigger Checkpoint once fight engaged. - The feeling of "progress" is very hazardous. I remember being in Act 3 with -5% fire res, and doing the full act without finding 1 decent item to palliate. The lowest tier essence could easily be spread much more, its basically like the bench craft, but at the start. - Considering the "value" of gold, the "mystery vendor" should have much better odds. - Act Town 3 layout is too spread. Theres enough walking overall, it's not necessary to spread POI. Walk to the Hooded to ID items, walk to the crazy lady to transmute the bads, walk to the Salvage machine, walk to ur stash, then walk to waypoint. Each of these is 5-10 sec walking, usually its 2-3sec. One of the latest boss in Act2, a type of fire Giant, summons flask charge mobs, but theyre not providing the charges, since the Fire Giant actually kills them himself it seems with his big AOE attack. (maybe its by design, but was frustrating) There are too many mobs that are too fast, at least for the acts. Since there's no phasing, being overwhelmed quickly ends up in a stunlock corner, hopeless. Maybe the "dodge" skills could grant phasing for 2 secs if more than 5 targets were nearby, at the cost of adding 3 secs to cooldown? Could be a support gem, not-mandatory. Targeting, for a few skills only, is very frustrating (console player). Would be amazing if the "alternate behaviour" that POE1 offered for some skills, was added to POE2. It basically forced the skill to target just in front, regardless of target. Would be great to add, on the map with all the areas, just 1 symbol, representing the difficulty, of the bosses (the skull heads). For example, if dealing heavy burning dmg, just adding a flame next to the skull. This might be console specific, but it's a bit frustrating that POE2 changed almost all default keybinds, compared to POE1. Moving items to stash, custom quantity, the Stash tabs reordering/selecting, "using" a currency, all of these actions, that cannot be rebind, are associated to a different key, compared to POE1. The cost to refund a passive point is very, very high. It would be completely fine, if mobs dropped at least 2 or 3 times as much loot, so that we could gear mostly from raw findings. Let's say im using a bow, requiring 100 dex. I have 94, and the quiver gives 13. If i were to try another quiver that doesnt have dex, the bow and both quivers will not be equipable, requiring a "joker" gear fullfilling the bow req, to equip it, then be able to equip the quiver, then removing joker. A few passive nodes do not provide accurate information, maybe an error only in the DPS preview, or maybe a bug needing to be fixed. Chaos dmg, for example, seems to have no effect. Pathfinder using a poison bow, which is one of its main archetype, has a few "small" handicaps, that end up being very limiting. First, the 3 marks available provide no benefit for DOT builds, which pathfinders are almost exclusively. Secondly, Despair curse requires like 80 int, which is very high. The Curses are also a bit too slow, even using AOE support, i often need to cast it 2-3 times for the curse to apply while the boss is still in its circle. Given that the curse lasts abt 6 sec, its just not worth using. Default attack, on all classes, should come with a 0.5% dmg leeched as life and mana. Nothing revolutionary, but at least allowing some mana to be leeched, allowing to keep the "pace" of the game, when fighting a boss almost cleared but without flask charges. In certain situation (prior to ascending, while climbing the temple with Alva) the game offers a Stash, guild stash and waypoint, so that players dont have to go back to town. Unforuntately, those Stash are not keybind; usually with Triangle on PS, the item would be moved to stash, but its thrown on the ground instead. Would be very deceiving for a player to be sabotaged this way and lose a valuable item. When using a DOT / Poison skill (only build ive tried so far), the bosses wake up at least 0.5 sec prior to their stun meter being fully consumed. Maybe its just a visual thing, but maybe the poison tic, happening at the start of the last second of stun, wakes him up directly, "losing" 0.5 sec of full freedom. Biggest problem is not really losing that 0.5sec, its thinking ure still safe for 0.5sec, and maybe using a skill requiring a windup, which could be fatal. I think it's enough for today, I doubt anyone actually reads this, but I enjoyed listing these regardless. Thank you GGG :) happy holidays ! Last bumped on Dec 15, 2024, 8:10:11 PM
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If a Sanctum run fails due to losing all Honour, the player is stuck, enable to open menu or any interface. It displays the last Floor completed, and there's no way to move on. (PS5 client)
In Sanctum, it seems like the affliction "You're not always taken to the room you choose" behaves more like "you're never taken to the choosen room". Please add a very short cooldown to losing Honour, there are a few traps, like the linear flamethrower one, that seems to hit 5 times within a single frame, losing more Honour than most Boss depletes with any ability. The Ascendancy Trials would benefit from another nerf. It feels almost like a trap; i cruised through the 2nd repetition of the acts, didnt die to a single boss, lvl 65, about to enter maps, but still havent completed Trials 3 nor 4. The types of Afflictions, Rooms, etc should be standardized when doing a Trials, to prevent from having encounters with a high variance of difficultly. I believe between Floor 1 and 2, to complete the 3rd ascension, there are around 15 rooms in total ; it only takes a single bad one to ruin the run. It's fine during regular Sanctum farming, given that players have good relics, builds optimized for that content, etc. But currently, half the player base highly dislike the content, suffering from a heavy handicap if choosing not to complete it. And let's be honest, it's not mandatory to make the campaign excruciating. The areas are already gigantic, with multiple point of interests, Fog of war resetting after 10min if AFK, loads of paths hidden, with a small corridor in a random corner . I'm loving the game, but HATING, HATING that half the gameplay is spent running back and forth because I'm terrible at finding the correct direction. It's amazing that POE has been able to offer a high level of challenge to such a vast community. The campaign, AKA the tutorial, should be a relatively smooth sail. Better saving the unfair fights to later, once the player already has a baseline settled. |
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Also, NPC Servi and Alva in Act 3 seem to have a questline bugged;
Servi : Local Knowledge. This dialogue is in bold red, similar to dialogues that need to be activated to move forward in a questline, but it only refreshes the NPC's menu, without triggering any dialogue. Doesnt prevent progression, but some players might think an action is required and missing. Alva: Cant recall exactly the dialogue, its when unlocking the big Vaal Tower; while in town, she has the "quest update symbol", which doesnt deactivate after talking to her. |
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Sanctum clarification :
The different type of encounters do not offer the same level of difficulty, AT ALL. In fact, I did a fun extra runs, and honestly it's only the one with the gates and traps that is always much more rippy than the rest. Reducing the Trap speed and the number of Gates needing to be activated would make the world a much better place. Also removing the "worst" afflicition ; You're not taken to the room you choose, Faster mobs and Lose Honour on room completion. Thank you ! |
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