PoE 2: Thoughts on Going Forward

Hey everyone. I wanted to leave my own personal feedback and decided that posting on the forums would work, and that hopefully a positive discussion would arise from it.
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I would like to start off by saying that I have extensive play time in PoE and many other ARPG's and I have not yet gotten into the mapping portion of PoE 2.
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Overall I think the game is in a great place and as they continue to add more content that some of these complaints may be fixed. The campaign has beautiful level design, atmospheric music, fantastic and challenging boss fights, and in general is a well-made and lovely piece of art. I especially enjoy how each skill that I've used really has an impact to it, both visually, auditorily, and with gameplay.

There are a few things however, that I would personally love to see get fixed or expanded upon.

- Support Gem Limit: Currently you are only allowed to use one of each support gem. I understand it's probably for balance reasons so that characters aren't running around and one-shotting every creature to enter their screen. It does however feel bad when you have a specific build or archetype you are trying to create and the system limits you from stacking too far in one direction. I have no idea what the solution would be, but just my two cents.

- Gemcutter Tab: I assume this has been talked about extensively but having no access to a gemcutter's tab to check out which skill there are is a miss. I also feel as if the entire gem interface needs to be scrapped and tried again, with the exception of current skill gems equipped. (Yes, I know the page exists, but accessing it requires a gem.)

- Area Design and Philosophy: Whenever I play an RPG and am traveling down a long side corridor and am rewarded with a chest or some secret, the dopamine hit is palpable. Nothing feels worse than spending 2 minutes running down some side path only to receive a dead end with no monsters, chests, secrets, or quests. These areas are huge and desperately need to be filled with more than just monsters and white chests. If GGG wishes to have such expansive areas they need to add more points of interest. More lore pages with unique set pieces, side bosses, or easter eggs.

I also have found that most of the areas have no clues or guides as to what the correct way is. For example: In PoE 1 - Act 2 - You can follow the roads in most of this area to go the correct way, but are encouraged to break off and find the secrets along the sides. Nearly every area in PoE 2 has no hints as to where to go, whether it be lights, terrain changes, or a simple road. Now, I am not saying all the areas are like this as some are perfectly sized and do a great job, but I found a majority of them saying out loud, "Gosh. I've been here forever.."

- Switching Ascendancies: This should just be a feature. People make mistakes, and especially in EA, deserve a chance to try something else without a 20 hour investment again.

- Map: The side objectives simply must be a different color or stand out more. It shouldn't be so difficult at a glance to see what I've missed or what I am looking for. It also takes an exceptionally long time to open the map when it should be near instant. There should also be a list on the map to show you what collectables you've missed so far (Spirit, Resistances, etc..) so new players can clearly be shown they've missed something.

- Micro-transactions: The UI for this is simply terrible. There is so much scrolling, nothing is really viewable at a glance, and needs to be shrunk down. That and when you click on an armor set and it happens to be hovering over a piece of that set, removes the set from your model and you have to re-click it.

- Link Skills and Aura Bots: This is more of a wish list check point, but I want to include it because I feel it's important for my enjoyment. In PoE the Link skills were a meme and frankly terrible in nearly all ways. Hard to click on people, it expired, and you died when they died. For devoting a skill slot to something that frankly doesn't help you at all, it felt bad to have the limitations forced on you.

Having a link skill not expire (unless being outranged), or having it smart cast to a nearby player, or just in general have more QoL to how it works would be amazing. I love the idea and I see there is currently several tree nodes for it so I am hoping it works well. I also love an aura bot, though I understand the need to carefully monitor the strength of them. I deeply hope there are more aura skill gems in the game that aren't tied to weapons so I can live my class fantasy!
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Thank you for reading and thank you GGG for making such an incredible game. It surely will go down in time as one of the best ARPG's ever made and if you continue your hard work will be cemented in history as one of the best companies.

As for anyone who wants to respond, please feel free to critique my opinions or agree with me! What's your favorite skill at the moment? I love Ember Fusillade.
Last edited by Randerinz#5243 on Dec 16, 2024, 4:18:25 PM
Last bumped on Dec 16, 2024, 4:13:29 PM
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- Gemcutter Tab: I assume this has been talked about extensively but having no access to a gemcutter's tab to check out which skill there are is a miss. I also feel as if the entire gem interface needs to be scrapped and tried again, with the exception of current skill gems equipped.


Hmm I assume that I am misunderstanding something. But do you mean a list of all available skill/support gems in the game? Because this is in the game. When you right click an uncut skill gem and then on the bottom left click on all skill gems. Or for support gems remove the tick for "Show suggested". Then all support gems compatible with the selected skill are shown. But I assume you meant something else?
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Hmm I assume that I am misunderstanding something. But do you mean a list of all available skill/support gems in the game? Because this is in the game. When you right click an uncut skill gem and then on the bottom left click on all skill gems. Or for support gems remove the tick for "Show suggested". Then all support gems compatible with the selected skill are shown. But I assume you meant something else?


I should have explained a little bit more. Yes, the screen does exist within game and can be accessed when you actually have a gem, but I wish you could access it without being in possession of one. Sometimes when you are out in the fly and are curious about a build, numbers, or theory, it's rather annoying that you either need to always have one with you or to go back and grab some. In the off chance you don't have any you aren't able to explore the gems at all.

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