Quality of life systems + changes
1.We really need a zoom-out option on the Atlas map. When it’s large, the overall structure becomes difficult to read, and it takes a long time to scan through everything. Adding a filter button (similar to the passive tree filter) would help—if we want to highlight boss maps, for example, the relevant areas could glow or be marked for easier navigation.
2.Could we have an “Enter” button on towers.Upon entry, players would face a single, more powerful larger-than-usual Rare monster (with extra mods) alongside a pack of mobs. (coz its kinda waste of time) 3.Minions: Please address their pathfinding so they don’t get stuck on corners, doors, bridges, and other obstacles. With the maps in PoE 2 being less open, minions get hung up on everything, and it becomes a real hassle. 4.Armor: My warrior ends up wearing a robe because it has better stats, which feels odd from a thematic and immersion standpoint. It would be great to have an armor system that doesn’t force warriors into robes. 5.Mechanics like Rituals, Strongboxes (which feel slow to interact with), and Delirium could really use a revisit. They need improvements to streamline the experience and make them feel smoother and more engaging without losing their core mechanics. Last bumped on Jan 8, 2025, 6:59:39 PM
|
|
Ow and maybe make tower have a bigger chance to give maps?^^
|
|
The Gem stash upgrade isn't at all what I was expecting. It would be nice if it broke out spirit, skill, and support gems even when they're the same level. Would be nice if cut gems were not organized with all the uncut gems. Ideally it would just stack the uncut gems into a single item to remove clutter but probably not technically possible.
|
|