A list of some thoughts, suggestions & feedback I have.
Just some things I've noted down, I'm of course aware that there are many other things to talk about as well.
--- 'Recently' buffs: You're able to get things that increase or otherwise do something for X amount of seconds if you've done something 'Recently', such as '+#% increased Evasion Rating if you've Dodge Rolled recently'. I suggest that be shown in your other buffs with its timer so you know when you have it and not. --- Ritual: Make the game Pause when Ritual Menu is open. --- Item Modifier list Prefix/Suffix distinction: Better distinction between Suffixes and Prefixes when holding Alt on an item. It is difficult for example to see immediately when checking maps for open Prefixes if there are 3 Suffixes on there or not. It requires 1-3 additional seconds of looking. There should be a clear dividing line across the entire modifier list to distinguish the list of Prefixes and Suffixes from each other when holding Alt, currently there is only a clear division on the left-hand side, but to look at the amount of different mods for Prefixes and Suffixes you have to look on the right-hand side of the modifier list. --- Holding Alt to view detailed item details locks your tool-tip to that item: Holding Alt to view details on an item currently locks your tool-tip to the item you did it on, so if you hold Alt, mouse-over Item 1, then continue to hold Alt but move your cursor to Item 2 it does not update the tool-tip, it continues to stay on Item 1 until you let go of Alt and press & hold it again. This feels really bad to me personally and I want the tool-tip to change to the next item I hover over while I continue to hold Alt down, but currently it doesn't. I understand that this may be quite good for some people, this should be an option in the settings menu to Enable or Disable. --- Shield monster types feedback: I think the shield monsters are really cool, all of them except for the ones that reflect damage bolts at very high speeds with very high damage and the ones that are entirely immune to damage. That is not fun, you have to slow-down your momentum and change how you play the game for just that 1 type of mob. It interrupts momentum and has no comfortable, fluid way to deal with it, it's like a jolt to the system and now you have to think entirely differently just for that 1 mob, that's not fun, it does not feel good. The ones that you can see react physically to blocking damage with their shield are a cool addition to the game, it feels good and looks cool in my opinion. The ones that are entirely immune to damage when holding a shield are not fun at all, the ones that can 1 shot you off-screen from reflect bolts are not fun at all. --- Rare monsters cosmetic on-death effect: Please add an option to remove the red effect that occurs around the corpses of rare monsters after they've been slain. --- Waystone locations and their biome: Show type of Biome when holding Alt on a Waystone location. --- Chests & similar containers such as Buried Cache: They should feel somewhat worth opening. Currently they do not. Every 30 or 40 chest you might get an Exalted Orb, every 15 or 20 you might get a Tier 15 map, that does not feel worth it, they do not feel rewarding. They should be buffed, such as drastically reducing the amount of containers & chests but considerably increasing the reward for opening them. Also, you do not have to include chests in the game just for the sake of having chests in the game because Diablo 2 had chests in the game. Remove them and other similar containers from the game and reduce clutter if that's all they are and you don't want to make them anything else. Also currently there are several different type of small objects such as the pots or baskets in Mire that do not open upon being hit with an ability. I hope this is a bug and not a feature. I've been taught in both PoE 1 that certain types of objects open or break when hit by damage from the player, it feels uncanny to suddenly have 1 or 2 container types that fit that category but do not behave the same. --- Item Rarity & Quantity: It is kind of mind-blowing to me that people have misinterpreted the situation as the Increased Item Rarity(& Quantity) stats on Items, Maps and the Atlas Passive Tree being broken. It isn't. What's broken is the base Item Rarity and Item Quantity, that's the part that is broken and unbalanced and needs fixing. Sacrificing damage & survivability to get Increased Rarity of Items Found modifiers on items is bad-game design but is required to make the drops feel normal at the moment, not because IIR is OP and broken and omg FOMO FARM AS MUCH AS YOU CAN NOW BEFORE NERF, the IIR stat is not broken, base loot drops are. That's why everyone is stacking IIR, because base loot IIR & IIQ absolutely stinks, it is awful. What needs fixing is boosting the base drop rarity and quantity, the solution is not to nerf IIR stats, it is not to remove IIR. If base drops gets fixed then running MF builds will not be required but someone who thinks that's fun will still be able to do it. Yes. Last edited by Bodomi#2100 on Jan 9, 2025, 5:21:58 AM Last bumped on Jan 9, 2025, 9:04:18 AM
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agree with everything except the shield monsters. they're annoying and need a nerf but changing play for a monster is actually a good thing a d I'm glad it's done in a more creative way than blowing up the whole screen on death
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