Random review from a random player
This is a review to try to think how to make feel the game better. So I'll target "bad point" and not good one, that basically don't mean there is no one at all. I really like the game and I think it's in the good direction.
# UI - There should be a confirmation checkbox to close the game for echap press in main menu - Filter should be formatted on json or yaml - Be able to choose the UI size/scaling (for me I would prefer less big) - Make the fullscreen map more useless, we should be able to enjoy this truly beautiful game/be able to see and dodge the 5325234563 projectiles inc (rare monsters indication is a huge win, but I think there is more to do) ## Currency exchange - Propose some quantity selection for wanted item(by click from a range with by example 1,2,5,10,50,100 and a + and a -) - Have 3* "round button" for owned item, 1 to round to inferior, 1 to superior and maybe one to not round but force correct multiple ? (but should take care at the same time about current market offers and quantity of owned item) - And globally the goal is to make a more smoother experience and intuitive usage for everyone (so be able to fully trade the left hand in the underwear) # Gameplay - Be able to downgrade skills level - Remove/Override socketed runes to be able to change it (With a currency cost ? Orb of annulment ? and for sure deleting the removed rune, the goal is to fully emulate poe1 crafting bench on this aspect) ## Campaign - Act2/4 boss: should not be able to throw undodgeable spear at melee or scale the projectile speed based on distance (not intuitive or logic but way more fair for melee) ## End game - Atlas mapping (juicy or not) does not feel rewarding to me. I was a poe1 player, so maybe I'm biased. And also maybe this is just intended but in 100hours I have drop at max 5div of currency's, the rest is by selling overpriced items, remember me when playing poe1, farming shaper/elder maps and generating that value per hour definitely feel like a pain. Sure 1div is not the same between these 2 games but the price of optimized/meta equipment is - In poe1,(disclaimer this is surely a personal skill issue) item crafting was the most common way to get an item in the 2 is by buying it, I pray that more crafting tools will come when more content is released Maybe I'll add more later if I get it. Thanks again to GGG, especially during this storm. Last bumped on Jul 6, 2025, 3:05:47 AM
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I could add:
# Gameplay - Delete/Nerf these mob modifier: - mana syphon - spirit blossom idk what's the name but you know what I mean - Ban RMT players |
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I'll add more about the filter:
- Filter logger: a option to be able to log item dropped, like a boolean switch in the filter file to enable it or not (in a separate file, like $GAMEDIR/logs/filter.txt or $USER/Documents/My Games/Path of Exile 2/logs/filter.txt). That will log all items dropped, concept of a log entry: { "log_id": "$RANDOMLOGID", "map_seed": "$MAPSEED", "timestamp": "$LOGDATE", "base_type": "Exalted Orb", "hidden": "$objectIsHiddenByFilter", "item_data": "$base64ItemData", "filter_rule": "$filterRuleIDThatMatchItem" } "item_data": "$base64ItemData": should contain the item data (that what we get when CTRL+ALT+C a item, encoded in base64 to save to space and log visibility). Is this to avoid the need to maintain (detailed) item structure in the json. (So no need to add a entry 'rarity' or 'identified' or everything that could exist) "filter_rule": "$filterRuleIDThatMatchItem": my dream, it will be possible only if the filter file is structured (via json/yaml) but the idea is to log which filter rule matched the dropped item. And so a (power)user, borrowed by looting a item that he don't want, could figure which rule he should tweak easily by checking the filter log. All this to be able to construct/debug loot filter way more easily (but I concede that the best case would be to have a integrated filter editor/viewer inside the game like some others games do) But outside the debug scenario, this will be a effective and API-free method to track looted item on a map. Imagine an online third-party tool where you can upload your loot logs. The server parses all the logs and displays detailed loot by map, can summarize it by maps, time etc etc.... And all of this is possible without requesting the GGG API even once ! I'll add more, about logging in general, a friend who played FF:14 (it's a MMO) for a while tell me that everything is logged so: - a player make a action: logged - a player take a hit: logged - a player loot something: logged I think it would be really great to have this kind of info on POE ! |
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