Endgame feedback

I'm sure everyone is aware of how loot feels bad at the endgame so I'm not gonna go into it here.

A few things I wanna bring up is some other endgame mechanics:


EXPEDITION:

Expedition vendors feel very boring to use, simply because they all do the same thing. The way they functioned in PoE 1 was very enjoyable and fun to use. They all had their own specialities in what they could do for you, tujen for currency, rog for crafting and gwenen for random gear gambling. This imo was a very good system and gave every vendor something fun and useful they could do. The way they function right now is very bland and its just not enjoyable. I would run expedition every league in PoE 1 because I enjoyed it so much but in PoE 2 I've not seen any reason to. The rog style crafting they have is not as powerful as before and that should just be something rog can do, not ALL of them. Give them their unique personalities and mechanics back.


RITUAL:

Honestly not much to say about this apart from it does feel kinda lack luster without powerful scarabs to super juice the mechanic. Tablets do a little but the modifiers they provide are just not that intresting. Using scarabs in PoE 1 to juice ritual felt pretty good and fun to use. The scarab that gave more items in the ritual window is a good example. The passive tree for ritual isn't that powerful or intresting either imo.


DELIRIUM:

I don't really feel like this adds much tbh. Deli makes the maps noticably harder but you really dont feel the extra reward you should be getting for that extra layer of difficulty. At least make it apply a global Quant+rarity buff on the entire map (assuming thats not already the case).


BREACH:

Breach was in a good spot on launch imo and was super fun to run on maps because of the loot it gave you and how rippy they could become. You nerfed breach too hard imo, granted it may have been overtuned but now its just not worth doing anymore, especially considering the loot situation atm.


TOWERS & JUICING:

Honestly I can see this working but it could use some quality of life. The time it takes to set up some juiced maps can be tedious and should not be as time consuming. If im at the point were I can run juiced T15+ maps, I should be able to do those maps one after another instead of, run some juiced maps and spend the next hour or so looking for another tower setup that has overlapping towers. Considering I have to run the maps inbetween those towers just to activate them, essentially writing off those maps from the "juiced maps" pool. Maybe adding a way to jump between towers would work? I know there's the new unique tablet that does that but it takes up a slot when juicing towers. Why not just make it an item you can use outside of tablets that allows you to jump to the next 3 or so maps without needing a connection?


TABLETS:

Tablet modifiers aren't strong enough or intresting. Nerfing the quant modifier from 20% to 7% wasn't a good change imo. Loot is in a bad spot and you really feel like nothing is dropping in maps right now.


ITEM RARITY ON GEAR:

Just allow us to get more rarity and quant at endgame via map mods, tablets, atlas and some scarab like item. Having rarity on gear affect currency just feels bad. You always feel like you're missing out if you don't have it on your gear which just feels bad. Rarity can absolutely affect currency, just not when you allow it to be on our gear. Let it scale more powerful with the maps, atlas, tablets etc. You shouldn't feel like you need rarity on your gear, replacing power.


MOD TIERS ON ITEMS:

Please just make T1 the best roll for mods on gear. It's much easier to understand and that way you know straight away if you have the highest roll for a mod. Ever since EA release this has never made sense to me and its just a ballache to remember the highest tiers for every mod because they're all different. Just set the baseline to T1 = highest, you can always just make an "ascended tier" or something if you wanted to go better than T1, like how you could get T0 in PoE 1 with the maven orb.


PASSIVE TREE:

I like how the new tree looks but the nodes could be more intresting, most notables you find are just stats you could find on gear, masteries could be a big improvement here. However if masteries were added, we would need more passive skill points to compensate for this. The passive tree is already bigger than PoE 1 so it would make sense to give us more skill points to use imo. Also the removal of 12 jewel sockets on the passive tree felt kinda bad. I feel like it was fine before tbh and not too strong. Not only have we lost masteries but now we also lost a bunch of jewel sockets, These two things made the passive tree fun to use and really allowed you to spice your build up. Without these two interactions the tree becomes very bland and oversimplfied.


BOOTS:

Boots should have a movement speed implicit by default, scaling with item level and player base movement speed should be increased by 10%. I'm not asking for everyone to be crazy fast, even though that is fun to see. 10% increase in the base movement speed would go a very long way and changing the movement speed modifier to an implicit on boots would be a massive improvement. Please consider this.


CRAFTING BENCH:

I know you said runes are suppose to replace this. But why not both? Sometimes you find an item that could "potentially" be an upgrade and then you slam it with an exalt and that's no longer the case. Why not just let us craft on one modifier that we need, I'm not asking for the highest flat phys tier to be crafted on (whatever that is) another reason why T1 should be the highest. just something that we can craft on that can make an item at least usable. The crafting bench was a really nice tool to use in PoE 1 and this would be a nice addition in PoE 2. I like runes and what they can offer but they dont replace the utility that the crafting bench offered.
Last bumped on Apr 17, 2025, 8:01:10 PM

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