Some constructive feedback

ATLAS

· Atlas visually now looks better, this is good, thx for improving it. Sometimes map connections are a mess though, lot of mistakes here.
· Towers. They are better now, but I still use low lvl stones to run them as fast as possible. Unique tablet with instant access is interesting. I'd add something else to the atlas, some similar but weaker mechanic to skip 1 map for example or mark it as "completed". So that we could move a bit faster where we want. Maybe a special "teleport" node instead of ordinary map?
· 5 new unique maps are nice, but feel a bit unrewarding (taking into account how rare they are).
· Corruptions. These are okay, got 40/40 really fast even before patches. Nexuses though should have higher tier waystone to complete every time. Because sometimes I killed the boss and got no book, because I ran it like on T7 and needed to run it on T8.
· New crystallized zones have too low chance to drop fracturing orb. Don't know if this is intended. I just don't bother to search for these in these maps and prefer to move on.
· A lot of bad maps still (lengthy corridors) everywhere. I think open fields, plains, deserts should have good open maps for the most part, while corridor maps should lead you (across mountains, across swamps, forests) to new open fields and plains filled with a lot of "good" maps to run.
· Atlas still needs something to urge exploration. Citadels and unique maps is not enough, for me personally. Some additional points of interest needed. Lets say, for example, some "golden valley" with good maps with increased rarity/quantity. So you see it and immediately have that "whooaa" feeling. Maybe some special quest with several connected maps to complete.

MAPS

· New reliquary. I got 1 key, used it and got shttiest lvl 1 unique. And nothing else. 2nd key I sold. Old one (vaal) was more rewarding (not even sure if it exists).
· Unique strongboxes: these are cool, esp. ventor's and a bug (both very creative and rewarding).
· Enemy exiles are... well, they are okay. A bit easy to kill, but loot is also meh, so overall it corresponds well to the challenge level.
· Azmiri spirits are okay, but nothing special. Maybe it would be good for a spirit to possess not 1, but several rares on the map at once. Following them feels bad as they sometimes are slow (if you are fast already) and lead you somewhere you don't want to go at the moment.
· Unlimited tries on 0 diff pinnacles is a right change. I never did endgame bosses exactly because you need expensive keys just to try.

ITEMS

· Drop for me drop is okay. Maybe this is because I like D2 drop where good rares are insanely rare and sometimes you even use good blue items (like circlets or amulets).
· Uniques. So far those uniques I found are bad. I don't really like how they are designed (in most cases stats are bad and there is 1 special affix that does something maybe good maybe not - you don't know). Perhaps this is POE1 classic thing, I don't know, didn't play that game much. But I like D2 system much more. There uniques usually have nice or even very nice stats, so you can use them immediately just because of that, then, they can have unique affixes that you can't find on rares but on many other uniques (like crushing blow or cannot be frozen) and so you know well what is that. And sometimes they have ordinary out-of-place affixes which is really good. For example, some gloves have Faster cast rate - but blue/rare gloves can never roll that.
· Crafting. I don't really care, I don't like crafting as a very concept. Some say D2 runewords is crafting, and I really like D2 runewords, but I see it more like "gradual getting of a special unique item" (which is rewarding and POE1 div cards is a similar but more primitive system). I prefer finding items, not crafting them.
· Bases. Some are too strong like bow with +1 arrow or crossbow +1 bolt/grenade. That makes other bases of this category useless. Quiver category is nicely done as it has many tasty implicits of ~same power (poison quivers could add a bit to poison magnitude though).

MONSTERS

· Some tiny corrupted minions have insane lightning damage (oneshotting you easily). Must be a bug. There are some more white mobs with insane damage, perhaps also a bug.
· I don't really like "guest" monsters on maps. They all mix together and there are all kinds of mobs all at once - slow, fast, hard, easy, small, big with all kinds of damage and abilities. Because of that there is no tactical approach. You can't prepare yourself for what is coming. Only working tactic is to kill everything as fast as possible no matter what there is. And this is true on ALL maps, everywhere. This is BAD. Again, what I liked in good old D1/D2: areas there have only 2-4 types of mobs placed usually in separated packs and so you know what is waiting for you and if you should go there at all. Even if you do, you learn how to deal with them. One pack of mobs act in one way, another in another; if you "activate" two or more such packs at once, you are in a trouble. Each area requires a bit different tactic because of how monsters act there. POE 2 campaign areas have some similarty here but still something is off even there.

DIFFICULTY

· I liked 0.2 campaign difficulty. Liked multiplayer groups banding together trying to beat some boss. Most of times they didn't succeed. For me it was fun ))
· Maps Tiers seems like unchanged in difficulty. There is still no real difference between T1-T15 at least in monster's hp. Some damage buff is definitely there but I don't feel like there is tangible challenge between moving from one tier to another, and if so, why even make so many tiers on maps at all.

NEW CLASS.

· No idea yet, playing off-meta. Have plans to try it though.

Last bumped on Apr 20, 2025, 1:19:51 PM

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