Feedback after 150+ hours

Apologies for long post, hopefully someone from GGG will take the time to read it. I will also add a tldr in the top.

For context I have about 155 hours played this patch and I probably had around 200-250 last patch.
Im playing Essence Drain/Contagion Lich and Im currently lvl 96.
I didn't play the patch at release but I started playing very shortly before the 0.2.0g patch (I was done with act1-3 before the patch).

Mostly Ive been enjoying the patch but I will mostly focus on topics for improvement to be constructive so hopefully that doesn't make me sound too negative.

TLDR:

-Mirrors of Delirium should work when using a instilled map
-Recombinator chances when selecting 3 affixes should be higher
-Omen drop chances need to be higher, the rarest ones are too expensive and reserved for a tiny part of the playerbase.
-Change the tier on affixes back to Tier 1 being the best for simplicity
-Add a semi rare "Orb of Horizon" type item to reroll or skip maps.
-Overall I think the game needs less negatives on uniques, passive nodes, etc. I think its fine to have some but at the current state it feels like too much and hinders build diversity.
-New unique maps are very cool, Untainted Paradise being the exception and needs a buff to exp gained.
-Give us a buff that shows %rarity while following the Wisps. Can be hard to see the buff on the rare, especially when it often dies very fast. This would make it more obvious what it does and feel more interactive.
-Add items to corrupted maps to use on corrupted items to add affixes, sockets, quality.
-Make movement speed an implicit on all boots that scale with ilvl
-Remove or nerf +skill level as an affix from equipment
-Buff Rogue exiles loot?


__________

Campaign:
Still feels very good and enjoyable, the only criticism I have is that it still feels too long, but I also think this is partly because you have to run the same content twice. Doing act 1-3 feels fine but when your done and have to run the exact same content again it feels very long and repetitive.

Balance:
Ive only played Lich so I will try to mostly focus on what Ive experienced.
Lich ascendancy feels very well made and has several good nodes that are in contention and not just a few that are obviously the best ones.
My only criticism is that there appears to be a anti synergy with the nodes leading to Eternal Life, in that they give you %max life and makes your mana regen scale off of life, when nothing about the ascendancy makes it logical to scale life over es.

In terms of overall balance I feel like build diversity is being extremely hindered for two main reasons.
The first one is too much use of big downsides on almost every unique item and passive tree nodes.
The second one is the existence of movement speed affix on boots and +skill level on amulet/weapon.
It becomes incredibly hard to justify using certain uniques because a lot of the unqiue boots have low movement speed and if you want to use a unique weapon or amulet then your giving up +skill levels which is currently just too big of a downside.
If movement speed on boots were implicit scaling with ilvl and +skill level affixes were either removed or nerfed this would open up a lot more interesting combinations of unique items and passive points.

A secondary issue when it comes to the affixes is that its also a big downside for ground loot and crafting in the game.
Its just not enjoyable to have 99% of the boots you drop or slam to be useless simply because they dont have this one affix.
And this would be ok if it was only limited to your build but boots without movement speed is literally useless for 99% of builds which I dont think is a good thing. +Skill levels does the same thing but maybe to a slightly lesser extent, but you still get the problem where the overwhelming majority of amulets you drop or make become useless simply for not having +skill level.
It would just be an overall improvement and more enjoyable if this wasn't the case.

Crafting:
Still doesn't really exist, its more gambling.
But recombinator and fracture orbs for sure are good additions.
Im not saying that you should be able to easily craft 6 affix rares but we need tools to skew the result more in our favour then we have currently.
One issue is that the chances on recombinator are too low, specially for 3 affixes imo. Getting two affixes is most of the time fine, but the jump up to getting 3 is too big, most of the time when I select 3 affixes I get sub 0% chance. Taking into consideration that you need to get new bases everytime I think you should have a reasonable chance of getting 3 affixes that you want.

The rare omens that interact with crafting are way too rare. Currently orb of whittling cost almost 5 div. And its at the point where crafting with these omens is reserved only for the top 1% of players who have hundreds of divines to spend on gambling.
The rarity of the omens do not reflect how powerful/predictable they are.
Affixes like movement speed and +skill level just adds to the rng of this gambling (like mentioned above), and it would be a win for the crafting system aswell if these were just removed.

Also the tier on affixes should be changed back where Tier 1 is the best. Its just simpler, no one cares what tier is the lowest. People want to see how far away from the highest tier it is. And 1 always being the highest just makes this more obvious.
A secondary issue here is with the Omen of Whittling (as an example) where the omen removes the lowest ilvl affix, which afaik you cant check without going to a website like craftofexile. If tier 1 was always the highest then the Omen could be changed to instead just remove the highest (worst) tier, also making it more obvious how it works.

Atlas system:
Personally I like the atlas system, and there are deffinetly huge improvements from the last patch.
I would like to see a semi rare "Orb of Horizon" item that would let you either reroll or skip a map. It can get tedious sometimes to travel around the atlas and get multiple "bad" maps in a row. This would to some extent solve this problem but it shouldn't be so common that you can just use it all the time.

The new Unique maps and towers are very cool. The only one im not happy with is the Untainted Paradise which mostly just feels like a waste of time. Im 96 and running a Untainted Paradise gives me 1% exp if im lucky, which just isn't worth the time considering getting no loot. Think it either needs a rework or a decent buff to the exp you get.

The cleansed maps with fracturing orbs are very fun to run while the corrupted maps feel worthless since they dont give anything.
I think corrupted maps should drop currency items that you can use on corrupted items to add affixes, sockets and quality.
This would also solve the problem in the game where there are mechanics which make items drop corrupted but currently this is almost always a downside because even if your lucky and get a good corruption outcome then the item will almost always miss a socket, quality or affix.

I think its very unclear what the wisps do because the wisp itself doesn't drop anything it often feels like the mechanic doesn't do anything. Its often hard to see on the rare what buff it has and how high it is, especially if you dont know how the mechanic works. I think this could be fixed by the buff being visible on you as you follow the wisp, this would make it more obvious how the mechanic works and abit more interactive since you could see the number go up and how it affects the rare.

Rogue exiles I haven't played around too much with but they mostly feel useless. The few times they drop something that could be good the item is corrupted and becomes useless because you cant add anything to it. This would be to some extent be fixed with corruption currency items.

A problem ive had with Delirium is that it feels unlogical that using instilled maps doesn't give you the delirium progress rewards and also if the map alredy have delirium on it then you dont get to access the delirium mirror. Even after loading in the map it shows Delirium mirror as a map objective but its not there. Which is weird because that just means that if you've maxed out your delirium atlas and trying to focus on the delirium mechanic then you need to not run instilled maps. Which is illogical since you need to do delirium to get the items to instill your maps in the first place. Either we need to get the progress rewards as if we are in the delirium mirror or if that's too powerful then atleast we should be able to use the delirium mirror in the maps that have it.

Other then that Ive found the other league mechanics to be mostly good.
Last bumped on May 14, 2025, 11:26:32 AM

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