Aspects of the game that NO ONE likes.
I'm not going to mention topics such as XP loss on death, due to the community having differing perspectives on whether or not it should exist. My own personal opinion doesn't come into play here. I already have 1500+ hours on the game so I understand that I don't represent the majority who are more casual players.
What I would like to focus on, are the aspects of the game that the overwhelming majority of the playerbase actively dislikes. For the betterment of the game and our experience playing it, I think it's important to ask the question: What are some features of the game that contribute to a negative player experience while also seemingly having no fundamental reason for existing in their current state to begin with? This list changes as I read more posts and hear feedback. So far, I've come up with these things: 1. The current trading system: Perpetuates issues such as price fixing, bots, fake listings, etc. Requires the player to be dependent on the responsiveness of the seller in order to partake. 2. Delirium fog Late game players are heavily incentivized to instill maps, which results in constant delirium fog. Amazing graphics being dulled out by fog 24/7 is not enjoyable. Also contributes to framerate and general performance issues. Adds nothing positive to the game and only negatives. 3. Temporal chains I think this goes without saying, but I don't think there's a single player who doesn't despise temporal chains. 4. Overall movement speed: At least a little boost would be nice. 5. Negative map modifiers: Result in too many unusable waystones. Certain modifier combos are practically a guaranteed death. 6. Map layout: Map layout seems designed to inconvenience players. Small corridors and terrain obstacles contradict the ask of endgame mechanics, such as breaches. Also cause ritual altars to be placed in tight spots where no monsters spawn, resulting in no tribute. 7. Friendly/Multiplayer hitbox collision: Only contributes to a poor experience while trying to play with friends. Pollutes the co-op experience with needless frustration and deters people from wanting to play together. Does anyone have anything else to add that they feel is unanimously disliked by the community? Edit: If this thread ends up being an active one, I'll continue to make edits and maintain a numbered list. I'd like to keep it as objective as possible. Last edited by LargeHairyMan#4219 on Jun 12, 2025, 1:34:47 AM Last bumped on Jun 12, 2025, 7:47:16 AM
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The crafting mostly.
Less consensually I'd say also probably the tower system and movement speed being so slow. |
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Not do everything in their power to boost hours played. this game feels more like a job than anything ive ever played, and it feels like there is nothing in my control to speed up or make anything somewhat easier.
imo remove the exp penalty in favor of huge level requirements that actually take weeks or months to earn, just nothing backwards because it feels horrible and beyond clunky. also they need to scrap the infinte atlas and some of the waystone modifiers, as i see it rn there is no reason to spend currency on waystones because 99% of the time it does nothing but hurt you. exp and item rarity should be tied to the difficulty of the waystones or map type/biome specifically, not to a shitty tiering system and rng. Last edited by Nwh3087#0317 on Jun 8, 2025, 5:56:29 PM
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Agree with those you added so far. The current trading system is an antique that should be buried as soon as possible. Delirium fog is horrible and makes every map a chore, I even made a tread about it. Temporal chains literally made me take a break.
I'm not sure if this counts as "no one likes", but I would add three things: 1 - On-death effects. There's too many, too often. Although for me anything above 0 on-death effects is too many, cutting them by 90% would be appreciated. 2 - Maps being too big, with too many dead ends that serve no purpose other than being annoying. This is mostly a campaign issue. 3 - Poor visibility. This includes everything thrown by monsters or ground effects. It's especially bad in indoors maps, and gets worse with delirium fog. Last edited by iHiems#0168 on Jun 8, 2025, 6:06:40 PM
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Yeah. The current trading system leads to scamming as well, which would be prevented by a BUY button on the website instead of a message. That's probably the best argument for it, cause I'm sure many of us have had a guy show up with a slightly (very) different version of an item thrown into the trade window. sometimes its hard to notice right away what is different about it.
slowing down character is not a fun way to create difficulty they made delirium better but it still sucks. hell, even if they made it so that after you did your first simulacrum, you could disable it, that would be good enough. |
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" It's funny, when someone interviewing Jonathon asked about the on-death effects, he could only really mention the "well telegraphed" ones like those guys that take 10 seconds to explode. I realized that what a lot of us are referring to as "on death effects" are actually just ground spells that were cast by monsters before they died, and perhaps that is why he didn't understand the question. Maybe it should be like the change to volatile plants, where they disappear when the monster who cast them dies. |
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Thanks for the feedback. So far I've gathered these things from your posts, and I'm going to give my opinion on them as well.
Map layout: I agree that map layout is suboptimal. The unnecessary dead ends and random terrain obstacles directly contradict what end game mechanics are asking us to do, such as breaches. On death effects:I don't think anyone likes on-death effects, myself included, but they might be hesitant to get rid of them due to the idea that they add a layer of difficulty and require players to remain vigilant even after screen clearing. I'm not disagreeing, I just don't quite know if this would be feasible for them, especially in the short-term, because it would require them to reassess the overall balance and difficulty of the game. Movement speed: I also agree that it feels like we're moving really slow. I watched their recent interview with Tri and I recall Jonathan saying that adjusting player movement speed would also require a complete reassessment of monster speed and whatnot. But still, I think even giving us a little boost wouldn't completely disrupt the game balance. I can add this in alongside temporal chains maybe, since they kind of go hand-in-hand. Crafting: I kind of want to get a few more perspectives on this as well. I honestly don't know how I feel about it currently. Visibility: I lose track of my mouse cursor all the time. I agree visibility sucks, but don't you think that's the nature of the game? The screen is chaos at any given moment of combat. How would you suggest they improve effect visibility for players? Tower system: A large portion of the community dislikes towers in their current state. They already made some adjustments to them, hopefully they'll continue to improve. Waystone modifiers: The negative waystone modifiers are really punishing and you're right, they offer nothing beneficial to the player. It'd be one thing if the added negative modifiers resulted in more XP, better loot, etc. But they don't, they're just there to make us sink exalts into waystones only to have them be a guaranteed player death. They did make adjustments to the negative modifiers this last patch, I noticed the reduced the resistance pen modifier to make it a bit less punishing. But objectively, you're correct in that I don't think anyone likes the extreme nature of these punishing modifiers and they should probably be tuned down a bit more at least. Last edited by LargeHairyMan#4219 on Jun 8, 2025, 6:28:27 PM
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+1 to OP, but full name of the thread should be "Aspects of the game that NO ONE likes and that will NEVER be fixed". Making player experience worse is normal for GGG, and every QoL improvement comes long overdue after a ton of effort from players spamming negative feedback.
Need for recently implemented breach splinter concentration was obvious on the day of first releasing the Breach in poe1, how many years ago was that? |
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Base movement speed is disgustingly slow. I think the game would be healthy if you started with +15%. Could keep the ceiling right where it is now, as I don't think the movement speed is bad at all with 35% on your boots.
If players had access to ritual during the campaign like in POE1 and omens / essence / orbs were way more accessible, people wouldn't be complaining anywhere near as much about the crafting system. It's actually a really good system but it is so expensive that you can only really use it on endgame items. The tower system sucks. It is worse than 0.1. It feels like shit to run all the unjuiced maps you need to line up towers. It's hard to find enough precursor tablets to get good item quantity. Even when you get 9 item quantity tablets for 3 towers it still isn't great quantity. It's even harder to get towers to line up now that you can only get 2 or 3 of them, so finding optimal areas to run is difficult.. I just hate the whole thing. I would love to see them scrap the whole thing and run with something different. It was a cool idea but it sucks more and more the longer you play it negative waystone modifiers must have been added to make up for how many waystones are dropping now compared to before. Before you had to worry about sustain, and now you just have a bunch of crap waystones that get trashed. Not sure which is better. If they just got rid of temporal chains and limited the "added damage" to one element per waystone I could handle it |
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" Personally, I'm fine with crafting getting better as long as it doesn't turn into poe1 which makes drops a lot less meaningful or borderline redundant. It's one of the main reasons I dislike poe1. On the other hand, I also dislike the current crafting being mostly Omens based and with barely any options, so there has to be a middle ground for my personal taste. As for visibility, I don't think it's true that's the nature of the game. I played a ton of bullet hells and never had a problem with them, so it's probably not a problem with my eyes losing track of things. Here things either get hidden or just straight up are hard to see, especially indoors. We have an example of them improving visibility in the latest patch, I think it was with volatile plants. Towers and stuff, they already said they're going to change quite a bit so I won't comment my opinions on that until I see the next towers update |
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