Aspects of the game that NO ONE likes.
Navigating through the atlas map is also a chore, it gets out of hand pretty quickly and is not a sustainable system in the long run, it needs a complete overhaul tbh
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" I really don't like how most skills are tied to elements, i feel like i'm forced to use lightning skills for clearing packs since it naturally chains and everything It also makes skills feel samey too, imo you shouldn't be able to use so many different elements at once unless you heavily invest in doing that or it makes sense like sorceress for example, rn it feels like every class is the avatar from ATLA Last edited by Vyend#2601 on Jun 10, 2025, 5:02:16 PM
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I really dislike the reduction in number of portals the more mods that are on a map. With how punishing a lot of the modifiers are it feels very bad to have increased risk of death paired with less chances to finish a map.
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" Multiplayer friendly Collison boxes. If you've ever played with friends you know it's horrible an no one has anything good to say about it. Getting stuck in your friends hit box and bounced around is fucking horrible.... don't get me started on doing a six man boss fight against xesht and everyone trying to doge the hands..... or the arbiter corridors and circles..... it's so ass. Just let me pass through my friends please. Last edited by DankWeebTrash#7386 on Jun 10, 2025, 6:25:05 PM
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As someone already touched on, the defense issue is a big one i feel.
Haven't seen too many positive posts on that yet. When they nerfed just about everything in 0.2, they went too far with some things, but being a company, noone's willing to admit to a mistake and so here we are. They should really check back on some of the things they implemented regarding evasion and armour. The nerf to acrobatics for example is ludicrous and totally undeserved. It is NOT normal that i'm walking around with several mirror worthy gear pieces and have HEAVY investment in evasion passives and can still BARELY reach 75% (EV/ES here). I can't even imagine how worthless it must have become for people that have to make do with less powerful gear. There is a hard cap on EV anyway i'm assuming, so what's the harm to let people reach it if they put the currency and time in it ? And if there is no cap, then it SHOULD be there. I can't personally add a lot on the armour story, but from everything i've seen, heard and read, they're even worse off. And the whole defense debacle gets continually exacerbated by the fact that they keep on adding new debuff types to the game that either lower or completely eliminate (!) them. Enough already ... On top of all that, it is without a doubt also part of the reason why we see so many complaints about the xp penalty on death. If they would just revisit defenses and allow people to actually HAVE them again, it seems logical that most of these complaints would disappear [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url] Last edited by keppie#6373 on Jun 10, 2025, 7:15:11 PM
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I would like them to do a better job with enemy scaling. As you are leveling up and going through the campaign, it seemed good for the amazon and monk till (act 3-6).
It seems like you have maps in endgame where you do pretty good with everything, and then one white mob shows up that does 300x the damage of all other mobs, and the bosses are full of mechanics that one shot you. Last night I had a rare teleport off screen on top of me in a hall and block me in, while a massive group came in the from south and blocked me in. I was dead after three swings. I could not move, roll, nothing. I was 80% through the whole map where you only get one chance. It felt like the devs cheated. |
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" Thanks for this. I don't play with friends personally but I can definitely see how colliding with friends while trying to play together is an awful experience, especially with the way some of the map layouts are. I'll add this in for sure. These are the types of issues I'd like to try to focus on most because they have a very clear and concise solution. Things like balance, build/skill variety, monster scaling, those all require a much more complex course of actions in order to resolve and I would imagine that those are aspects of the game that will improve naturally throughout development. Last edited by LargeHairyMan#4219 on Jun 10, 2025, 9:03:53 PM
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I completely agree, and I would like to add the following: Anyway, PoE2 is just a sandbox for GGG.
--- The graphics are not optimized at all, especially the fire effects, which make my graphics card fan roar. --- Monsters with 'Proximal Tangibility' appear too frequently. 1-3 groups always appear on each map. This is to force close combat on all monsters except melee, and is just GGG's selfishness. I would like 'Proximal Tangibility' to have at least one group per 2-3 maps. --- Actions are generally slow. Also, enemies move too fast. For example, with FireStorm, all the enemies are in front of you by the time you use it. For example, channeling skills are pointless because enemies are in front of you before you can use the full power of the skill. --- No need to parry. I don't want you to waste your time on this. If GGG wants us to parry, they should limit the number of enemies we fight in one battle to around three at most, like other Souls-like games. --- I don't want GGG to ever again nerf players in a way that seems to be based solely on YouTube videos and PoE2Ninja's statistics. It takes a long time and a lot of trial and error to reach their strength, and it's not something that can be achieved in a few days. If you want players to use skills that are used less frequently, you should make it your policy to strengthen those skills. --- The parameter values required to use skills are too high. In PoE1, the status node was +10, but in this game it is +5 and the status required to use skills has increased. For example, even if you try to equip a level 10 skill, you may not be able to reach the required parameter value, and you may be forced to use a level 8 skill. This means that enemies are relatively stronger. To solve this, we are forced to craft multiple times during the campaign, which we do not want to spend time on. Also, the need for equipment with INT, STR, and DEX means that other abilities are cut from the equipment, weakening defense. As expected, enemies are relatively stronger. --- GGG needs to understand that whether a game is fun is something that the players decide, not GGG. Last edited by Kuronekokissa#3808 on Jun 12, 2025, 10:03:32 PM
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" This is a really good point. Do you think that being able to zoom out further would alleviate some of the issue? I've always felt that we can't zoom out far enough to get a good idea of where we're even at in the atlas. |
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" i don't think zoom or bookmarkers are good enough solutions there was a post on reddit discussing this and basically the proposed solution was to put maps inside towers from my understanding, 80% of the endgame world map would consist of towers rather than map nodes, and when you click on a tower, it'd open a new window showing you some nodes that you can path through until you reach the boss of that area, kinda like trial of sekhemas this would avoid the endgame world map from spreading too much and becoming hard to navigate since most maps would be inside towers, and also remove the current gameplay loop of setting overlapping towers with tablets maybe even that wouldn't be the ultimate solution, but it'd be way better than what we have now |
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