Player Feedback as of June 25, 2025
Bug(s) and buggy interactions
Encountered a Blood Carrier (Ohgam Manor) enemy as Essence encounter. Courtesan enemy has an ability to empower it to explode instantly. The Essence Blood Carrier did not drop any loot when detonated this way. Tactician's "Unleash Hell" Ascendancy node that grants the "Supporting Fire" skill can sometimes go on an infinite cooldown. The only way to fix it that I found was to go in to a safe zone (town/hideout). Tried to figure out why this was happening, only thing I could think of was either animation canceling it (being stunned or roll canceling), or the target reticle is placed where the skill can't reach (part of the map with no collision, or maybe, sometimes, too far?). Black Strider's Spider Web skill, not sure how this happens but sometimes the (slow) effect can linger after the debuff expires, or even without the debuff effect showing at all. I've tried to replicate this, but haven't have any success forcing it. Usual fix is to get hit by the skill again from another Black Strider, or to return to a safe zone (town/hideout). Amazon's "Azmeri Brew," less of a bug and more of a potential oversight. With the Ascendancy node taken, I should be able to use either flask to affect the opposing resource (health to mana/vice versa). However, if that resource is topped off, you can't activate the flask to affect the opposing resource. Not sure if it's a bug or not, but a weird interaction with Doryani (Act 3 boss). If affected by a significant slow during the fight, when the fight is over his actions will remain slowed until he can be interacted with. Took him forever and a half to get out of his chair. Viper Napuatzi fight: So, I know plenty have seen Napuatzi herself get stuck in the shield wall or outside of it, effectively soft locking it. Recently, did that to myself, rolled one last time as the shield wall attacked (during "Arakali's Sting/Web") and got stuck inside one of the guards that just kept attacking me. Couldn't roll out or move to get free. Also, she really should have a cool down on that attack, the one that makes her un-targetable and immune to damage, and not be able to spam it back to back three (3) plus times or more. Think I've seen it be done 4 times in a row before. --- Ranger - Pathfinder -Traveler's Wisdom should be removed and replaced. This node feels like you're required to take it, and logically, there isn't really a reason not to. This makes it so it feels like Pathfinder isn't a full Ascendancy, only getting 3 total upgrades instead of 4. (The name, however, is a really good name.) Concoction skills -Requirements change of either Concoction skills, or spirit gems like the Heralds and Wind Dancer, to utilize the new "Unarmed" requirement. Currently, every Herald, as well as Wind Dancer, can not be used because of the "Requirement: Any Martial Weapon" they have. That, along side not being able to use Widowhail, scaling Concoction skills feels terrible, specifically the elemental ones. With that in mind, if they are supposed to be utility skills, such as Orb of Storms/Curse skills/etc, then they feel... okay, at best. But as an Ascendancy upgrade, they just feel underwhelming, if not just bad, in their current iteration. Possible fix(es) would be to change their (Herald/Wind Dancer) requirement to include "Unarmed." Or could change Concoction skills to work the same as Palm skills (Killing/Staggering/Shattering), were the Concoction skills can be used with "Any Martial Weapon," but would only benefit from unarmed. Reading something like: "This skill always Hits Unarmed, even if you have a weapon equipped." An issue with this, you as developers would run into the same issue there apparently was with people scaling Concoction skills with Widowhail. Best possible fix I could think of, is to remove the "Projectile" key/tag they have, but still allow them to equip the support gems they currently have available (and more). This way, they can be changed away from only "Unarmed" to "Unarmed, Any Martial Weapon." All things considered, if Widowhail scaling is wanted to be avoided, then more unarmed options feel needed to help these feel like actual skills, and not just "they exist" options. Also, as a side note, I can't ride around on the Rhoa Mount throwing bottles at everyone. Why not? Make them cost mana as a base cost to attack, and gain a bonus when they do consume flask charges, akin to their PoE(1) counter part(s). One of the biggest issues I feel there is with the concoction skills is that flask just aren't as important in PoE2. To the point where half of what Pathfinder is in PoE(1) isn't in PoE2. They feel like you're being forced to work around them, instead of building for them. An example change using Poisonous Concoction, reduce the base poison magnitude to 100%, and if flask charges are used then it gains +100% poison magnitude. Support gems for (all of) them seem to be limiting. This, primarily, feels like because they are only ground based targeting "projectiles". Comparing them to something similar, such as Gas Arrow, they (the Concoction skills) can not equip support like fork or chain to help with what little they have available. Ironically, the Concoction skills can equip Gambleshot, for some reason, even though the only thing it would do is reduce your damage (Concoction's can not fork, chain, or pierce). Something for the future maybe, make them general skills that can be cut from a skill gem (new "General" skill tab when using an uncut skill gem). This tab can serve use for future skill gems as well that wouldn't sit with any particular weapon. -Change poison nodes to "Damaging Ailments" instead. As it currently stands, these nodes feel like they're just outclassed overall (Contagious Contamination), or just not chosen that much, if at all (Overwhelming Toxicity). This change would let the nodes work better overall with more build choices, while sticking to the theme of what Pathfinder feels it's supposed to be. -A possible replacement for the Concoction skill(s) would be Herald of Agony. With the direction PoE2 is taking, Herald of Agony feels more like what an Ascendancy upgrade would/should be. Most everything could be directly transferred from it's PoE1 counterpart, with certain adjustments depending on how many changes I've suggested make it through (specifically the poison-> damaging ailments). -Considering these notes, I don't expect much to come from it. If none are changed, then it might be a better idea to lean more into them. Possibly give a guaranteed flat charge recharge, or a chance to not consume flask charges on use. --- Witch - Infernalist -Demon Form still has the ability to equip support gems like Vitality and Clarity. However, even though they are equipped, and Demon Form counts for their requirement to equip, they do not take effect even if I have enough Spirit. Would be nice for a change that makes them usable while Demon Form is active. It's activation could count the same as turning on any other spirit gem currently equipped. Although this may not mean much when Druid and more shapeshift support comes out. -Demon Form still has a bug with Blasphemy spirit gem, where Blasphemy will turn off/disable when you activate Demon Form. Only way, currently, to make Blasphemy work is to not have it equipped, enter Demon Form, then equip it and the attached gems. -Demon Form cooldown: Still don't know why it even has a cooldown to begin with (or mana cost as well, for that matter), but if it's going to be kept in, a good quality of life change would be to allow it's cooldown to run while Demon Form is active. Similar to how a few other abilities work, or when you use an ability with a cooldown support gem equipped. -Demon Form life loss per second: With the change to this going from percent max hp to a flat amount of loss, it feels a lot harder to maintain, especially at higher levels. When Life per Second being a required stat just to offset the life loss from Demon Form, gear feels limiting. If percent max hp isn't an option, maybe the damage could be turned into fire damage. That way, the flat loss would still scale as you level, but you would also slowly gain mitigation to it while building up your fire resist. A thing Infernalist already does, and would play into what the Ascendancy wants to do. -Summon Infernal Hound: After the damage redirection was removed, and Loyalty support added in instead, Infernal Hound just doesn't feel good outside of a minion build. I can understand that there will be balancing issues with this Ascendancy node, between caster and minion build variants. Could potentially make it a divergent node, being able to choose either a stronger minion itself, or it's more defensive and gives a caster bonus (more spell damage aura/better mana regen/etc). A personal note, with the update and Companion tag added in, I wish the Infernal Hound could bypass/ignore the companion limit. A recurring theme for me, Ascendancy nodes should feel/be better than something general that anyone else in the game can get. The dog used to be that, but now we have companions with modifiers that will just be better than it overall. --- Companion's Companion's feel underwhelming. They're either used as pure utility (Haste Aura, All Damage Shocks/Ignites, etc...), or you completely ignore the Companion nodes entirely and just add them to an already existing minion build since they'd be able to scale better and provide their utility to other minions. Add on to the fact that you have to go fish for them, when you get one you want, the best use for it is to activate it and ignore it for the rest of the game. Honestly, I feel like a fun and simple fix is to allow access to more Companions at once. Every instance of a Companion increase should instead increase your total Companion limit. Trusted Kinship, and Yriel's Fostering, should have an affect that says "Increase Companion limit by +1," could even add in another Keystone node or unique items that increase the limit further. It would allow the player to be able to scale companions using the dedicated nodes, while potentially solving the issue. This additional effect line could also be added to Summon Infernal Hound as well instead of it just, in my previous thoughts, ignoring the Companion limit. However, to prevent this from, potentially, being abused in minion builds, the "Minion" keyword on Tame Beast/Companion could be removed, excluding Summon Infernal Hound, they keep the "Companion" keyword, and allow them to keep equipping minion support gems (possibly adding "Companion" to those gems as well). Last bumped on Jun 25, 2025, 1:41:20 AM
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