My Bingo card
Okay I know these wouldn't fit into squares, but I did try to reduce them as much as I could.
Ground clutter... tight maps + pushy monsters + ground effects + toe-stubbing = player fatigue. Everything feels janky and needs fluidity for me to be able to play more than a handful of maps at a time. I like playing for many hours and I just can't because of this. Pushiness still buggy overall...rubberbanding / teleporting of character and monsters. I don't think the server can keep track and glitches when multiple pushes occur in quick succession. On death effects...I thought these were all gone, but just noticed they are back the other day... changed my character slightly so maybe I'm just not shattering everything like I was before. My suggestion: monsters that have readable on death effects like Bloater are good, common dense pack monsters like the little blood blister guys in iron Citadel that leave behind many blood pools in tight hallways are bad just because there are way too many, and any randomly added modifier (archnemesis) should despawn when the monster dies. We should be able to tell what is going to happen when a monster dies based on its base type, not its added mods. Why are there so many different tornadoes in this game? Just a little weird and most of them seem overtuned. Side note: the trial of chaos tornado bird's little wind kicks are really bad, but I think this is more of a stun issue (see next square) Slows and stuns way too often, and too few ways to build resistance/immunity. We already feel the game is on the verge of being too slow, why add so much stuff to slow us down even more? And the new temporal chains 40%??! I delete every temp chains map now. Whatever that monster is that channels a full screen length incinerate beam for like 10 full seconds... just why? Who designed that and said "yeah that will make the game more fun"? I know it is pretty low damage but come on, you know it is obnoxious just to be obnoxious. Burrowing monsters...especially bad in Ritual. So hard to find them sometimes. Please no more poe1 mechanics. I know you needed to get content into the game early, but expedition, ritual, and breach all seem to always spawn in the worst positions. I just don't think any of them really work with these map layouts. Please improve map layouts in general, and introduce mechanics that work within them better. Map layouts. Many people say too big, Jonathan says just not enough content density. My issue is just the amount and size of unwalkable areas. I hate having my map overlay up but I have to in this game, just to see where I can and can't walk. Way too much little stuff to get blocked by that I can't see because the ground is also cluttered with effects. Map rolling is awful. Maybe a currency that only works on maps and rerolls it completely, like a poe1 chaos orb? Would need to be quite common. Favorite maps system maybe. Not to just farm one map endlessly, but a way to significantly increase the number of desired maps we want on our atlas. I think azmerian wisps are bugged. Like it actually feels like someone accidentally put "decreased" rather than "increased" rarity, or there's a negative sign in front of it or something. Not exaggerating here, it feels like hunted rares actually drop less loot. It feels right on bosses though... very strange. Last bumped on Jul 10, 2025, 11:38:35 PM
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