List of feedback/bugs/suggestions I have so far
Hello! This is my current list as of patch 0.3.0b. I only have experience with titan and tactician this patch so far. If you'd like feedback in a different format please let me know (I can make bingo sheets :D). I will add more things as I play more. Thank you for the great patch!
1. MTX in town killing immersion. This only matters during the campaign towns, which I would argue is when it matters most. Idk how to really fix this if you want the game to look the same for everyone. (I was thinking a menu option to disable seeing others’ MTX.) 2. Chilling ground/temp chains/any slow effect is mega cancer (toning down the slow % should be enough). 3. Can we have Stampede slam timing be controllable by when we release the button, in case we want to slam earlier? 4. Better ways of generating endurance charges? (Like a skill instead of a support.) 5. More skill slots? 6. If you animation cancel a warcry by rolling, you don’t get empowered attacks but the cry goes on cooldown. 7. Roving Wisps quest does not finish. 8. Some map nodes are not accessible. 9. It says “Alva completed your order” instead of “Ange” when a currency exchange order is sold. 10. Loot disappearing after dying to a boss is so annoying. It doesn’t happen when dying to anything else afaik. Isn’t losing portals enough? 11. A bit more handholding when it comes to accessing the anomaly bosses. 12. Deflect seems pretty bad. Conditional defense is not really helpful on life evasion characters whose main problem is one-shots. Maybe increase the likelihood to deflect if you haven’t been hit recently? (Ties it to evasion.) 13. Can we have an AoE/nearby/etc. indicator like we do for Presence? 14. Visual clarity (our skills + their skills + ground effects = so bad). 15. More ways to invest in EHP for non-ES characters? 16. Pls no nerf crafting. It’s probably OP right now, but it’s so fun. Maybe add harder content which needs near-perfect items? 17. Late game gold sink? Maybe a higher tier gambler? Like maybe a togglable choice to pay double/triple gold but get the greater/perfect transmute/aug gear? 18. Game (especially campaign) experience is CRAZY different based on gear. I crafted a lucky Leaden Greathammer in Act 3. It’s so disgusting I’m still using that into T9 maps, no issues at all. I feel like that’s a bit too much. Maybe lower gear power a bit and increase the power floor via tree/skills? 19. Increase opacity for weapon set points on the tree? (Green/red points.) 20. Please add `/passives`. 21. Larger hotkey bar size? 22. Some kind of mechanic that utilizes unreserved Spirit would be so cool. 23. Everything looks/feels so, so good. Thematics, music, dialogue, lore feels so good. Keep it up! 24. Skills inside Mortar Cannon do not show up as being “affected” when allocating passives in the tree. 25. Navali’s spot in hideout always resets after reloading. 26. More res runes in campaign please. 27. Bring back Zarokh one tap please :) 28. I really, really like the campaign progression. It feels so rich with dialogue, context, and quests. If possible, could we somehow sustain that in maps as well? I want to feel like I’m chasing quests all the time and have NPCs talk to me about it. 29. Mapping does not have the same autistic feel to it that PoE1 has. There must be a way to turn brain off for the map selection/juicing portion of it. Running the map can be where the engagement is. I miss the sense of completion from the Atlas; infinite Delve does not feel the same. If you guys want to keep the “explore the infinite corrupted world” endgame, then could we have subareas to complete (ideally tied to the real in-game world geography)? Here’s what I was thinking: The world map would be a finite cluster of islands associated with existing regions in-world like the Vastiri (maybe post-Cataclysm landmasses were split or something). Each island is associated with a (common) biome, citadel, corrupted nexus, unique maps, etc. We still use waystones to run “maps” in each island. One tower per island that you have access to when you arrive at the island. You can choose to juice all maps in the island right at the start before you run a map, and can clear/change/add juice anytime. Completing a number of maps in the island would reveal the citadel in the region, completing which would reset the island, allowing you to rerun the maps. Atlas points would be associated with completing maps/islands/citadel bosses, etc. Resetting islands after completing them could allow for more incremental tablets/juice to be added. You’d have a goal of getting each island to max juice. 30. Some of the anomaly bosses have prompts that reference the campaign version (like Tavakai instead of whatever the actual boss’s name). 31. Loading the endgame overview screen takes quite a while. Gets annoying after a few hours of mapping. 32. Getting knocked down from any hit during sprinting feels bad. Maybe tie the knockdown to the stun bar? The buildup can be much larger compared to when you’re not sprinting, but like 3–5 smaller hits would not knock you down, 6 would; 2 medium hits would, 1 big hit would. This way we could get a sense of when we should stop sprinting too by looking at the bar instead of it being binary. 33. Some of the Temple of Chaos debuffs are so cancer, could we have rewards associated with a debuff like Ultimatum? 34. The three Temple bosses are SO different in terms of difficulty. Is this meant to be so RNG? The wind boss is way harder compared to bird and chimera. 35. You can still roll past the guards in Arastas pre-weapon. 36. Shroud Walker with degen/siphon mods is turbo cancer. I make build guides for fun. YouTube - https://www.youtube.com/c/cent664 Twitch - https://www.twitch.tv/cent664 Last edited by cent664#3461 on Sep 9, 2025, 7:45:43 AM Last bumped on Sep 9, 2025, 6:33:50 AM
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