Comperhensive list of issues nobody talks about (0.3 version)

Ok, I've been thinking about some issues of the game (and even possible solutions) for a while now. I'd like to address a list of them for the people to discuss:

1. I love the new rework of many skills in the game. But I think that there are MANY examples of skills that need a lot more work. I'll give you 4:
a) Supercharged Slam. GGG, I BEG YOU, LET ME MOVE! Like, it is such a cool skill in theory, but the fact that I can't move my melee character while using it is insane. I'd much rather prefer a huge (like 60-70%) slow on casting the skill, but I think I need to be able to move while using it, if I want it to ever feel actually good. As it was from the beginning of the game, people prefer to use skills that actually feel great to use. There is a reason why Monk is so popular: many of his skills actually let you move your character while attacking at the same time. And I'd really like for the majority of skills in the game to be similar to Glacial Cascade/Storm Wave. It would make them much more popular and flexible. It is an issue for many skills, like Perfect Strike and Sunder. I get it for the Snipe Shot, but it is RANGED. It is a huge difference, believe me. Let me move, please!
b) Sorc (Elemental) "ultimates" (and others, if I'm being honest), like Lightning Conduite or Comet. I hate the implementation of those skills. As it is right now, it is impossible to self-cast (use it by pressing a button by hand). I believe that the cast itself should be almost instant, but put a "mark" on the ground (like a curse), so that your "ultimate" will land on it after a delay. This kind of "animation locked" casting has no real place in the game, because we already have many skills that don't require you to stand in a place for 1,5 seconds. Basically, it would work similarly to the current curses, but instead of a curse, after a delay, the damage will be dealt. Like a "fire and forget" type of spell. TBH, this is the only way I can see that anyone would actually use it not on autocast of some sort.
c) Escape Shot is a great skill, especially after a "rework", but it still has a couple of issues, IMO. The first one - it doesn't scale with + arrows mods. I get it, you shoot just 1 arrow, fine. But please, we at least need a modifier for the damage of the skill. The second thing - Escape Shot feels kinda odd, because it has a fixed distance, but the character's movement speed isn't. I think for the skill to feel better, we need to make it feel similar to Dodge Roll. First of all, the Dodge Roll distance scales with Movement Speed, but the time of the roll is fixed. I believe it to be the ideal "formula". Escape shot needs it as well. Additionally, you lose control of your character during the entire skill, which is not true for the Dodge Roll. It would make sense to me that you could change the direction of your jump (and the place you'll land on) based on your WASD/Mouse/Controller input during/shortly after an arrow was fired (near the end of the animation). Similar to the way it works with the Dodge. Additionally, right now, Escape Shot is bugged and doesn't work with sprint (you will just jump straight up, no distance traveled). I also hope that your character's jump will not be interrupted by a stun. I feel odd when your character will straight teleport back to the ground, and a stun animation will play. Ok, it is not a dodge, sure. But let me finish my jump animation before I am stunned.
d) Blink. I like the idea of Blink. The issue is - it's kidna clunky to use. I believe it to be the case that you actually use control of your character by using it. You blink for a fixed distance, but unlike Dodge Roll, you lose control of your character because the distance is fixed. I'd like Blink to teleport me to a courcor with max travel distance based on level. Additionally, I hate the fact that I lose the ability to dodge after using a blink. What about Blink having a cooldown, but while it's on a cd, I could Dodge Roll as if I didn't use Blink?

2. I love the new "systems" introduced in the game, but the game still needs a bit of work in that direction. I'll give you a couple of examples as well:
a) The new "infusion" system for the Sorc is awesome. I have a couple of issues with its current iteration, though. The first one is the Remnant's pick-up distance. It's basically 0 by default, and if you invest in Remnant's pick-up radius, it basically does nothing. You know, because 0 multiplied by any number is still 0. I think that picking up Remnants from much further away by default would make the system feel much better. Additionally, there are not enough ways to reliably generate remnants and use them. There are interactions, sure. But I think the remnant's balance is kinda off. I'd prefer them to be a small damage boost, but with HUGE utility bonuses. For example, Arc with remnants will do 3 times more damage, which is insane. I'd like it to have about 20% more, but chain like 10 more times or something. It kinda makes the system binary. If I spec into remnants, I would have some inconveniences (by picking them up), but I will gain huge bonuses instead. At the same time, I could also ignore them completely. This is exactly what happened with my Arcmage lightning build. I was clearing the beginning of the endgame with autocast Snap on Cast on Shock (Alignment now). Enormous amounts of remnants were generated until I upgraded my build. And now I just don't use remnants anymore. I see no reason to. The point is: Arc is a bad single-target damage spell and kinda useless on bosses, which is fine (by design, I guess). I clear the whole screen with my Arc at skill level 32 (T16 with no extra resistance mods for monsters). And picking up remnants won't change that one shot anyway. On the other hand, Spark is a better skill for single target in closed areas, so I don't usually use Arc there as well. And I can't use Lightning remnants on Spark anyway. So I organically stopped using Remnants entirely. If Remnants would let my Arc chain 10-15 additional times (and I would clear 2 screens instead of 1), I would pick them. And if I could use Remnants on Lightning Conduit (don't use the skill if it is not on a Dueling Wand autocast, it's awful; The wand skips the animation, making it pretty useful) or Spark for Electrocution or Increased projectile speed, respectively, I would pick them during boss fights.
b) Deflection. I really like the idea, because it was meant to fix the issue of full Evasion builds - one shots. There are plenty of issues with the current iteration of deflection. First of all, Evasion is already kinda random (the first hit at least is). And Deflection, being chance-based, is a problem. I didn't want to be one-shoted 15% of the time, and I still don't want to be one-shoted, but now only 3% of the time. For Deflection to work properly, it needs to complement the Evasion, not mirror it. Something like a charge/buff that loses 1 charge for every hit. But if you're a pure Evasion character, this buff will recharge by the time you are hit next time. Additionally, the Evasion formula was nerfed, but it seems to me that Deflection uses the same/similar formula to Evasion. Therefore, it is theoretically possible to get 100% Deflection; it is virtually impossible to actually get it. So, I think that Deflection should prevent one shots 100% of the time and scale its power with Evasion rating, not its chance. Evasion is already spell suppression, and we don't need another one.

3. Character balance. First of all, I'd like to say that there are MANY builds that are viable at the moment. Imo, it is the best balance state PoE 1 AND 2 were ever in. What I'd like to address is more in terms of Item/Level/Ascendancy power balance. Right now, it seems unimportant to gain levels and even Ascendancy points compared to the items. It is on Ascendancy to Ascendancy bases, but overall, I'd say that Ascendancies kinda lack in power. When I got my +5 to spells Staff, I blasted through the campaign. It gave me MUCH more than 6 ascendancy points (which I checked by swapping the staff). Overall, I'd like that balance to be checked in various classes. Moreover, some mechanics/nodes in many Ascendancies feel underwhelming. Like, Smith of Kitava nodes. There are some that feel strong, BUT overall, there are like 3 actually great ones. The ones you pick and feel like you get something really cool/strong. Please, make it much less stat-heavy and more unique mechanically. Like, what if I could actually get a CI analog for my warrior? Something like "you have 0 ES, but have chaos immune" or "you can't regenerate health naturally, but have chaos immune". You get the point, I hope.

4. Feeling of adventure and Encounters. Overall, I like the new mapping (increased loot and so on). But I feel like the content in kinda the same from map to map. Playing interludes suddenly made me think, why are there no traders on my maps? What if, instead of just killing monsters, I could encounter a guy who sells wands/staves (as in Act 2 interlude, the guy in a wagon on desert-type maps) based on the location level? Maybe even with a level higher. It would actually make me excited, because such a change of pace might feel really good (especially if visuals are logical, like "desert" trader skin in a desert-type map). What if I could get crafting bases from time to time from vendors/dead bodies, or something? Make it too common, and it would make the game less interesting. But make it uncommon enough, and it would make the game much more exciting to play. Generally, I'd really like the campaign and maps to have similar features to the D3 campaign. There is a list of random "encounters" that could spawn. Imagine if there was a chance to get into a small dungeon (with an armory = crafting bases) during clearing the Manor Ramparts in Act 1, or a similar location in maps. The thing is, it might not spawn. Or visiting a random house with a skill gem in the same Ramparts? Like a basement type of room. I'd like to see much more of those "small" things in the campaign and especially in the endgame.

5. Bases and crafting. First of all, I really like PoE2's system for bases. I'd like it to be kinda changed, though. First of all, I'd really like all the bases to have implicits. Well, at least the endgame ones (above lvl 65). The thing is, all of them do, but some of them don't really have the implicit line. For example, there are armour bases that have increased base armour/ES/Evasion values. I'd like it to be displayed not in a white line with a stat, but in the implicit (like, "has 10% increased stat") and Armour/ES/Evasion values to be blue. The reason for that is the fact that it would be noticeable at first sight. Basically, much more noob-friendly. Also, it would make those item bases feel as unique as any other base in the game, which actually has an implicit. Basically, write it as a separate line, please.
Additionally, the crafting right now is MUCH better. There are a couple of things I'd like to be added, though:
a) Let me swap some stats between similar groups. For example, I have a Lightning Resistance, and I no longer need it. I need Fire Resistance instead. Harvest in PoE 1 lets you do that. Wow, you got a wand with +5 levels to Fire spells, but use Lightning? Too bad, it's junk now. Swapping that to +5 to Lightning would be great.
b) I'd like to see a way to have my mods saved, but the base to be changed. It would be great during the campaign. For example, I have great mods on my bow, but when I get to Act 2, my old bow becomes useless. Right now, there is nothing to do but throw the old item away. I wouldn't feel bad at all if I could just take a new white base and slap my lucky stats on it during leveling. The same is true for the endgame, but for different reasons. For example, I'd like to have a block as my defense mechanic. Nice, I'd like to change my quarterstaff base from the one that gives "+ range to attacks" to one that gives "+ block chance". But my affixes on my old staff are great! I don't want to lose them. I just want my implicit (base) to be different. Now I have to create/buy a completely new item, but having this feature would let me not lose my "progress" over willing to try out something new.
Last edited by golanov#0674 on Sep 10, 2025, 8:29:53 AM
Last bumped on Sep 10, 2025, 7:54:06 AM

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