My feedback and proposed changes after playing 0.3
First off, i want to say that the patch has been amazing. In all my thousands of hours playing PoE 1 and 2 combined, i dont think i have ever seen a league mechanic more balanced on launch than this. Abyss feels rewarding, is exciting to do, and provides a challenge.
This is a direct feedback of some problems/annoyances i faced during the league, and i made sure to include my take on how to fix it. This is purely my own opinion, and i, of course, might be the only one experiencing them. But i tried to only include problems i think other people run in to aswell. --Problems i ran in to during the league, and my suggested solutions-- -Azmeri wisps feel unrewarding, and i decided to ignore them 90% of the time. I think this could very easily be solved by buffing "unique" rune rewards from Azmeri affected monsters, and making the wisps scale off your characters movement speed, so they are ALWAYS in front of you. -Atlas map is tedious to navigate, i consantly find myself flicking the mouse like crazy trying to navigate. I think this could be solved by just allowing more zoom out, and automatic zoom back in when you click a map. Also, add a button to shine an orange beacon out from all unique maps. So they are easier to spot. -Ritual feels weird. Some special altars are way challenging than others and should grant increased tribute compared to a normal altar. Altars also spawn in very very weird places, making a lot of the special altars just straight up undodgeable due to the terrain it spawned on. -PoE 2 Wiki Why is webcrawlers disallowed for the entire site? The entire PoE 2 Wiki is hidden by search engines, so you can not search anything PoE 2 related without getting unofficial "scam" wiki sites as first results. This makes it very frustrating to navigate to the PoE 2 wiki from the PoE 1 wiki, to then use the search bar on the wiki itself. -Towers I dont mind running tower maps, but the towers as a concept makes running all maps leading up to it, feel like a chore. I feel like im forced to do a chore, before i get to enjoy playing the game. I think the solution to keeping towers would be to remove them as naturally spawning elements on the endgame map, and make them into a placable tile. This would also have a lot of potential for new league mechanics. Placing a tower tile should require an itemized version of it, where 1 slot towers drop in Tier 1-5 maps, 2 slot towers in 5-10, and 3 slot in 10-15. Upon placing a tower, you will be limited to a max of 2 overlapping towers, and maybe some unique towers that ignore this limit. The unique towers could function as a new scarab system? -Movement penalties I think its pretty unfair that ONLY the ranger side of the tree, has movement speed nodes. As well as bows/spears being the only weapon types to have a mount. I think the solution to this would be to add more movement speed nodes around the skill tree. Aswell as adding a mount for every class. Having the possibility making a warrior that focuses on charging enemies with a spear while horsebackriding. -Life as a stat, is just a more unrewarding version of energy shield. Evasion has more options for scaling than armor aswell, making all builds left side of the tree feel weak in comparison. We need more incentive to actually go life based builds. Because currently, its (in comparison to ES) unscalable from the passive tree and gear, is meant to work with armor, which also has less scaling options than evasion. All around, this just feels wrong, and forces certain playstyles. This is all i have for now; But i will update this thread as i encounter new issues. If you have read everything to this point, thanks a lot! Feel free to share your ideas and argue/discuss my proposed changes. Last edited by Audioblast#1168 on Sep 10, 2025, 5:00:13 PM Last bumped on Sep 11, 2025, 5:05:14 PM
|
![]() |