Priority issues to consider

I have a lot of fun and enjoyment playing 0.3. Many aspects have been fixed, and it is clear that you listen to the community.

I would like to suggest considering some aspects that seem controversial to me.

Sprint is a very cool mechanic, containing risk and reward, while requiring control of the character, and not just +W. Adding a grace period will help a lot, thank you. I would also like to consider the scaling system of resistance to heavy stun. It is a little strange that from a small random projectile the character falls as much as from a large slam. Especially if you play a strong powerful warrior with a lot of resistance to stun.

Long-range attacks of monsters are a pain. In Sanctum and Trial of the Sekhema there is a range system that affects how much honor will be lost. And this is justified, because it is not always possible to keep track of how and from where you are attacked. Crossbowmen in the expedition have insane damage, fast projectiles and almost no noticeable attack animation to react to them. If it were a single boss, it would be possible to cope with it. But this is an ordinary monster, of which there can be more than 3 at a time, in addition to a couple of dozen other monsters that want to kill you no less.

Defense scaling. In the current version of the game, defense scaling mainly depends on equipment and the passive skill tree. But I found a problem that a huge number of defense nodes are too far away, and require abandoning much closer nodes to increase the efficiency of other aspects of the build. And on items, the properties of defenses are forced to compete with such a very important and valuable modifier as Spirit. It is catastrophically difficult to find an item with Spirit and sane defense properties. As well as playing the Sorceress through Armour+Es.

The number of passive skill points. I previously raised the issue that the size of the tree has grown by 1.5 times compared to the first PoE. But the number of skill points remained the same, and it is not enough to try something new, take experimental nodes, and even more so to come up with crazy builds using properties from the opposite part of the tree. And until you have to greedily take only the most necessary, you can’t say that the player can choose what he wants. Sounds radical. I’m already level 89, and spent 8 hours just sitting and looking at the passive tree. Made a cool weapon swap for sets with a curse boost. Before that, it was also an exposure boost (but I got enough penetration). And it was really cool to find some way to diversify the build. And the rest of the tree is, unfortunately, just mold that has spread to the most necessary properties like Energy Shield, damage, crits, remnants, freeze buildup. I would gladly take nodes for Armor + Es, but it takes 10 points only for attributes to get to them, without anything useful along the way. It's too expensive, given the skill point deficit.

Flasks. They are very weak. If we refer to conditional Souls, their flasks have fewer charges, but restore much more and faster, which allows you to maintain the dynamics of the battle. I would prefer that they have 2 times fewer charges but restore 2 times more and 2 times faster. Not for the sake of casualization, but for the sake of bringing the mechanics into working order. After all, now you can't rely on flasks in battle, without instant recovery (which ignores less recovery, and the problem with a slow recovery rate). Now with 1000 mana I need to press a mana flask with 25% instant recovery with 300 mana restoration 10 times to restore only 750 mana. But 300 mana is one use of a skill, for example a curse. I solved the mana problem with the help of Mana Remnant, because I literally invested in remnants. But the mana flask is still very weak.

Skills go on cooldown before use. It's extremely annoying when you accidentally cancel a skill, or get lightstunned during a long use of a skill (for example Comet), and the skill goes on cooldown. It's as if the game punishes you for using this skill at all, which requires you to stand still, instead of rushing around on Rhoa and shooting in all directions. I don't mind if the cooldown starts after use, which will increase the uptime of using the skill, as if there was a modifier "cast time of the skill is added to the cooldown of the skill". But then I will be able to use my BFG Comet setup for a frozen enemy, without fear that some flea will run up to me and, having dealt 100 damage, interrupt my skill, sending it on cooldown, after which I will need another 10 seconds to freeze the boss again.

That's all for now. I'm sure you'll find something to do with this information.
I'll go have some more fun.
my hideouts - https://www.pathofexile.com/forum/view-thread/3228515
Last edited by moonretealoud#1487 on Sep 12, 2025, 2:58:22 AM
Last bumped on Sep 12, 2025, 2:58:06 AM

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