Extensive collection on things that need improvement with focus on QoL
Hi. I got like 900 hrs total in PoE2 and I played 0.3 constantly for two whole weeks and wrote down every single issue once I strumbled over it because I want this game to be the best it can be. I think the majority of players gets this too, but often focusses on the big things in feedback. I wrote these things down with no particular order.
Campaign - It's. Too. Long. Especially Acts 3 & 4. Zones are too big and take too long to traverse. You reduced zone sizes in a patch 0.2 and the game can easily use another one of these changes, maybe an even bigger zone size nerf. Campaign takes so damn long, even as a twink, that it really discourages playing more characters. Less slog = whole playerbase loves you and your game Endgame - the core problem: too much micromanagement when playing, too little zen of mindless, rewarding blasting. -> muling and scanning too much gear 24/7 (which often is surprisingly bad even for tier 5!?); random damage over time suddenly kicking in hard with no indicator why and from what or where (e.g. finished rituals, random DOTs with no visual indicator besides lifebar going down) -> I CONSTANTLY GET TELEPORTED TO ATTACKING MOBS NEARBY. This is completely ridiculous, especially as a squishy ranged character. This has got something to with connection and performance issues, perhaps? Very very awful and stressful; it got me killed already as well. - still got plenty rubberbanding in the past week, but maybe that's me - monoliths for anomalies should be activateable any time you find one. The map should maybe even be considered cleared when there is no boss there and the monolith has been activated. - many layouts are so awful; i really cannot bear to play them. I constantly get stuck on terrain, can't find the passage or tiny staircase and can't deduce it from the minimap. Less walls, nooks, impassable pebbles and just smaller (, more condensed), simpler maps altogether. Fck Sun Temple. - The minimap's visibility could use an upgrade as well. - Towers gotta change a lot, but I know you are working on it. Keep their atlas exploration function, but the remove their role in juicing maps. - PLEASE remove temporal chains and chilled ground; it feels so bad to be constantly slowed. - potential solution for map layout choice: keep the atlas the way it is, but you can drop items from a certain layout that you can insert into the realmgate along with a waystone to bring you into the same layout. People can explore the atlas, but also replay the very same maps if they want to. Let people play and enjoy the game the way they want to. - Anomalies are too tedious to unlock - random respawns of abyss rares is too chaotic and unclearly communicated to the player. (It's a abyss modifier, no?) - Much less gear drops, please, and more (useful) currency. Gear drops are often riddled with awful stats even as Tier 5 (please no more thorns; especially as prefix!). Give us more quality of loot, less quantity. Otherwise it feels like work and not fun. - More waystone drops, please; it's hard to sustain with max Atlas points! +30% more would be good. And an option to obtain higher tier waystones when you're still at low-tier ones. The way it is now, the game forces you to slow down (once more), even though you might be strong enough for higher tier waystones. Let the people play the game the way they want. - the atlas could use a function to highlight certain categories such as unique maps and anomalies, similar to the passive tree - Eternal Knight is overpowered, too much stun threshold and too much reflect damage. I struggle against this as a WHITE MOB more than 7 mod rares, I'm not kidding. - all waystones mods should provide all types of additional loot and monsters. The magnitude of that should be depending on the mod's difficulty roll, not modifier type. Item quantity should also be a bonus you get on the waystones. Right now, all the tablets without 6+% quant are mostly useless. - delirium and abyss visual clarity and performance is bad. Delirium fog should be able to be turned off visually (at options menu) - Instilling waystones (with paranoia) doesn't show additional rare monsters gained in instilling window - ritual altars need always to indicate if they were already done or not on the minimap, not just based on proximity. - ground effects as a map mod take up too much % of the area. Feels like 50% of the ground is covered which is quite extreme, and very unfun if it's chilled ground. Even ignited ground feels like hella micromanagement and annoying. - when putting a waystone in the atlas, its modifiers should not open up their tooltips when left-clicking them. these should be accessible when pressing alt. right now it often causes to open the tooltip by mistake, especially if you want to navigate your view on the map. The same applies to Simulacrum when you want to start the next round. - My favorite part is when you browse the atlas and realize you need to go grab a different waystone from stash, and then it pans the camera back to last map completed and you have no idea where you originally wanted to go anymore. It should stay on the same place you looked at last and there is an icon where your character was last that helps you get there, if you need to. - abyssal mods stolen by headhunter activate all the time even if no enemies are around. This is stressing me out - can't see checkpoints on the enlarged minimap; only if you use a checkpoint or are near enough to one Miscellaneous - Sprint is clunky. Too much turn speed, always getting stuck on terrain, stuck in animations after stopping. This needs to be much smoother. An option to run without rolling would also be much appreciated. Plus the heavy stun is way too unforgiving. Why not make it the same as on rhoa? - Why can't you create a portal inside a boss room when all the enemies there are dead? please remove this restriction - the lightning ring with mana siphon mod is too strong and doesn't allow for counterplay when they have haste - please add a hotkey for mounting your rhoa; it's so annoying trying to click it, especially when situations are hectic and the rhoa does whatever - remove thorns from evasion-based gear. It should also never ever be a prefix!! it completely bricks an item and makes finding gear just more tedious - need category for abyss (crafting) materials in stash tabs. can't sort it and it's scattered throughout my whole stash. also needs a keyword to find them, such as "abyss" or whatever. - waystones with delirium should go to waystones tab, not tabs with delirium-affinity! (sorry, but what were you thinking?) - Ange should take currency from the stash and not inventory. I have to fill up the taken currency from my stash every time, even though I always need to have some of it with me for maps - Visual effects of player skills should be reducable somehow. When I get temporal bubble with Headhunter it feels like I can't look at the minimap anymore - I've been off-screen oneshot by some new boss, but can't remember which - Trials of Sekhema: too much honor damage, too little agency and opportunities, bad luck, and only bad mods. It's also boring to go through the first two zones if you want to do the 4th Ascendancy. - Trials of Chaos is no fun. Very heavy on RNG with mods and many of them are just annoying to play around. The floors themselves are kinda boring and tedious. Make them harder and the mods more chill - Abyss ground degen is visually far too unclear - more auto-sort options for stash tabs and organic regex functions. "Manually" scanning my waystones for the right one to pick is nightmarish. - After Death Effects: if the monster is dead, it's dead. All effects like volatile plants should fizzle out immediately, except for very clearly communicated after-death-mods maybe. Especially delirium-influenced monsters have these special attacks that always ignore the monster's death. It simply doesn't feel sensible and fair. - when you want to exalt jewels, they light up even if they already have all mods. - no in-game loot filter. - lightless morray invincibility is an outright bullsh*t mod - Prox. tangibility still feels like BS; it single-handedly forces me to double-check every rare mob if it doesn't die. Plus it has so many BS interactions, such as the lightning ring with massive mana drain. It has to go. - shroud walker has awful interactions as well. Once I triggered a rare's Magma Barrier and it teleported right next to me the split second before it went off. I had no chance, got heavy stunned off my rhoa and died. - need hotkey for opening Ange's shop. Alt+left-click for gear gamble should maybe be allocated to alva again? - when searching for something in any search window, the text should still be there after the window gets closed and opened again. I think the passive tree does it that way right now and this would be huge for vendors and stash - Viper Napuatzi should be attackble when she casts those big AOEs. Seems like BS otherwise Bugs - can't open anomalies, even though they're finally accessible - couldn't click on the tower to fill it with tablets after I finished the map - rhoa constantly gets stuck on terrain - (atlas) passive tree sometimes reverses changes that have just been made when respecing. This is a thing since 0.1 - sometimes the character keeps moving in one direction, no matter which directional input I press. happens maybe more often after alt-tab and is usually fixed by another alt-tab and pressing ESC - Sound bugs when you give Ange items, sounds of transferring items still appear seconds later for some reason - Often the points on the atlas don't react when hovering over them, but instead seem to have a hidden, misplaced small box you need to hover/click for it to register your mouse Anything anybody would add to this list? Does anybody vehemently disagree with anything here? Much love and kind regards Last edited by PushkickInMain#4096 on Sep 13, 2025, 7:17:42 AM Last bumped on Sep 13, 2025, 7:15:07 AM
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