Some of the campaign quests could use a little rework to make it more smooth
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For example:
Blowing the horn in act 2, why do you have to hit the 'desert map' and choose the destination in order to load it and theeeen you can go blow the horn? Why can you not just go blow the horn directly after talking to asala?.. At the beginning of act 2, after you killed the first (horse) boss, you go talk to asala, then she tells you, to come with her, just to talk to her again. Then you have to interact with the 'desert map' to travel to a place, just to talk to her again. For literally nothing. Then you have to go back to the caravan, interact with the desert map in order to finally travel to the next destination. Sooooooooooooooooooooo many steps man. I am playing the campaign a lot, because I am trying out new builds all the time. And I am enjoying the campaign. It's a good campaign. And act 4 is a nice addition to it. And I'm looking forward to see what act 5 is like. But some of these interactions, or quests or whatever, really could be shrinked down to a better minimum in order to make the campaign feel more smooth overall. I only mentioned a few examples. There are still way more. And I can add some more, if I think about it, or as I am going through campaign again (this very moment). Also at the end of act 2, the forced interaction with the hooded one is kinda weird and stretchy. Why you have to walk that long way to him?! Can't he just be like beside asala for once and reveal his 'divinity' in front of her and the player? Maybe asala could comment on it. But then you can talk to asala and go to act 3. Why these unnecessary stretches?! If it was a pure story game okay, I would get it. But this is an arpg, and the core of it is combat. Don't get me wrong, the story is not bad. But how many players are actually paying attention to it for real? And how many, want to do that over and over again? It's not a final fantasy game. Edit: I don't know but someone in your team really likes to make long empty paths that lead up to something like a boss or so. Like the faridun prince. Or like kulemak. I think arbiter too? There are probably more examples. But if you want to give a player the impression that something epic is waiting ahead, can you not try to make this different? Instead of having us players walk a relatively long path to reach it? I don't know make some fireworks or something. Kidding, but you get the idea. Make it different. Not walky. Edit 2: In Jiquani's sanctum, let us directly touch the soul core inside the boss, after we activated the 2 large soul cores, instead of us having to wait for the red marked path to show up to let us activate the soul core inside the boss and start the fight. Edit 3: As I already mentioned in one of my other feedback threads - 'The matlan waterways' is the worst map in the whole campaign in my opinion. Mostly due to the fact, that you have to activate so many levers to proceed. The animation of the lever activation is so bad, I mean yeah - it's realistic but it just feels bad in the game. The seals in act 2 'valley of titans' are instantly activated, which feels way better. Change the lever activation in such a way. Or come up with something significantly more pleasant than that. You also used the same thing in the prison map in act 4. Please consider changing these 2 maps in terms of that. Poe 2 back again. New trade system not flawless but still good. Need search save option for market panel. Last edited by HeavenlySent#1569 on Oct 26, 2025, 10:37:39 AM Last bumped on Oct 28, 2025, 8:09:03 PM
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Zolin, Blood Priest - final boss of campaign recharges his hp way too quick and too many times.
I am playing a caster, and I have decent damage, I have 15% + 8% + 8% + 20% mana cost efficiency. That is 51% mana cost efficiency. I have a ultimate mana flask that recovers an increased amount of total 437 mana. The flask gains 0.25 charges per second. I use glowswarm the unique low level ring. It gives additional mana and additional mana flask charges per second (0.27 per sec). Yet this stupid boss recharges his hp from almost non to full in a few seconds, and until I damage him enough again to even just low life, he recharges to full again. If you want to let him recharge his full health do it once, but infinitely? This is just dumb. Edit: Why I mention the mana things is, I run out of mana all the time to not even being able to use my skill anymore, very soon after the other boss dies. Therefor this boss fight lasts forever if the situation does not change. I either need to do a lot more damage or have a lot more mana reg or something. Both pretty unachieveable since I already use pretty optimized gear. Edit 2: I managed to kill it but I had to switch from cold to lightning in order to do more damage due to shock potential. I still think this boss is overtuned. A weaker build will struggle a lot more, just because of the countless hp recovery. Poe 2 back again. New trade system not flawless but still good. Need search save option for market panel. Last edited by HeavenlySent#1569 on Oct 28, 2025, 8:16:08 PM
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