Tonhão's Christmas Wishlist
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Platform: Xbox Series X
Game language: Brazilian Portuguese Class: Warrior/Smith of Kitava League: Rise of the Abyssal Future patch version: 0.4.0 (I hope so) Bugs I got it the first time, Zarokh, you don't have to alert me 2.000 times. - On the endgame, if you complete a Sehkemas Trial (4 floors), the "Trial has ended" alert pop-up shows for at least 20 times if you travel to the hideout. To cut it short you have to logoff and logon. Microtransaction shop - The Supporter Packs menu and the Points/Coins menu takes too damn long to load (if ever) on Xbox. I always buy points on the website, but you guys may be losing money if the thing does not load fast enough to satisfy the human urge to impulse buy. Visual transfer microtransaction - It's not possible to revert the visual transfer by holding X (now I have an undroppable indestructible hammer that cannot be sold). In-game market - I imagine it's in the plans, but just to keep it on the radar: The in-game market needs to be translated to Brazilian Portuguese (the filters part, the results are ok). Ascendency effect - One day, someone from GGG will fix the animation textures and sound effect that rolls when you choose your ascendency, and I'll be a very happy man. (this happens in "first-person" only, if you are in a duo and the other guy gets the ascendency, the animation textures work properly). UI & Quality of life More drama - To add a little more drama to the death of a character, the display glass that holds life and mana could crack (with sound effects). Permanent league filter - Can you make the league filter on the character selection screen persist across logons? This way I only see the characters in the current league and don't have to keep filtering them every time I swap characters (or just make the game worse, so I have less fun playing and fell less compelled to create new characters and test new builds). Ultimatum tab - Can you guys release the Ultimatum tab on PoE2? Maybe it can even group them by number of trials. Also, it would be nice if they could store the trial keys (fates) and also group the high-level ultimatums by the key/fate they drop. Sehkemas relic buffs panel - Can you add a panel that sums all the buffs you're getting from the slotted relics? At least in the beginning of the trial, so I don't have to make mental calculations on every character/run strategy. Don't need to be anything fancy, just show them like you show map modifiers. Endgame Boss arenas and league mechanics - Could you prevent league mechanics from spawning inside boss arenas, specially arenas that change along the fight? I had an Abyss spawn inside a map (endgame), and while I was killing everything inside the arena, the boss entered phase two and modified the arena, preventing me from reaching some loot and an abyssal chest, some monster also got stuck. The maps was the Act 4 area where you forge the whole artifact to fight the beast (the electric boss of the cult). Map ideas - Design a map that has a translucent floor (not exactly frozen water, could be something magical) where you can see turtles and fish swimming (and maybe dead bodies stuck). Even better if it's becomes a hideout. Ritual tablets - Can you increase the drop chance for Ritual Tablets outside of rituals? The low drop chance is gate keeping this mechanic from newer/poor players. Trial of Chaos - I farm chaos for a living. Would it break the game too much if the Atlas passives could affect the Trials of Chaos and Sehkemas (even if only at the max number of trials)? Even better, could they have their own passive trees? (What I want here is a way to buff the rewards/challenges from the trials, like you do with the special ultimatums, but on steroids) - Also, could you guys implement the same mechanic from Sehkemas where if you kill a rare mob, the countdown shortens in the timed survival arena? - Also, could you guys add poison swamps? - Also, could you guys add two more bosses? - Also, could you guys add more room mechanics? - Also, could you guys add more rewards? - Also, could you guys implement all the trial modifiers listed here?: https://www.poe2wiki.net/wiki/The_Trial_of_Chaos Fire damage I feel like the mobs don't have the appropriate reaction to being set on fire. ![]() It would be nice to see their desperation as they're set on fire, running and rolling around while their skin melt from their bones. I know this will take the team some rework on all monster models and animations, but this is a sacrifice I'm willing to make. But since this will be quite hard to implement, can you improve these instead?: Damage over time - Either my build sucks (most likely), or there is not much reward for investing on Ignite. I have the impression that the tick is too slow or the damage is low (I may have been spoiled by my previous bleeding build). Herald of Ash - On the topic of fire, why does Herald of Ash feels like the neglected middle child? Just look at the amount of support skills gems you can use with Herald of Ice and Herald of Thunder. Burning ground - Can you make so that enemies that burn to death have a chance of leaving burning ground behind? Performance (this one is low priority) Loading time - When first starting the game on Xbox, the title screen is shown, and after that, the cut scene starts. If you press A to skip the cutscene, when transitioning to the rooftop scenario, the game takes a while on the loading screen where the gears turn and the ashes fly around. If you guys have nothing else more important to do, can you take a look at that to make this loading phase faster? Best regards Last bumped on Nov 13, 2025, 4:12:00 AM
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