My 0.4 Post Patches Feedback
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Have played a bit more after the patches dropped so here's some additional feedback:
Play Style - SSF with league reset - Play through campaign and then some maps until bored - dunno how many I did lol, maybe 200h? Loot & Items - Item progression stops too early --- During Act 2 / Early act 3 base weapon types stop being upgrades and affixes take over --- example maces: why do I know the names of Forge, Studded & Temple Maul? because after those it's just bigger number = betterer --- For casters this can happen even at the start of act 1 --- A lot of affixes also feel like they don't have any real progression --- (is anybody truly excited when that +4 skills turns into +5?) - I've a noticed a high variance for basic items between my runs (the unlucky runs) --- Artificer orbs, had some runs where I ran out because only a couple dropped --- Support gems, usually not a problem but my last run had about 20 in total --- Flasks ... had a Jamanra fight with a medium mana flask --- Gem Cutter Prism, usually I can quality one main skill completely, but sometimes I just got like 2 --- it's okay to have RNG for them, but those very extreme outliers should never happen - Currency drops seem to be lowest in act 4 --- I guess that's because there is this gap where the league mechanic wont give you benches? --- but even then I'd expect drops to be better than previous acts League Patches - Nerfed jewellers = good - Nerfed exalt & regal at the low end = bad because literally no rewards - The beacon spawning unique monsters early is pretty annoying --- They are just a wall of HP --- I would prefer that event to be very rare and extremely deadly *evil grin* - Switching strategy has become harder with the patches --- Personally I would prefer some option to remove more rooms - Original seed has too much influence on my preferred strategy --- example: when I get the early architect room in act 1 it's very easy keep adding special rooms Mapping - Alch & go feels pretty nice - Difficulty progression needs rework (atm, we basically just have 4 tiers not 15) --- Usually I just rush bosses to up the tier quickly, because it does not matter --- If it's a bad build then I just map a bit to get comfy, then do a couple of bosses in a row for bigger skips --- The actual difference that can be felt is between an unmodified map vs map with affixes --- So maybe add the POE1 system for yellow & red maps back? --- or, you need 1 additional modifier per tier to run / complete this map? - Couple of maps just look ugly (i.e. fortress) - Doryani's "Identify"-option being bugged is pretty annoying (dunno why nobody seemed to complain about that) - Would be cool to see some more unique moves from the map version of bosses Monster Balance - I've noticed that a couple of monsters suddenly have this ability for random one shots: --- no telegraph -> boom a single 2k damage hit on a level 20 char --- seems like some sort of crit to me, but instead of a single monster it's the entire pack at the same time? --- Mawdun Mine -> Plague Nymph --- Deshar -> Scavengers --- Utzaal -> Viper Legionaire --- Black Chambers -> Doryani's Elite - It seems more likely to get pretty nasty combinations of rare modifiers earlier --- example: you play melee and suddenly you get a temporal bubble + chilled ground where previously the rares just had 1 modifier. --- maybe blacklist certain combos at low monster levels? - Stuff like proximity shield also happens more often --- would be good to balance melee vs ranged but that mod doesn't seem to do anything --- (or maybe the radius needs to be much smaller) - Whats up with ignite suddenly being useful but only for monsters? --- probably a good thing to make the ailments matter but this seems like some sort of bug? Some annoying Campaign RP - "oh no the halani gates are closed again" (maybe add some monsters?) - talk to Una so she can tell us to go through the grim tangle - that dude sitting in the bird nest in act 4 you always forget about - doing 3 million mouse clicks while talking to Tujen to free that old granny Skill Balance / Ideas - Having some more time to play, I've noticed that spells are even worse --- "simple" frost build: WASD + Nova + Snap + Darts + Bomb + Eye of Winter + Comet = 11 buttons --- chronomancer expands this with: Orb of Storms + Sigil + Temporal Rift + Agony + Time Freeze = 16 buttons *yikes* --- compare this to shield wall -> works fine with click to move so 2 buttons --- compare to permafrost -> 2 clicks + WASD - Speaking of permafrost, whats up with that UI? --- maybe add those setup options to the skill panel? --- and make it obvious to users so even newcomers will see it? - I was tinkering a bit with minion + marks & they feel pretty okay-ish --- They solve some of the AI issues and are pretty okay at things like armor break --- Unfortunately they are inferior to other options at the moment --- Maybe add a support that allows minions stronger benefits? Last edited by yunharla3000#5123 on Jan 13, 2026, 11:36:02 AM Last bumped on Jan 13, 2026, 9:54:05 AM
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