My overall/misc feedback for 0.4

Campaign: I think that it really needs to have the maps changed to be handcrafted with intent, and leave the randomness to endgame stuff. Act 3 and up is still way too large and a slog to get through.

The various passive effects need to all be respeccable.

Other complaints/feedback I've made in previous leagues still largely apply here.

Druid Character: Not too big a fan of the voice, sounds a little too much like just an average guy in some respects, lacks some degree of edge and grit to give off more of the hints of his backstory. Basically, unless it was the goal he kind of sounds too happy/unbothered to me. I think overall, he also needs lines that are specific to the shifted forms, it's a missed opportunity I think to not really go into that, to get into the mindset of a guy spending a large amount of time as a non-human creature. Does he see himself as a human still, or does he also see himself as a bear/wyvern/werewolf? Overall the things he says don't tell us a lot about that aspect of him.

Minor flavor related, I think it would be much cooler if when you died while shapeshifted you stayed shapeshifted while dead instead of turning back to human.

Not enough unique attacks/abilities for each of the shapeshift forms. Wyvern especially feels extremely pigeonholed to a specific style of play.

Flame Breath despite visibly causing your character to move above the ground, does not allow you to traverse terrain levels like pounce or other such moves, when it probably should. The visual for where the flame is hitting is also a bit unclear/smaller than it looks and you still get hit by ground effects and ground attacks.

Wyvern rend has a tendency to miss enemies right in front of them.

Shapeshift forms have a bad tendency to get stuck a lot in general or sometimes even fall underneath the world.

wyvern rend randomly has speed slowdown that appears permanent until shifting to a different form.

Caster druid feels a little underwhelming, there is almost no reason to use many of his own spells vs spells from other classes.

UI:

Move the various purchasing/disenchant etc screens to be at the edges of the screen (left/upper left and inventory to far right) so that they can be better interacted with, without blocking other aspects of the screen like the chat, or other npcs in the peripheral area.

Make the gemcutting and currency exchange screen vertically larger and again, fixated left, preferably add visual labels in addition to the text to give better indication of what each one is.

Add ability to search inside the inventory just like how you can search your stash.

In currency exchange, make the search bar highlighted by default so if you like, you can immediately start searching without needing to click there.

Add a way to display enemy health bars better, as sometimes you can be attacking an enemy but if your cursor isn't directly over it, the health bar doesn't show.

Give us some auto sort functions in the stash.

Overall inventory clutter feels awful in this game, and having to buy so many different stash tabs specific to the type of item feels like a deliberate monetization scheme, creating a problem with selling the solution to what you caused in the first place.


Temple:

I like the idea of it, if it comes back in the future though I think a form of it with more customization would be nice, like deciding the visual aesthetic of the area, and what sort of enemies and bosses to use.

I think overall, the maximum size of the temple is far too large and the way the teleport works in it is obnoxious.

Checkpoints also need a larger trigger range, you can easily spawn a checkpoint but the game doesn't register you being near enough to activate it for later use, and visibly in the temple they are lit up/blue even if you didn't activate the ones that spawn in.

Loot quantity overall has always been a problem in my opinion, and it is glaringly noticeable in the Temple. You potentially make so many trips back and forth because the inventory is tiny as hell combined with the sheer volume of drops. I think honestly, currency and misc items that are not equipment really need a limited tab of its own on top of allowing for certain currently low or unstackable things, to stack higher as well as maybe bags or tabs that can be late game additions.


Hideouts:

I think they need more decor/npc options, including free options. Add more unlocks in the story and endgame, or even as quest rewards.

The available free hideouts are all fairly nice but excessively rare in the atlas, and I do think there should be at least a couple more free ones that can be found. One based on the eye of hinekora and Holten estate would be nice.


Atlas/endgame:


Something I realized that I hope gets addressed in some manner with the endgame revamp, is that from what I could tell there is no endgame/on-level content that is not locked behind some form of token or whatever. Like, if you just want to casually try out new gear, skills, etc. you pretty much either have to use a waystone, do a trial, or other thing, or you go back to the massivley outleveled campaign.

Abyss needs its own enemy number counter I think for keeping track when you enter the chasm areas.

When you enter the atlas sometimes there are no icons and you can't interact with anything.

The maps themselves need to be about 20 - 30% smaller and with fewer dead ends.

Maps in general, need more coded guidelines and sanity checks. I've had many instances where tablet mechanics don't work well in the map, or even cases where things can't be completed because despite the modifiers, some of the things don't actually spawn or appear at all and thus waste the tablet.

Oasis, ice cave, and a few other maps blocks you from leaving the boss room.

Digsite is a map I avoid because the boss has such a ridiculous mechanic where you literally can't kill him until he gets to finish all his scripted kill attacks. Overall, boss immunity is just not fun for players.

Slowing effects continue to be among the worst things in the game, not fun at all.

Delirium and Breaches could use more "guidance", as of now you kind of just run around aimlessly after the enemies and mirrors/glass but there doesn't appear to be any logic to what direction they are in and it does not say when it will end.

Currently atlas maps have multiple objectives, but unless I missed it the game does not say what you actually get for completing the extra objectives.

The special delirium map that takes splinters has a stash in each room, but the prompt for advancing waves often blocks it unless you hide all tooltips.

Enemy spell/death lingering ground effects are still absolute nonsense in so far as signalling to let you know they are there. I'm glad they are mostly toned down/less common, but there is STILL little to no reaction or sounds from the player to let you know you are in fact taking damage, and the effects are still mostly dull, desaturated, and easily blend into the background or are hidden by the player and multiple enemies/spells occupying the same space.


Misc:

I still think the current trials are bad and need to be straight up revised.

Melee still feels miserable to play. Shotgun-spread type attacks chunk you like crazy and enemy attack/ability cast speed and tracking is just too fast on bosses, there is no or very limited windups and telegraphing like you would expect in a properly made action game to keep things fair and able to be reacted against. This is not fun, it basically promotes the style of play where you kill the enemy as fast as possible to prevent the bad attacks, or you play at range where you actually have time to see what is being launched at you.

Random purchase level variance is too high and not very useful. It's frankly ridiculous to me for example on a character at level 90, being still able to spend tons of gold for level under level 50 gear.

Gear crafting/mods remain incredibly unintuitive and convoluted. This is a big one, and something that majorly causes friction among my friends who are turned off by it and just want to play the "traditional" way of finding usable and good legendaries and rares just by playing. I think the sheer volume of useless loot is just way too much. the entire game is just built on either the few uniques that are actually good, or looting currency and tons of items to just destroy mostly. There's hardly any excitement at getting drops. I know the economy is seen as important, but surely there a better balance can be found.

Add a fast way of "reverse searching" gear on hand, for easier market checking.

Gold quantity as drops even at end game is pitiful, which compounds the compulsion to loot and fill your inventory even as items sell for pitiful amounts.

I tried blink and it needs to be uncoupled from sprinting, and I find it very annoying you can't do regular dodges and sprinting during the cooldown.

On some maps, the Vaal chest rising from underground glitches the terrain.

Overall performance still is not great, and had way more crashes and other stability/network issues this league compared to previous.

Game desperately needs a way to turn off or lower visual effects, especially in multiplayer. If you are going to make attacks that can kill people instantly, they need to be telegraphed and visible, and the hitboxes need to be perfect. If it is possible to die from no fault of the player, then maybe the attack shouldn't be fatal.

Having to manage the exponentional growth of stat requirements on some skills/spirit gems feels way too limiting as far as forcing some gear/attribute choices, I feel like just a 10% reduction on the spirit/maintained skill requirements would be good.

Move speed ought to be implicit to boots, nobody buys boots without any move speed. Additionally this holds as well with weapons in regard to + attack skills, which renders unique weapons as utterly worthless too. Either make them implicit or less impactful in my opinion.

Add a way to do a large scale respec, right now it can be very time consuming/problematic to go back and undo a path that is connected to other pathways.

Game also does a rather poor job communicating points available for spending in certain trees, as well as how to do it and how you can assign certain skills to only use a certain set.

I think a lot of legacy support gems need a rework, as every league since introduction there are always a majority of them that are straight up unused and basically worthless compared to the few that see constant use and are always massively overpriced.

Microtransactions: I think that overall many of the ingame features relating to this is still underbaked, and it does not do a good enough job of showing exactly what you are getting. The previews in general need to be larger, and in some cases for example like the various spell and shapeshift effects there really needs to be a way to display what they actually look like in a preview.

I am extremely disappointed in how the supporter packs are handled in a way that forces FOMO. I had a look, and literally nowhere in the in-game description is it mentioned that these can and will go away and be no longer purchaseable. It is mentioned in the website announcement, but not in-game. So as someone not especially tuned in to this, a friend got a real shock at a certain pack being no longer available and never coming back.
Feedback: 0.1 https://www.pathofexile.com/forum/view-thread/3639607

0.3 https://www.pathofexile.com/forum/view-thread/3850769

0.4 https://www.pathofexile.com/forum/view-thread/3906652
Last bumped on Jan 17, 2026, 4:03:28 AM

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