My General Feedback for the upcoming 0.5

All of them. You actually sincerely suggested the sort of auto crafting I mocked someone else with the other day.

This is a Grinding Gear Game, sir. If you don't like Grinding perhaps it's the wrong place for you.
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"double life" oh jeez...

No just no

Lets not break the game please with these suggestions


What other suggestions do you disagree with? I listed a lot.


Don't count on people to articulate why they're against something here, especially in a logical way

Most don't even understand that the forum is primarily based on bump and post time, they usually only engage with posts they disagree with for some reason, which ironically just helps push the post to the top..

Anyway, you made some interesting suggestions overall, i'd love to see some of them being added to the game, but one that stand out to me was increased gem drops during campaign, i think there are more interesting ways to reinforce player experimentation

Like maybe a disenchant system so that a gem can go back being "uncut" or something, with some restrictions of course, for example only up to level 14, below 4 sockets, uncorrupted and you can only do it once

I think that the game already drops to many stuff tbh, that's why probably 99% of the player base use loot filters, and i don't want gems to drop like they're regal shards
Last edited by Vyend#2601 on Apr 30, 2026, 11:08:46 PM
@Darkomantis#0042 - Hear hear!

This is an incredibly thorough and well-structured collection of feedback. You’ve done a great job not only identifying pain points, but also pairing them with clear, actionable suggestions across multiple systems.

What stands out most is how balanced it is; there’s a mix of QoL, mechanical depth, progression, and endgame considerations, all grounded in actual gameplay friction rather than just wishlist ideas.

Posts like this are genuinely valuable because they give the devs something concrete to react to. Hopefully this gets the visibility it deserves 👍
Auto sort, no thanks sorting is among least needed issues in poe2. The current league isn't dead bc of sorting why that's at the top means I shouldn't bother reading the rest
Interesting to observe how often a single disagreement is enough for people to tune out the rest of a post, regardless of the validity of any of the other points raised.
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General Feedback

- Make Wisdom scroll an inherent item in your inventory next to your gold count rather than needing to buy individual scrolls; you're given the scroll after defeating the Miller boss or as the first reward when you finish the quest in Clearfell encampment | holding Ctrl + Click the inherent wisdom scroll will identify all items in inventory
- Sort button for Inventory and Stash
- Life buffs. Double life values on gear. Buff life regen nodes on tree
- Reduce maximum potential movement speed to 20% max and give players more movement speed scaling through the campaign | and/or | Movement speed implicit on boots
- Remove movement penalty from armour
- If Sprinting is here to stay, then improve Sprinting: Seperate Dodge roll & Sprint, change the heavy stun on Sprint, improve turning, and reduce Sprint stop delay | Add visual stun meter
- Charms - Resistance charms instead give a specific elemental guard for a few seconds
- Chilled ground now gives a progressive slow the longer you're on it rather than an immediate 30% action/movement slow
- Rework Item tiers to be determined by item weighting so that you don't pick up items with Tier 1 Light Radius all the time
- Experiment with using different formula with Armor. Make it give physical damage reduction that scales with your Armor and level up to a certain cap. Then give avenues to scale the cap
- If Energy Shield gets nerfed in the future then probably look at Energy shield recharge values while toning the % ES increases slightly down
- Currency Exchange - Move to Currency stash button (if you have bought the stash tab)
- Introduce "Grevious Wound" to bosses that reduces non-flask healing/ES recovery for a period of time & increases damage taken when struck by a large boss hit | This is to allow more counterplay and give better avenues to increase boss difficulty
- Trade search - Option to not consider runes placed on items (to be able to properly look up weapons without seeing inflated DPS because the seller threw lightning runes on a weak staff to appear better on trade)
- Monster minions cause the master to take damage each time the minions are revived (situations where you can't seem to find the Minion master and the minions are endlessly chasing)





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Passive tree

- Life nodes on the tree
- Chaos Innoculation for Armor | Keystone that reduces your maximum Res cap but allows Armor to apply to Chaos damage
- Potentially improve survivability options for Armor/Evasion. Weird spot where they'd need Armor, Armor applies to elemental damage, Evasion, and then also Deflection. Maybe a defensive keystone?
- Reduce Attribute pathing nodes but also give Notable/Small Passive nodes attributes to make for it
- Give some of the Jewel slots back
- Better ways to deal with curses on passive tree | feels too out of reach compared to nodes that are ES / Stun & Ailment threshold
- Better ways to deal with slows on passive tree | Mix slow potency reductions with small damage bonuses so you don't feel like you're completely losing out
- Distribute movement speed nodes throughout the passive tree instead of concentrated in specific areas (primarily the DEX side)
- More interesting Keystones? Also feel that some effects on certain gear should be a Keystone like Blood Magic / Mask of the Sanguimancer Face Mask(i.e. Atsak's Sight Veiled Mask: Critical Hits Poison Enemy)
- Improve Block increases on tree while also introducing Block support for Monk (i.e. maximum Block chance is reduced to increase effectiveness like 30% max block after scaling it up from 15% on Quarterstaff using Block passive nodes)

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Ascendency

- Improve experience for Trial of Sekhemas and Chaos
- Improve accessibility for people wanting to run Trials to ascend | Give options to add modifiers to Temple to increase difficulty & reward for people who are seek the benefits
- Buff Ascedencies. Make them feel powerful

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Skills

- Add movement/travel skills akin to Pounce (or as others have said flame dash or Frost Blink)
- Improve the Attack Time / Clunkiness of Mace Skills and other melee skills
- QoL changes for Melee such as letting them move faster after a melee strike/slam so they don't feel sluggish to play
- Combo Skills should feel good as a standalone base and combo'ing should be an added bonus for the time/effort taking rather than the skills being subpar standalone and just okay when combo'd
- Elemental Infusions - Should be given to you on spell cast rather than needing to be near remnants and grab remnant supports
- Improve the difference between a "Strike" and a "Slam". A strike will hit any number of targets given the hitbox while a Slam does it's AoE, one and done. You can still have Strike splash damage but won't be as needed



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Crafting / Gear

- Add a device where you add currency and an item and it consumes said currency until the item rolls one of a preselected set of affixes (or runs out of currency). This is for chaos and/or annul + augmentation rerolling.
- Add ele resist swap crafts like the ones from Harvest bench
- Change rune drops in campaign to be blank runes and you can use the bench to atlar them to what you want


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League Mechanics

- Rares are visible on map if it enters your light radius
- Strongboxes/Essences - Can use currency that's in your stash rather than needing it on hand
- Wisps - Heavily increase the speed of wisp. Triple or Quadruple the range at which is acquires a rare instead of needing to be super up close
- Ritual - Item Filters apply to Ritual
- Ritual - underground/submerged enemies have increased detection range while in a Ritual
- Temple - Add a preview/undo option to temple
- Abyss - Amanamu rares: Black cloud kiting mechanic is removed / Omen of Light is now has a predetermined dropped
- Abyss - Tone down Abyss witch rares for Melee?
- Delirium - improve loot for Simulacrum so it's more interesting other than the Megalomaniac diamond | More interesting Atlas nodes?

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Campaign

- An NPC (Hooded one/Doryani) in endgame that can switch out your campaign bonuses rather than needing to go back to the area/specific npc to change. (i.e. adjusting if you want the Attribute or Resistance from Act 4)
- More gem drops in the campaign. You're too starved of gems when you're league starting and can't experiment
- Possibly introduce a vendor that sells support / skill gems
- Lower the price of respec'ing during the campaign some more
- Reduce the map sizes in Campaign (Act 3 is a huge offender) and Delete Matlan Waterways
- Some bosses in Campaign are too weak (not saying they need to be like Viper)


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Endgame

- Towers have The grand project effect by default
- 6 map portal system = Improving Map deaths and Uber fight deaths
- Nerf Monster modifier: Fire 2 Additional Projectiles | Reduce the additional projectile damage by 20-40%
- Mana drain - Should have reduced effectiveness depending on how fast they are
- Challenges to aspire to complete in each league
- Uber bosses that are super difficult to beat
- You obtain X additional skill points for achieving lv100
- Fragment stash tab
- Integrate Tablets into the Maps Stash Tab
- Vaal doors unlock when you walk near them instead of you needing to click to open


Great notes, good job
Love idea for identifying items with gold. Lags on league start when moving to town so annoying, would greatly improve flow of campaign run.
Last edited by Timmy2000#0228 on May 3, 2026, 10:20:43 AM

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