All the issues so far
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+ Levels
Its obvious one. "50% more damage" on a suffix is too much power. Mod like this is not a good mod, its a requirement, and this concept makes gearing worse. Uniques without levels and no stats good enough to combat 50% more dmg that levels grant, are just useless, as why would i use unqiue wand when rare one with +5 levels is better by just beeing stat stick. Solution: nerf all souces to be +1 level at most Leech Ability to reliabily leech spell damage as resource u use to cast spells is just, too strong. Cost is supposed to limit your spells, make infinite cast on loops hard or impossible etc, yet, we have 15% spell as life leech. BM gives 15% life leech, then gloves give 100% instant leech. as long as your spell deals 7x its life cost, youre getting instant refound, meaning u dont need to invest anything else into resources, as effectively your spells cost nothing. While all other casters need to worry about mana cost, here u can just ignore them and focus full on damage. . . (Mana soul core falls into same boat of just bypassing cost limitation on spells, especially with cast on setup) For comparasion, lets use poe1 (note: looking at wiki values) In poe1 ure looking at 1-8% cumulative spell dmg to life leech in few more specific sources like "lightning damage leeched as life". Then its limited to 10% of your life, and at most youre getting 5% of leech instant. so for character with 10k max hp, its 50 instant life at most per hit, given each hit deals enough dmg, so in case of 2% leech its 50k peer hit. Clearly, getting 0 cost is not as easy as getting bit of dmg, 1 ascendancy and 1 common uniquie item. Spirit Similar to levels, its just extremly strong stat, that becomes a must have. And +3 level +50 spirit amulets are, uhh, not cheap. . . Then ability to just double your spirit pool with amulet + body armour is also a shit ton of power. Solution to this could be making % reservation on most gems like heralds, wind dancer etc. Then Flat reservation on minions and spectres. This creates split where spirit is something minion oriented builds stack, while other archetypes dont need to worry as much about it. (And with this invoker acendancy adjusted to give % reservation efficiency, infernalist still flat spirit) In this split +spirit is mainly a minion stat, while all the other characters are limited to % reservation efficiency, which should be placed on tree, and not on gear. Definitly not "60% reservation efficiency" prefix on amulet. . . PS: with this, reservation values of gems and res eff sources should be balanced around break points, eg normally u have 50+50 % gems, and if u get 20% res eff, u can get 50+50+25 PS 2: some suport gems as % res mult, some as added flat and some as no res change (eg magnified area) Next thing is that some gems shoudnt really be spirit gems at all (imo) stuff that adds own effects like heralds or wind dancer etc. are cool but blink? archmage? cast on? Blink basically functions like a spell replacing dodge others basically affect other gems. For the most part it offers huge choice paralisis u cant have achmage + coc, or coc + blink only 1 (unless ure top 1% rich) it makes more sense to have blink as a gem especially in current siutation, where blink is useless as it reservs 100% of your spirit to give long cooldown TP. its just not worth sacrificing 100 spirit unless u get temporalis and ability to have 0s cooldown on blink then it goes other way around to being simply too god damn strong for this imo, temporalis should get changed to reduce BASE cooldown, so 4s blink cd, -2s from tempo is 2s CD. then apply like 100% cd reduction on it to get 1s cooldown. blink also made into regular spell and lastly higher cooldown by 0.5-1s As for archmage/cast on, just support gems. poe1 minded? yes but if it reducded spells damage and and increases it costs AND we dont have 0 cost tech. then should be fine, as it would be limited by cost and not by spirit. Passive Tree 1. bottom part is too weak compared to top part 2. nodes in general lack power (eg. how the hell chance to bleed is 5%, 1/3 of poe1 chance to bleed which gives 15%. crit nodes in poe2 are halved etc.) 2,1. btw while tree nodes are 2-3 weaker than poe1, regular jewels have basically same power in poe2 as in poe1 3. Would be probably more healthy for the game to have more hybrid nodes like crit dmg + spell damage, rather than pure crit and pure spell dmage clusters. 4. earlier mentioned spirit res eff. or flat spirit if we continue with all gems having falt reservation. 4. too much small nodes and pathing. it does not feel good to look at tree and realive next 7-12 points are gonna be only pathing to good cluster. 5. lack of early defenses. (a bit of poe1 jabberish). Having acces to good elemental res next to starting point of the class is cimply a huge help early on. as i looked, all classes except shadow (XD) have rougly 12-18 all elemental res for about 2 passive points to take. this does help in early campaign, and later on if u cant find res on gear. tbh i dont get why this woudnt be in poe2 (i understand why no hp, but thi bit of early res would be really nice to have) Ascendancy Its TOO RNG, and A4 is just too long. Early ascendancies are bearable, but A4 atm is not a mechanic, its a FEE. Spending 30 min in sakhemas getting to 4th floor, to then get fd by affliction that basically turns off your build is pain. (And same with ultimatum) Its not fun, its not rewarding, and its clearly seen as most people just buy A4. Note: early ascendancy time length is fine, but it scales too much. Campaign Campaign is good, yes, but repeating campaign for x times over is not as much. Im not here to complain that we cant skip, as i agree that campaign should be in place BUT it shoud not be as long. poe2 campaign has much less mobility than poe1, despite this layout are so much bigger. this sadly also carries to endgame where many layout are just huge labirynths. Significantly reducing layout sizes, especially later on would definitely reduce frustration over campaign. (Also more exp from monsters) Gem Tiers This one is related to campaign progression, but in short, most of the fun in the game is gated by t9/11/13 gems. Eg Rampage on bear druid. For first 3-6 hours u need to play slam, which is basically "spam health potion hoping youre not gonna die before slam hits". Only after many hours u get to use Rampage and have fun. This issue persisted for few characters for me. Most notable example here is monk. Distribution of gems and early DPS gem choices are simply awful. Mobility Imbalance Looking at poe1, each archetype has its movement options, eg. INT -> Blink, flame dash DEX -> Movemnt speed, Blink arrow, dagger-dash-attack-thingy STR -> Leap Slam, Shield Charge In poe2: INT -> nothing DEX -> movement speed, roa STR -> Leap slam (but made slower) (SC stopping at enemy hit disqualifies it) Movement speed is simply too strong, as other movement doesnt exist or cant realistically keep up This ofc makes MS extremly dominant (thats untill tempo blink steps in) This is one more reason to have blink as a regular spell (and maybe blink of wintery blast in some form too?) Also i beg u SC that goes back to scaling with ms+as and goin trough enemies. poe2 shield charge feels so smooth to use with no enemies. . . . Crafting (lowend) Currently, poe2 has only high end crafting. There is simply no mid and low end crafting. Homo exalt omen offered mid end crafting options, as with ~8-15d budget it allowed to craft items with mostly good stats at t3-t1. but without it were back to no low or mid end crafting (except martial weapon, as perfect essences offer mid end options here) nevertheless, theres still huge lack of crafting options. we could bring poe1 scour and alt orb, it maybe would make it simpler, as it allows to just grab a rare, scour, alt to get 1 good mod, greater essence to get 2nd good mod, and maybe perf essence for 3rd mod, stilll lackluster but more accesible. Also making fractured items would become more accesible, as instead of using expensive annul orbs on magic base, u could just alt. same resoult, but cheaper. As for scour, it would mostly make rare exceptional bases actually worth something, instead of current nothing. This is far from ideal still. We definitly need some low end crafting options still. This would (maybe) also close a bit the gap between floor and ceiling players. Atlas Tree Issue is similar to ascendancy, mechanic trees instead of being something u obtain, are something u buy. And having a FEE on atlas points just feels awful. Ofc u can farm up splinters over x hours, but why do this if u can buy them and then over same x hours farm back what u bought + some more. Just buying them is simply more efficient. Atlas Itself There is no feeling of progression. Feels like minecraft world, except u cant build a base in pretty looking space. RN the biggest issue is that 1 death = lost map (especially knowing that random deaths are part of the games design) And on top of losing waystone, current spot becomes unsuable as u no longer can use tablets, so ure just forced to run t1 map as fast as u can to just pas trough. Tho usually there aint even drop in them maps, so its better to use whatever tier waystones and sprint to the boss. 1. add loot to maps and reason to run them 2. more meaning in the atlas progression For example, infinite atlas could get a split into 3 regions, north, south east and south west. each region having higher chance of more specific layouts. each citadel assigned to each region. Bigger and more consistent biomes instead of randomly set maps. Maps in more tree like progression, to make it more like traveling consistnet road than finishing random layouts, etc. (above is just random ideas of what could get improved) "bonus content" A lots of mechanics are just unrewarding. Especially "non league" ones, aka essences, strongboxes, azameri, etc. - Strongboxes They take way too long to open, just pop all mosnters at once No nodes on atlas tree that would affect them in notable way no way to make map contain a lot of them no tablets around them unfarmable - Essences No nodes on atlas tree that would affect them in notable way no way to make map contain a lot of them only way to add them is specific tablet mod = Azameri Nobody want to wait 99999 hours for it to find some random rare, just rework how this works atp so far optimal thing to do is to ignore it BOTs Can we please make bots bannable? It heavily degrades expirince of them market, when many sought after items have countless bots tracking said item on trade, to scalpe it as soon as somebody lists item below their treshold. Anybody that lsited popular unique item with ex instead of divines knows how many bots its summons to your hideout. Last bumped on May 1, 2026, 8:14:32 AM
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Are we playing the same game?
Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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" yes, why? |
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Some feedback is really obvious, and definitely needs to be reigned in/addressed. But much of it is very wrong, either about the game itself or development suggestions. Like... it's not worth picking apart.
Glad you like the game! It's really something special and has a lot of potential! Let's hope GGG can pull it off and not ruin it! Some things like Bottom/Bottom-Left feeling underdeveloped are because those Passive Tree areas are waiting for their relevant class to be released. Maybe you'll understand more over time. Maybe not. Your writing seems very contradictory as well.
Spoiler
Maybe I'm just cooked.
Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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" This still doesnt mean the issue doesnt exist, and it doesnt mean that this part of the tree should be lacking. Hopefully they will address this and more visible issues in 0.5 Tho i dont think that stuff like spirit will really change |
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I disagree with you on spirit. Spirit's not in a perfect spot but changing different skill archetypes to have % costs instead of # makes +spirit a dead stat for many builds and poe2's mod pool is already too sparse. Would also negatively impact my playstyle too much so im naturally biased against it(spirit stacking melee infernalist).
Also confused as you say its mostly for minion builds but then also say "Then ability to just double your spirit pool with amulet + body armour is also a shit ton of power." implying its great for many builds. which id agree it is. I use 280-300 spirit and not a minion in sight. "Beidat honored the pact, though Beardat wouldn't take off Doryani’s prototype."
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" To underline that its too strong as modifiers there Main point is to make spirit on gear be useful only to specific builds, most notably minions, maybe also some others. But for regular builds to keep spirit on gear as dead stat so u dont need to obsses over getting spirit on amulet as much etc. " Goal is for majority of builds to get all the spirit gems they need via only base spirit and %eff on tree + maybe 1 additinal source (with this source not being exttremly strong, just a bit to help on getting past specific breakpoint) And so all the flat spirit gear becomes specific to only builds that want to stack spirit. Why? So every person looking for amulet doesnt start with +3 level and +50 spirit, but with stats that are more specific to the build. Its just unhelthy to have extre powerfull generic mods that basically every single build wants. |
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You didn't use a tl;dr, so I'll help by summing up your main points:
"Stop letting other people make builds that are better than mine. Stop letting them get better gear than me. Don't make me work at all for my ascendancy. It's not fair that gear with the most sought after mods costs so much." |
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" Health points should also be limited to 1 HP per level because some mobs don't have one shot mechanics and that's unfair for the other 1 shot mechanics. " Desirable stats, especially on items should not exist, everything should be flat. Since spirit is a great stat, it should be deleted because it's too fun. It's not like we are playing a grinding game made by grinding gear games, I want to rely 100% on skillz and 0% on gear, the game should orient way more to be a street fighter game and not an arpg because that's really what the people expect with POE2. Also the economy should be deleted, because some stuff are not cheap, you are correct, we need to have access to everything easily. " Yes, base movement speed should be halved. Maps should be way way much bigger, maybe 20 to 30 times larger. I cannot stress out enough how it's important to have narrow weird pathings coupled with very low walk speed. Antyhing that boost speed should be deleted or if it exist, it should at least come with a drawback that make you want to delete the game. 0.4 was a really good start, it's really time to hammer down anything remotely fun left in the game to ensure it's vision friendly balanced. Last edited by Oinkaments#6390 on Apr 30, 2026, 5:12:27 PM
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" You're asking to limit build diversity because the most desired items feel hard to acquire in an arpg, that doesnt make any sense to me. Not every build uses +spirit and If you find your builds benefit greatly from it i dont see that as a problem. " I can agree with you for the +levels, but not spirit. some builds literally work with 0 spirit already and many more work fine with ~100. As for extra powerful generic mods that basically every single build wants there's a far more egregious example: movement speed on boots. "Beidat honored the pact, though Beardat wouldn't take off Doryani’s prototype."
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