0.5 and onward
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With 0.5 around the corner and devs blanketing the windows and locking the doors with bike locks from the outside to bring us another round of updates to POE2 that clearly the community is excited for! I wanted to express some of my thoughts on potential changes and suggestions.
Now assuming the endgame world stays relatively the same that being an endless atlas here's what i would like to see be implemented moving forward. Towers: I loved towers and was sad to see them become blobless maps doing nothing. Adding a tree for towers in the atlas tree impacting monster density, number of packs, magics/rares, item rarity, and quantity would all be great nodes giving all maps within the radius of the tower a great boost. having Notables that like grand projects, or visions of paradise would be ideal instead of being linked to a precursor tablet. Another notable i thought about was a 'Biome changing node' where when the tower is completed all maps with range have them changed to players desired biome maps it is still rng in the specific maps but allows players to run the maps they want more consistently. especially if your playing builds that work better on specific maps, i.e. twister vs. herald bomber vs. blink/warp mages. tower mechanic; i would like to see towers become this boss rush mechanic provided they stay in the game. What do I mean? Simple, upon entering the tower you progress like a regular map and killing the boss opens the gates of the tower where now its just a boss room after boss room holding 5/10/20 floors of just straight boss fights with each becoming progressively harder as you climb the tower. have multiple bosses in a room, level of bosses jump up every room, and potential other mechanics. Now completing the tower grants MASSIVE bonuses to surrounding maps, and the more floors completed the more bonuses to the maps. Precursor tablets: I have tabs on tabs of these.... i don't think we need a tablet stash tab per say rather id like to see tablets be rarer and have a larger number for durability something in the realm of 50-75. even it was like 20. this would just mean im not wasting tab space with hundreds of these tablets. Unique tablets: Outside of Ritual and Abyss, these tablets are pointless and i would rather have another regular tablet slotted. a rework to each of these would be great! what follows is a list of possible examples. Expedition; 1)guaranteed logbook chest marker. 2)Area of Expeditions are increased by x% with an additional x explosives. 3)x% for maps to contain additional expedition sites ( with x being 50%-500% making sure you have a good chance of getting more from your maps). Breach; 1)chance for a pinaccle to spawn from breaches 2)make breaches feel like 0.1 again!!! where density is literally 1v1000 monsters. 3)all breach hands drop a breach ring or catalyst maybe even achance at pinnacle uniques. Delirium; 1) density!!! 2) guaranteed at unique bosses 3) splinter and emotion drops have an x% chance of being doubled-quadrupleted. Or just increased entirely by x% or x% rarity of emotions. Ritual; what we have is fine but alternative options 1) on window reset having x% chance for x% more omens to populate the ritual window 2) on window reset x% chance for window to be populated by splinters. 3) Density!!! map boss; 1) chance for bosses to be duplicated 2) absurd rarity from bosses Abyss; fine don't change this. The Atlas: I want a full zoom in/out mechanic like google earth!!! seriously zoom me way out so i can grab and drag large scale. I love the pin a point of interest mechanic they added but a large problem after hours of play is that the world refuses to render in areas! This is a MAJOR problem when playing, and i am unsure if a feature like im describing would actually help or worsen the issue. Biomes; These need to be Clearer! and should be more prominent thru the endgame and to expand on this more have specific citadels, unique maps, unique bosses tied to specific biomes! being able to change maps based off of biomes in some fashion would allow players to run the maps they want is a necessary change whether its thru precursor tablets, towers or some new mechanic this IS a needed change. Maps; some maps have buggy spawns when other mechanics are overlaid within them talking about Mire, and trench specifically here all league mechanics on these maps feel SHITTY! maybe they don't populate these areas or have forced spawns within the map to improve the gameplay. Crafting: Omen; I hate omen crafting even though i believe on a small level that omen crafting is a necessity it just feels bad as a function. Especially if you do hideout warrior throw 500 whittles at this piece to make it a mirror item. like guys... play the game. I think making these omens more present or amplifying there drops thru precursors would be a welcomed change. essences; we could use more! specifically for wand/staff/sceptres/foci some changes here are just to make certain essences more appealing or functional for specific builds. 1) mana essence should be slam-able on each of these to give them mana regen! a highly desirable mod the deeper you take a character into endgame. 2) battle or command could give sceptres minion x level. 3) all elementals give wan/staff gain x% mod of that element. mana; Why is it always mana??!?!?!?!?!?!?!?!?! when i slam an exalt for my last prefix or last suffix... i'm sure its a wieghting thing but i don't take part in third party sites when i'm playing. i just want to play the game. Spells: fire spells still feel lack luster compared to other damage types, whether its raw damage, or ailments not sure what would be a good fix here. AND revert the incinerate changes... like wow cast on spam just to use this skill efficiently is dumb. the chaos keystone definitely helps damage wise but sometimes you just wanna be a pyromancer. what follows are my suggestions to aid these spells. 1) fear mechanic --- essentially electrocute/freeze but for fire. 2) flammability changed to a stacking debuff that increase damage taken (from fire damage only). essentially shock/incisions 3)fireball feels to much like firebolt. make it chargeable like flameblast maybe. allowing for large explosion on impact and when charge it splits off into little fireballs opposed to needing infusions. revert this change implemented by infusions. 4)incinerate revert the fuel change this mechanic feels bad to play with even when its supported by a cast on setup. 5)flameblast revert this back to 0.1 flameblast, i rarely used it then but I will NEVER use it now 6) druid spells have zero interactions with infusions. This feels like a MAJOR fuck up when implenting these spells in game. i.e. volcanoe could consume both fire or lightning infusion to gain fire/lightning damage or volatility. Thunderstorm could use cold infusions to gain cold damage. Infusions; this pack man mechanic.... why? I love the concept but i think moving forward instead of running over and collecting these, players are just given the infusion like endurance/power/frenzy charges. It would just simplify and smoothen the experience and interactions that occur in moment to moment gameplay. 1)FIRE INFUSIONS... for most spells this infusion does NOTHING! maybe fire infusions just grant a gain x% of damage as fire damage when consumed. to again make the experience of gameplay feel better for those playing pyromancer. Trials/league mechanics: Not now but when i first picked up the game i wish these had an info blast video similar to the skills when cutting a skill gem. A simple close-able pop-up window detailing the mechanics and suggestions to better the mechanics for NEW players. When i started trial of suck my balls was a major no go ill just pay someone for a carry. Now however i know how to mitigate the damage thru relics and have actually come to enjoy each of the ascension trials. trial of chaos; some of these mechanics NEED quality of life adjustments, and REMOVE the 80-90% of dead space within this trial. specifically: 1) the guided statue mechanic is slow having this speed up while under it scaling on a multiplier would be a great enhancement. 2) blood ritual; make this more like the hourglass from sehkmas, where killing rares speeds up the time. Also having later waves become progressively more lethal and dense then they currently are. 3) Impending doom; there are multiple bugs with this mechanic that kills runs. ABSOLUTE DOGSHIT!!! please address these immediately 4) Tornado bird; multiple bugs and invisible projectiles still persist with this boss please address these. I think that's all for now until we get our hands on this 0.5 upadate!!! Can't wait! GGG PLEASE HAVE SOMETHING COOKING FOR US! Loving the short trailers feeding my anticipation. Last edited by ObsidianMagu5#0289 on May 7, 2026, 4:06:50 PM Last bumped on May 6, 2026, 2:38:23 PM
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