We welcome First Impression posts! Please be nice to those posts.
Hi all,
i'm new to Path of Exile but i follow it since 2016, the days i play diablo3 and i'm waiting for D4 but honestly after beta testing i'm not impressed. i'm very impressed about how every leagues add features and possibilities on core game... Blood Crucible is phenomenal, seems to play (The Medium) inside Poe. The dual reality is a fantastic idea. as i said, i'm very new to poe but this title feel the (Lead) arpg. I'ts beyond the end game. it is immense and every day you can do something that ( just works ). watching the trailers for Poe2 .. i'm shocked that you can play EVERYTHING from day one of Poe to all acts of poe2. Other series have made a mistake to not do this. Please, do everything you fcan to always keep what you introduce with the leagues such as Blood Crucible, Bestiary, Vaal, Mines, Delve etc. i hope my english is understandable. | |
More of a last impressions post for Scourge league, but hopefully some of these ideas will stick for 3.17.
Things to keep / build on from 3.16: => Mastery system => Additional ways to add beneficial mods to items and make truly unique rare items => Content with player-controlled scaling of difficulty / rewards => Chase uniques (ideally with ways to directly earn them) => General QoL features => Defense improvements Things I would really like to see improved in 3.17: => Fewer and fewer end game viable builds / skills, possible solutions: ascendancy reworks, skill buffs, skill mechanical improvements, reducing the number of pseudo-mandatory passive point sinks through node consolidation and/or buffs (flask charges, elemental resists + spell suppression; chaos resistance; movement speed), more unique / hallmark skills like cyclone/toxic rain/blade vortex that combine fluid dps with utility / mobility, rework of mob targeting or automatic "nearest" targeting to make skills that currently require manual targeting less clunky => Most classes from the left hand side of the passive tree feel too slow to play in an ARPG with timed content, possible solutions: remove the movement speed penalty from armor, reverse the nerf to low level movement speed flasks, add movement speed nodes to the left side of the tree, add movement speed as an implicit to boot bases, Scourge-like means to add additional movement speed to boots, reduce the reservation cost of Haste aura, increase the base movement speed and adjust other movement speed modifiers as necessary, new or reworked mobility skills that feel less clunky (e.g. make shield charge more like whirling blades, smoother leap slam chaining) => Many builds are practically limited to one six-link, but mapping vs. bossing often requires different skills to be effective: more skills and/or support gems with built in single target vs. multi-target mode switching (e.g. pinpoint support, divine ire, blood vs. sand stance, etc.), more skills that ramp up damage with repeat application and have a duration so they are viable to use with self cast / melee during boss fights => 90%+ of loot drops are useless clutter in endgame content: reduce the overall number of loot drops in endgame content but improve the average quality using a loot 2.0 / lucky system and/or by phasing out low level mods with multiple tiers by an item level threshold => cluster jewels: these are one of the greatest additions to the game since I started back in Synthesis as they provide much needed opportunities for build diversity and specialization; currently, however, extremely well rolled cluster jewels are required to overcome the opportunity cost to allocate their passives; Harvest crafting is pretty much the only way to roll good cluster jewels: reduce the number of passives leading up to cluster jewel sockets and/or make them full powered, add random % increased power of explicit mods as a passive to cluster jewels to unload some of the rarity gating to the crafting base, rebalance mod rarity and tags to make other forms of cluster jewel crafting relevant => Trade is dominated by bots and cartels, small quantity trades are difficult to impossible: I have been trying to avoid hyperbole...but please make literally any changes to trade. It cannot get worse... Last edited by dpc6 on Dec 31, 2021, 1:01:56 PM
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" Trade 100% favors an RMT aftermarket in literally every single detail of how it exists in its current iteration... but they want that so... i guess common unique items will always be 10Ex in softcore trade (Shavs, Hyrri's, *your favorite flavor of the league*) Delirium ended...
But the Voices never did. | |
Hello. I heard about this game when it was have release date but finally playing it since some days. I have searched for ppl who can explain me something about it and im finally at act 5 on both characters (duelist and shadow), here are so much things that ppl dont know about on begining of thier adventure, on first character I cleared all maps and exploring "everything" and I spend on it like 10 hours, secondly I created a new one character which I started with friend in party mode (duo) i spend like 20 minutes (which is not record as i heard, and ppl doing it else faster) to clear first act, where mobs are much stronger than 2x than normal, and I havnt do much there, just watching and sometime spell something :).
@What i wanted from this game Please focus on game configuration I have good laptop and I havnt much problems but if I want to play this game on lower price PC else if I want to have stable 144+ HZ with FPS its impossible to do it on like 3000$ or even more. Much ppl says that they have low fps, graphics of game is good, but for now there are other games starting like Your on start of febuary and these games have also good graphic but dosnt drops FPS like Your game also here are much things You change in game easily like "unbind hotkey" to have unbound hotkey (action without key release), moving windows (questtrack) to specific location to save it there, BRIGHT Option, sometimes here You cant see just nothing, I can upgrade my bright of monitor from 60 to 100% but its just too brightness to eyes, I know for some ppl playing games like this in dark mode and for them its just awesome, but they still can do it by take for example game bright to 30%, and someone dosnt want to play with lighter or flashlight behind monitor, so its would be nice to change it, also some skins that i own are super duper lighting my eyes, so You can do something with that lights in game and configuration of it, everything else is very nice for now (to act 5 cuz I havnt see more now and Im waiting for new season too). |
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First IMpressions.
I'm on a 2nd solo character now after getting to level 89 with my first, a Templar. The game is very good up to the early map stage. Then there is a sudden massive drop-of in character attack/defense and a massive boost to monsters & bosses. Meanwhile item drops are practically the same as at level 60. I believe this is called "hitting a wall"? I presume this is the point where money has to be spent in order to progress any further. It's not easy to find guidance about this stage and how to scale up as the monsters have. The gameplay at this stage gets very frustrating and tedious, as a solo self-found player. Crafting is ineffective and a lottery with generally useless results, with monsters/bosses basically 1-shooting you as if you had 0 armour/shields/evasion. On entering a room or clicking a ritual icon, there is a massive lag spike and "boom" you're dead in 1 second as you see your corpse immediately surrounded by 50 monsters. The monster/boss scaling is massive basically makes the game unplayable for me at this stage. Unique gear is unimpressive and not really helpful. All I can do is start again with a new character. I have researched on how to handle this mid-later maps stage and am aware of the masses of "builds" promoted to copy. I had hoped it would be more interesting to discover for myself how to handle the mid & later maps. But is taking an incredible amount of time and I've gotten tired of it. The language used to describe the effects of items is extremely opaque. Certainly there are pros at this game who know how to handle all this but for new players the scaling in damage at this stage is a real turn-off as is the opaque language and the uselessness of item drops. However from 1 to say level 70,and early maps, the game is good. |
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" I agree. I think they should also add a copyright and bar code next to their names. LONG LIVE POE! The nerfs will continue until morale improves.
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I don't like archnemesis's recipe system. It would be much better if no recipes exist and all mods could drop.
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Problem
Maven Invitation: Atlas Brings Very Few Crescent Shards Solution Increase the number of drop-down fragments to a minimum of 2 pieces. This is what needs to be done. Developers please pay attention. | |
I agree with previous posts
I did 5 maven altas invitations and only got 1 crescent out of it... before it was at least 1 garanteed per invitation why did you changed this? Im stuck with 2 voidstones since forever plus we need to do so much fights to try a new invitation. It makes no sense Last edited by pickila on Feb 11, 2022, 11:39:51 AM
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Overall a really nice job with this release, the designed mechanics work really well so far, with only some glitching with speech sounds that are noted in bugs. I am running a witch elementalist with Arc and the build actually works pretty well with the buffs in this league. in Comparison to the last couple leagues this by far has been good to play.
Nice work, I will be purchasing something in the near future to support the GG team. |