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There is no rebalance of skills.
Meta was not killed or nerfed.
Unplayable skills have not improved.
Melee is still weak.

It's great that we replaced some of the mechanics with new ones.
The new elevations look interesting for experiments and theory making.
Thanks for your work and the long-term development of the game!

P.s.: Oh, I forgot something. Mob boosts are ridiculously powerful. In the last league, I create Pathfinder, investing quite a lot in survivability (full convert phys to elem, flasks to reduce elem, flask effect), and still die from the oneshots on regular maps! And in arena (oneshot lightning beam, oneshot axe default! attack). Dmg mitigation: 97% phys, 88% elem, 100% suppress. It's so annoying that I just skip the league. This is not the first impression of the new league, but it also affects to play...
Last edited by Alesai#6317 on Dec 4, 2023, 8:22:16 AM
This league at the moment feels like the start of Lake of Kalandra league for me. Specifically with the below two points:

1) The monster mods (life and damage) multiplicatively stacking with existing mods/league mechanics (essence, soul eater) to the point where they are either incredibly tanky meatshields (unfun to kill) or incredibly rippy (run-back simulator) or worst-case, both (skip). It makes the early parts of the league frustrating to play. It feels like the mechanics were tuned for 200k+ ehp and 10mil+ damage builds. The variance between lowest health monster in a map to the highest, and the lowest damage dealing monster and the highest, just seems incredibly imbalanced.

2) The gumball currency (alch, vaal orb) all feel like they had their drop rates nerfed. I don't know whether it was because the league mechanic is meant to boost the currency drop rates on average and so the base-line was reduced to offset the boost in currency rates. But it makes the league mechanic feel mandatory. I enjoyed last league immensely because the league mechanic was opt-in and you could choose to only engage with the tattoo side of the league. This league mechanic feels mandatory, as it feels like the rest of your map will suffer without it. At the same time, it is impacting my enjoyment of other league mechanics that I do enjoy, because of the affliction empowerment rng.

In terms of the aesthetic of the league, I enjoy the Lost Woods feel of it. Visual clarity could be improved, especially for the blue essences. I still don't know what the white wisp/ball does (extend the exploration in there?). It would be nice to be able to see how much of each essence was dispersed into the map after leaving the wildwood. Does dying in the wildwood cause less essence to be dispersed? It didn't seem clear to me what the penalty was for death inside the wildwood.

I really miss tattoos
The last several days, the game has been beyond laggy. Can't get anything done.
It's aaaaa lot of latency issues on EU servers.

Last edited by wickedmaki#6117 on Dec 23, 2023, 4:11:59 PM
I just got to the part 2, and started to get one shotted by everything, turns out we take a huge resistance loss for some reason. The only reason I made it this far is because I was hoping that the second half of the game would offer me new gear that actually looks different from my starting gear, I was wrong, its all the same exact loot/gear just with different stats. I spent all this time and effort making a build that can clear massive waves of monsters, now I have to completely rework all of my build if I want to progress, I hate this and think it is poor design, why would you do this? What do I do now? I don't want to craft new gear, my gear is specifically made for how I want to play using the skills I want to use. I want to kill mobs of enemies and get new and better gear from them. I know this will never happen, I think its time I just uninstall.

As for the good: EVERYTHING ELSE. Everything else is freaking great, I sunk over 70 hours into the game within the first week and a half...yes, I played it all day, everyday for nearly two weeks straight, not joking...there were a bunch of things that I wanted to do with skills, like creating chain reactions and such, the game allowed me to do some of my ideas but all the coolest combinations I came up with were denied because the game just does not allow you to do it, despite this, the game was still great and still had tons of depth with what you could do.

Sadly, this is were my journey ends despite all the good because the bad just sucks the fun out of it all.

I have 3 days 6hrs on my character no in Affliction and have been doing the league since maps. So far I like the juicing it offers, its great that the entry to the Wildwood is near where you enter the map.

As to the Wildwood itself. The lack of a map is a major failing. In junction with the many impassible terrain items its very annoying. I have often got caught on tree roots but cant see if I am near terrain.

Running around looking for the way out is very annoying. If I cant see the portal with after a bit of a search I have been just walking into the dark to get out.

I have killed the King in the Mist three times now and it doesnt seem to result in anything. No drop, no points for the skill tree. Same goes for the three trees, dont them a few times but no points. I have been back to the warden of the maji since and noting happens. I assume its just broken and dont bother.

The Wildwood buffs to maps are great; the Wildwood itself, meh.
servers super lags

and loading takes ALOT time...
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https://www.pathofexile.com/forum/view-thread/2037371 Vouch
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Remove the 10% loss exp at death, it's pure trash, just sadistic and frustrating.
Copy of my post from Reddit

"
Played 7 days 16 hours 35 minutes
Died 424 Times
Completed atlas

I played semi-blind till Tier:10 (Only know about importance of resists and life)
At Tier:10 I start asking corrections to my newbie build at discord
At Tier:14 I checked guides for unique item that I should use

Till that moment I get help 3 times, at Maven 8, at The Black Star and at Death and Taxes 16, still need
to complete Maven 10, Eater, Exarch and King of the Mist

Game are fun! But for me passing is too fast and screen oversaturated with shiny things and unimportance of majority of my actions except of some dodges. Sometime I just watch how 2 minutes rare HP bar are slowly diminished. And now PoE2 looks even more fun then before I "started*" PoE1, I don't sure it would be really slower and "heavier" but presentations seem more clear then what I experienced so far.

Special mention of what I hate/dislike so far:
• Soul Eater
• Damage Reflect (Especially Atziri)
• Delve cams of uniques that start fight without me clicing on stuff and having a lot of oneshots
• Crab-boss from Reef map, his arena is awful under Maven, and he has one-shoted me by cleve at the start of fight 7 out of 8 map runs.
• Dark AoE in Dark room (maze Map), when I get oneshoot, I want to at least see what killed me.
• EU servers suck. I doesn't want to connect to another continent at prime-time, but better to play with 120 ping to Washington DC then 40ms Amsterdam that suddenly get lattency spike for 5 (!) seconds
• Labyrinth.
• Honorable mention: Whakawairua Tuahu (even name of this map suck)

What I annoyed about:
• Importance of 3rd party tools, absence of passive trade (I'm understand reason, but sale for 1 chaos is most annoying thing even for newbie as me)
• Cost of changing passives & absence of "layouts" Even If I ready to pay 70+ orbs It just feel bad to rearrange tree in 3-4 steps and not having easy way to get back.
• Some abilities... like Animated weapon... Why it even exist?

What I like:
• Crafting system, it was fun to see long video at youtube, BUT even more fun when I find that I could modify not only gear, but also maps and even storegeboxes! TBH Now I just want to have map-options at crafting bench and ability to use chaos orbs on rare enemies to change their abilities XD
• Delve, I like it, I suck at it. But Don't sure it profitable, but it fun! Probably I miss ability to somehow modify experience (like making crawler slower or some mods like for maps)
• Blight. Orcs Must Die is fun game. And I could play orcs must die while I play PoE? Yes, two please. It's not perfect, and again I doesn't know it it profitable or not. But every time I see proc of random blight encounter - I'm happy! (And FAR more fun then expeditions)
• Community, so far very nice, I think this is mostly due to natural gatekeeping of game, or maybe I'm just lucky.

p.s. https://pobb.in/3i6_I7UHNQqz my current build. I'm sure it still awful cringe.
Bottom left side of the tree is missing effective and reliable defensive layer. Excluding energy shield stuff.

Bottom left:
- armor -> cool against small hits
- max res -> not enough on the tree/items and it is super weak layer against -%max res, ele penetration
- life regen -> actually cool in decent numbers
- leech -> only physical leech is available in a meta of elemental damage/chaos skills
- block -> not enough block on tree and unless you take them for damage on SC/SST build it feels just bad and it lowers your dmg due to not having 2h weapon
- fortify -> not reliable due to low duration even with duration increases from tree and also not reliable in deep enough delve, where you get only few stacks due to fighting insanely tanky mobs
- endurance charge -> outdated(HOW TO IMPROVE) bellow

Right side:
- evasion -> cool against many hits
- suppression -> most busted defensive layer in POE with 100% uptime and its effectiveness can be scaled further by another 6~%
- life on kill -> great for mapping
- leech -> generic leech works for ele/phys attacks
- ailment avoidance -> trivial to cap with 20% on tree + max res mastery or jewel with 50% of suppression adds avoidance
- fortify -> still available through gem for attacks
- max res -> less available but still some exists
- recoup -> underused, but strong layer

Main problem stems from the game being balanced around having Spell suppression, so when you play something on left side of the tree and it happens to be something, but jugg you dont have any sources of natural defensive layers. You have to opt into stuff like Fourth vow + DF, loreweave + ED. This makes it huge problem in SSF environment.

Buff endurance charges to grant %ele dmg reduction instead of the +resistance. Even 1-2% per point would help greatly. Right now endurance charges feel lack luster. It would also be nice if we could scale for example SLAM damage with endurance charges more effectively, exactly like right side does with frenzy/power charge stacking.

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