Common Suggestions and Feedback (with Dev Responses)

I dont understand exactly why there is no skill lock button on your skills I also dont understand the dynamics of this in general I kno that when i hit (X) my character switches to his alt weapon. I would like skills like in armor helm gloves ect... to in the same place while hitting x only changes the skill boxes witch apply to my new weapon
Please make the aura of Reflect Damage (Physical or Magic) more visible, for example when you found two rare monsters, one with Reflect Physical, and other with Immortal Aura, the first is invisible and the suicide is sure.
I want to post a suggestion...TWO suggestions, actually. It's regarding a new changing Weapon-type, "Blanks" and an idea about Gem Crafting system.

First is the Weapon. Basically, a "Blank Weapon" is normal weapons but with grey slots instead of colored; thus it can accommodate any kind of Gems instead of the color. It can also evolve into Unique items depending on what Gems are slotted in it. Want to know more? This would be a long talk though...

Spoiler
-Every Weapon type and basic Weapons have their own Blank version. So there would be a Blank Rusted Sword, Blank Driftwood Wand, etc. But only WEAPONS and SHIELDS.
-Every Blank Weapon cannot be Transmuted, Alchemized or tampered in any way. It also cannot spawn as Magical nor Rare item.
-It can exhibit interesting different effect(s) depending on what Gems are inserted into it, but as a catch you CANNOT retrieve the Gems directly from these Weapons. The only way to do so is to destroy the weapon (an NPC maybe?) and that would also confer a chance to destroy the Gems implanted inside, producing Shards (Idea number 2). Higher level gems and Higher quality Gems has a chance to be 'scratched', meaning they will either experience reduce in quality or turn into Shards (look at idea number 2 for this)
-Rarity-wise these would be somewhat rarer than Rare items, but not as rare as Unique. As rare as Skill Gems maybe?
-The number of slots are linked to the basic Item Level. But as a catch, all of those slots would be inherently connected for a different purpose than using a Support Gem. More details below.
-It will have a slightly different Slots distribution. Instead of the original distribution of:
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[]=[] for 6 slotted items, the shape of the slots will outline the shape of the weapon. So every weapon will have their own Link scheme. Swords would look like a cross, Hammers will look like a T, Bows like a C, and so on. This is purely cosmetic, though.
-The Slots will be divided into three categories: Active, Support and Effect Slots. Each Slot(s) can only be filled with certain Gems and inserting a gem into the respective Slots will confer special effect to the Skill, as well as giving it a chance to activate on hit (it should still consume Mana, though. Balancing issues and all).

*Active Skill slot: Can be filled with Attacking type of Skills. Includes Melee, Spell, Traps, Projectile, ETC. Gems slotted into this will gain different bonuses depending on the type of the Blank, 2 bonus being the Maximal number: one inherit bonus based on the category and one more depending on the type of the weapon.

#1-HSwords 2-HSwords, Daggers, Foils:
Increased Melee Skill Damage (All)
Reduced Skill Mana Cost (Daggers)
Increased Attack Speed (Swords)
Increased Attack Range (Foils)

#Maces, Axes, Hammers:
Increased Melee Skill Damage (All)
Higher Stun Chance and Stun Length (Club, Maces)
Increased Minimal Melee Damage (1H,2H-Axes)
Increased Knockback (1H, 2H-Hammers)

#Wands, Scepters, Rods:
Increased Magic Damage (all)
Increased Magic Critical Rate (Rods)
Reduced Cast Time (Scepters)

#Staff:
Increased Melee Skill Damage, Increased Attack Speed OR Reduced Mana Cost.

#Bows:
Increased Projectile Speed, Increased Critical Hit Chance OR Lowered Mana Cost.

#Shields:
Increased Chance to Guard, Increased Evade OR Increased Defense.

*Support Skill slots: Can be filled with Gems that conveys supportive effect, especially those which adds damage, adds special effect to attacks or such. Examples are HP Gain on Hit, Increased Flammibility, Added Critical Chance, Lesser/Greater Projectile or such. Aura Skill Gems can also be inserted into this Slot, for Example Anger, Wrath, Grace, ETC. Note that the Skills inserted in this slot would be ACTIVATED ON HIT, yours or enemies, including those which creates Mana Reserves. After brief period of nonaggression (not attacking/being attacked) the skill will dispell itself.

*Effect Skill Slots: Skills that does not contribute to final Damage output would be placed here. Examples are Item Rarity/Droprate and Skill Nodes such as Iron Grip or so. Notice that the bonus would only counted for 1/2 to 2/3 the normal amount. Again, balancing issues.

Now is the interesting part. Depending on what combination of Skill, Support and Effect Gems placed into a Blank, it would gain special effect: Either producing a Compound Skill, or getting a Title, or turning into a new category of Unique: Jeweled Unique.

For example of getting a skill, combining Skill Gems of Leap, Glacial Hammer and Frost Nova (in any combination) would create a Glacial Axis skill, which combines all three moves into one (Jumping high, smashing the ground below producing wide-range AoE Freeze damage), Fire Arrow and Poison Arrow will produce Acid Arrowhead, which deals Fire/Chaos damage on hit.

For example of getting a Title, combining a Life Leech and Mana Leech will bestow the title "Draining", which will also add "5% Damage Leeched Back as HP and MP" atop of the usual multiplier.

For example of evolving the Blank into a Jeweled Unique, putting together Skill Gems of Leap, Glacial Hammer and Frost Nova with Support Gems of Added Cold Damage and Weapon Elemental Damage would change a Blank Hammer (5 Slots) into Glacier Drift, a Jeweled Unique Hammer.

There's also the distribution of Slots, that is dependent on the weapon's type. It's usually following the 2:1:1 ratio of Active:Support:Effect, meaning for a weapon with 6 slots it could have 3 Active, 1-2 Support and 1-2 Effect slots, but there's always exception for certain weapons such as Staffs (2 or 4 Active, always 1 Effect, always 1 Support), or Shields (1:2:1). Again, balancing issues...



For the second idea, it's about Gem crafting and turning the ones you didn't have use for into Shards.

There would be new Vendor items named Shards, which will belong into 3 major categories: Crimson Shards for crafting Strength-based Skills, Azure Shards for crafting Magic-based Skills and Viridian Shards for crafting Dexterity-based Skills. These shards has their own Grade, similar with those on Di*blo or W*W, which will determine what skill can be crafted from it. Note that the process will generate RANDOM skill of the category which directly linked to the Grade of the Shards, so higher level Skills would also need higher Grade of Shards.

#Shards can be obtained from enemies, breaking items, defeating enemies ETC. Their Grade can be raised by stacking them and applying an Orb of Transmutation/Alchemy on the pile.

#Shards can only be turned into Skill Gems by giving them to a (new, of course) NPC. This process will consume 1 Gemcutter's Prism. Because yeah, that's what they for.

#The NPC could also turn unused Skill Gems into Shards.

#Creating a Gem using more than one kind of Shards would generate RANDOM Gem on that Grade.

So, that's my idea. I'm not sure as has it been posted yet before or not...just trying to get that out my mind.
Last edited by Vangris#3496 on Mar 16, 2013, 9:49:21 AM
Just a few thoughts.

First
It would be great if You add quest-items bag(additional inventory just for quest-items)

2nd
Shape-shift gems. I think at least 30-50% of all Shadows(Marauders) wants to get that gems ;)


If it hasn't been mentioned as yet,....

I think there should be a confirmation window on the Party "Kick"
The kick button is pretty large.
And with lag, and mouse stuff that happens, it would be nice to not accidentally kick a friend from the party.
Suggestion: Changing the Regal Orb

Instead of turning a Magic Item into a Rare and adding 1 additional mod to it. I believe it should be at least 2 additional mods OR chance to obtain 2 additional mods instead of always 1 mod.(Regal Orb on maps can be kept the way, i have no problems about it)

Reason: I believe at its state right now. The Regal orb is a very terrible item to be used in crafting an item and that people only use their Regal Orbs to help progress their higher level map pool. The odds of benefiting off of it from using it on other items are slim to none.

For example: If I wanted to make a really good rare wand using a Regal Orb. I would first have to find a very nice magical wand. Lets say I found one after my 100th wand identified, and its just PERFECT, it gives 18% implicit spell power and the prefix were +69% spell power. I use the Augmentation Orb on it to discover its suffix and walaa! crazy luck happens and i get the suffix of +19% faster cast rate! If i were to Regal Orb that wand, as of now, it would add 1 additional on top. The odds of getting a useful mod out of the list of mods available would be SOOO SLIM! BUT I would probably risk it. the Regal Orb isn't too pricey to buy and I usually find one about once a day, and also, it really is my only option. But the thing is, one mess up on a bad mod and all my work in finding this very lucky wand would be gone to waste and the wand would be pretty much useless... even if I got a increased lightning damage mod, what if it was at a low bracket and gave like +6% to lightning damage? That would just suck for me. Even if i got a good mod, there is always a huge chance to have a low roll on the bracket. But since I am a lucky guy, I hit jackpot with the maximum of +26% to lightning damage mod!

Now my wand will have these three perfect mods +69% spell power, +19% cast rate and +26% lightning damage. My only option now is to sell it, use it while keeping it as it is or use THREE TIMES the Exalted Orbs on it and pray for all three NOT to screw up.

Using Exalted orb would be the most terrible idea due to the fact that they are worth so much. The best option would be selling this wand. I'd probably be able to make one Exalted Orb at most if i sell it to some crazy retarded guy who thinks he can benefit off of this by further crafting it.

With that exalted orb that i got from selling it, i could probably buy the unique wand "Moonsorrow" which costs only 1/4th of an Exalted orb on trade chat or I can find a seller of a really good rare wand with 5-6 mods. Either way they will completely kick that old wands ass if it was kept at the 3 mod state.

So yea, in conclusion, this is just one example of an item, but this example could be used for every item. Amulet, ring, chest piece, shields, you name it.

It is just almost impossible to benefit off of Regaling an item because only 1 extra mod is added.

If it gave at least 2 extra mods. Not only do I think it would balance the whole item itself; I believe people will start using Regal Orbs on things OTHER than just maps.

From my experienced, i used to identify every Magic Ring and Amulets that I had found from doing maps. Occasionally I find some very nice ones like added elemental damage, chaos resists, life, all resist and i'd throw them in my stash to test my luck on Regal orbing them.

But after several times wasting Regal orbs on them, i got a few good mods, but mostly crappy ones. Nothing was worth wearing, or selling.

I cant say that there was no one in PoE that had benefited from Regal Orb but what I can say is a lot more hasn't. And more and more people are giving up on Regal Orbing items every day.

Thanks for reading and this is just mine and several other of my friends opinions. Feel free to correct me if you think I am wrong. I wont be mad. :)
Op needs to better distinguish between what is a dev response and what is the Op's opinion.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD
There should be a slots where you can only bind move or attack.

otherwise some char have an advantage of having 1 more spell if they don't use "move" and "attack"
Forgot one suggestion for the forum itself. We need to be notified when there is a direct answer (maybe in the my account where you see your posts). Maybe for this, add a Answer button too automatically repond to a post.
Suggestion

Connect web skill tree with the one in game. For each character there will be possibility to create build, save it and than show (highlight) it in the game, so it would be easier to follow own build

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