Analysis/Feedback/Suggestions

MTX
MTX provide money to GGG. Anything making them easier to sell is definitely on the right track for their business model so here are the following two suggestions that will help even more in that department.
I) Add a system in game (or even in the forums) to preview an MTX with whatever character we like
II) Add as system to allow us to preview our characters (with their items) in select menu


Ailments
The recent changes were quite welcome. Here are some more ideas to make ailment builds even better or effective

I) Allow physical damage to apply bleed on critical strikes (including physical spells) and chaos damage to apply poison on critical strikes. If needed rework the values of bleed and poison
II) In the same logic that in 3.0 almost all weapon nodes have ailment effects, add ailment effects in elemental clusters too. 5% shock,freeze,chill,ignite duration or effects etc


Spell Casting
That is an issue i have since the beginnings. Spells do not need investment in accuracy making them superior in almost every scenario versus other forms of damage. So what i would like to suggest is a new stat called Concentration. Concentration will work in a similar way as in D&D, if you succeed in the check you cast the spell, if you don't your spell might fail, or it doesn't work as expected or deals half the damage. For example i have 91% concentration in my stats and i cast a fireball if i somehow fail to achieve that, the fireball might deal half the damage, might not be casted at all or it might cast the fireball in the complete opposite direction. If a system like that was implemented a similar Keystone to Resolute Techniques should be implemented for spells.


Act 9
I definitely was sad to see the charge reward from merciless bandits go with the difficulties. At this point GGG might not even consider adding such a choice in the future again. In case you do GGG, the feather in act 9 is a good candidate for this. Add another NPC (or even use one of the existing ones) and make them actually "fight" for the right to be Khaleesi


Bandit Rewards
Its definitely not a secret that people aren't really too enthusiastic about the new bandit deals. So here we go :
Oak - 0.4% life regen, 40 life, 4% more dmg, 4% dmg reduction
Alira - 15% crit chance, 15% crit multi, 15% all res, 1.5% max mana regen
Kraityn - 6% dodge/spell dodge, 6% attack and cast speed, 6% momevement speed, 0.6% lifesteal


Pantheon Powers
For starters i want to say that there has been so long since some defensive options were added before the pantheon system and i cant remember how long I've wanted something similar to it. Unfortunately (at least from what i read and heard in-game as well as my personal experience) current pantheon powers are rather underwhelming. So i tried to come up with some new powers or reworked the existing ones to be more equal to each other as well as provide new opportunities for combos with existing mechanics, items, passives etc.

The underlined parts are the changed and new powers. Have in mind i haven't bothered adding which atlas boss would unlock each bonus since its not really an issue. The latin numbers (i,ii,iii) show the un-lockable effects.

Major Gods

Soul of the Brine King :
You cannot be Stunned if you've been Stunned or Blocked a Stunning Hit in the past 2 seconds
i) Cannot be ignited
ii) 1% reduced Elemental Damage for each hit you have taken recently up to a max of 8%
iii) 20% chance to reduce melee damage taken by 20%

Soul of Lunaris :
0.5% additional Physical Damage Reduction for each nearby Enemy, up to 12%
15%
chance to avoid Projectile Damage
i) Cannot be silenced, cannot be blinded
ii) 5% chance to Dodge Attacks and Spells if you've been Hit Recently
iii) Avoid Projectiles that have Chained

Soul of Solaris :
6% Physical Damage Reduction if there is only one nearby Enemy
20% chance to take 50% less Area Damage from Hits
i) You cannot be Frozen if you've been Frozen Recently
ii) Slow debuffs have 15% reduced effect on you
iii) You take 15% reduced extra damage from critical strikes

Soul of Arakaali :
10% reduced lighting damage taken from hits
10% reduced chaos damage taken from hits
i) 20% of lighting and chaos damage taken from hits heals you instead
ii) 30% reduced effect of poison on you

iii) 30% reduced effect of Shock on you

Soul of Kitava :
Nearby enemies deal 4% less damage

5% reduced Damage taken from Damage Over Time (previously on Arakaali)
i) Cannot be hindered or maimed
ii) Nearby enemies move, attack and cast 10% slower

iii) 50% increased Recovery of Life and Energy Shield if you've stopped taking Damage Over Time Recently (previously on Arakaali)

Minor Gods

Soul of Garukhan
1% Additional max chance to block and spell-block
i)5% chance to block attack and spells if you have taken a savage hit recently


Soul of Yugul
30% reduced Reflected Damage taken
i)5% reduced Cold Damage taken if you've been Hit Recently

Soul of Abberath
5% reduced Fire Damage taken while moving, burning ground doesn't deal dmg to you(not sure if its the same with "unaffected by burning ground")
i)10% increased Movement Speed while you are burning

Soul of Tukohama
While stationary, gain 2% additional Physical Damage Reduction each second, up to a maximum of 8%
i)While stationary, gain 0.5% of Life Regenerated per second each second, up to a maximum of 2%

Soul of Gruthkul

1% additional Physical Damage Reduction for each Hit you've taken Recently up to a maximum of 5%
i)Enemies that have Hit you Recently have 6% reduced Attack and cast Speed

Soul of Ralakesh
30% reduced Physical Damage over Time Damage taken
i)20% less bleeding damage and duration on you

Soul of Ryslatha
+25% Chaos Resistance against Damage Over Time (previously on Arakaali)
i)50% chance to avoid poison

Soul of Doedre
Curses have 15% less effect on you
i)5% increased movement speed per curse on you, up to a maximum of 15%


Soul of Shavronne
50% of chaos damage taken does not bypass energy shield
i)0.2% life regen per 10% life missing or reserved

Soul of Maligaro
Your life, mana and hybrid Flasks gain 3 Charges every 3 seconds if you haven't used them Recently (previously on Ryslatha for life flasks only)
i)60% increased Recovery from Flasks used when on Low Life (previously on Ryslatha for life flasks only)


On top of that i would like to suggest that even at the current state it would at least be more worth the hustle if we could choose one major and two minor powers instead of 1 and 1.

The original topic is here
Inundated with cockroaches, I am

https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions
Very Happy that GGG staff is indeed reading their feedback forums. Especially the new quantity/pack size mechanics (even though they need some number tweaks) made be ectatic.
List of Implemented Suggestions

06/01/2016
-Bladefall needs to have its damage dealt by the rest of the volleys reduced or something. At its current state is just too strong without any real investment
-Coordination notable needs to be buffed cause it currently feels too underpowered compared to other starting notables. Something in par with Templar's Retribution

17/01/2016
-The Consuming Dark's conversion should probably go down to 25-50%
-Add a new mod for flasks that reads : Immunity to Poison during Flask effect, Removes Poison on use
-Change Coral's implicit from 2 to 4 life regenerated per second to : 0.2% to 0.4% life regenerated per second thats way better and it actually worth less than 1 node still ( it could be like 0.4% to 0.6% but it might be deemed too powerful.) - adressed with marble amulet end game base.

20/03/2016
-The Consuming Dark's conversion would (should) probably go down (yes again) to 25% instead of the 50% that is now
-Voltaxic rift should also get a similar treatment, reduce the conversion to 60%
-Make 3-point clusters specialized melee physical damage conversion, the fire themed between templar and marauder, the cold themed between duelst and ranger and the lightning themed betweed shadows and witches. Every cluster has the same values but with the corresponding elemental. 1) 5% of physical dmg converted to x elemental 2) 5% of physical dmg converted to x elemental 3) 15% of physical attack dmg converted to x elemental, -15% resistance of the x elemental. Implemented for cold with Winter Spirit cluster

23/05/2016
-After you get 2 masters at level 8 allow every 8lvl master including those two and afterwards to not count towards the max number of masters you are allowed to have in your HO(similar to how Leo works atm)
-Ascendant/Berseker -> Reduce life leech to 1%
-Ascendant/Deadeye -> Reduce Pierce chance to 30-35%

28/07/2016
-Make Navali a Forsaken Master, that does not count towards the limit (like leo) when we invite her, she or her bench allow us to complete divination card sets
-Make sextant affixes appear with a lighter blue/teal colour inside maps or in atlas (similar to the master crafted mods on items)
-Sextants should have their aoe displayed before using them and highlighting which maps they will affect
-Make EVERY map affix mod to have innate pack size/quantity/rarity values. The values would vary from mod to mod, but should be there in every single one of them.

02/01/2017
-Immortal Flesh : Remove the -5% max elemental resistance affix from Immortal Flesh. Instead put -30% to all elemental resists. Its still a harsh downside (almost as hard as moving from cruel to merciless). Everything else remains the same.






New Suggestions

Melee Attack Totem Support Gem
New support gem suggestion. It supports every melee non movement skill. Its a totem that will use the skill that is supported. Damage values up to you GGG. Model can be the current ancestral warchief/protector or an similar model to it but based on the class that uses the support


Passive Tree
Sanctuary cluster in the Templar area needs some updating. Bottom nodes should read +1% block + res instead of only res that provide now. Notable should read : +3% block + res + 40% increased defenses from shield


Main/Off Hand mechanics
I'll bring this up once more. Currently there are two weapons (at least that I'm aware of) that use this mechanic, Dyadus and Doon Cuebiyari. The problem though is that you cannot use those items for their offhand stats with a shield since shield is always equipped in the offhand slot. So the suggestion is allow us to equip weapons and shields in either slots without automatically equipping the weapon in main hand, so that we can fully benefit from those stats as we see fit.


Resurrect
I've seen some people rightfully claim that its awfully amateurish and frustrating to load 4-5 times to go back to the elder guardian fights. A simple "resurrect in hideout" option could solve this.


Hideouts
Simple, allow us to save drafts of our hideouts so that we can load and save one we already have, or experiment with ideas.


Remnant of Corruption
It feels too rare while being very useful. How about making a recipe for it like : one of each kind of essence (preferably some high tier ones) + vaal orb or something similar?


Potions
Its been quite a long time since pots stopped serving their initial purpose : short and powerful buffs or as recovery mechanics. Today pots are almost permanent buffs and with new ones getting released from time to time the situation only becomes worse. Please reduce the pot effectiveness and duration passives in the tree (and ascendancy) so that pots are not that gamebreaking.


Taste Of Hate
Continuing from the previous point, a pot that similarly to many others got gutted because some ascendancy plus the passives in the tree were making it ridiculously strong. If you feel the current values are good ok but at least give it chill and freeze immunity or 50% less chill and freeze duration


Knockback
Honestly a very interesting mechanic. It used to work when we had very few tools in our arsenal. Today mostly used (not the gem, but the mechanic) by bow critical strikes and staff critical strike and the occasional heavy strike dude. And while with bows and ranged weapons knockback is indeed marvelous, for melee its absolutely a pain in the ass. One of the reasons heavy strike is widely unusable,
who would in their right mind use it when its counter-intuitive to melee as an archetype. I want to get close to a mob to hit it, but when i hit it i send it back... hmmmm. So here it comes : Replace every melee (ranged knockback works wonders anyway), knockback mechanic with something else, chance to bleed,
maim, chance to blind, chance to disarm, chance to silence, chance to whatever, something that doesnt suck balls as current melee knockback does.



Navali
Seems that my Navali suggestions are pretty much almost all in the game. So i have
a new interesting one. Add an inventory to Navali. She will trade orbs (transmutations, alterations, fusings etc) similar to how certain NPCs do in towns. Her inventory will expand as the player progresses through the acts so by the end she will have the same inventory for orbs only as the other NPCs in the latest towns with the same ratios. This can even be used in the future as a step to make her to give dailies etc (suggested already in previous posts)


Tornado
New skill. Summons an uncontrollable tornado that moves around dealing damage and hindering enemies in an aoe. Level 20 damage 601-788 physical damage. Tornado initial move peed 375, gains 5 per level. Initial radius 12, gains up to +4 by lvl 20. Initial Tornado casted 1, gains up to +3 by lvl 20. Quality bonus 0.5% increased area of effect and 0.5% tornado speed.

Further details : Tornado is an intelligence/strength spell active gem. Tags are : Spell, AoE. Has 0 chance to crit or even better can not crit by no means. Cannot be supported by spell cascade for more tornadoes (at least for the time being it might not be so powerful). Tornado animation can pass through enemies and small obstacles but stops on walls/building etc. When casted it generally goes towards the direction you casted it but the path to that point is not straight.


List of Implemented Suggestions
Inundated with cockroaches, I am

https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions
Last edited by Regulator#4587 on Dec 25, 2017, 1:33:58 PM

Report Forum Post

Report Account:

Report Type

Additional Info