Addressing your Early Access Post-launch Feedback

You did it reddit... Path of casuals
Noice :D
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SiiReXx#2670 wrote:
will we get map stash tab soon? cuz there will be way too many waystones in a bit :D ahh and maybe add charms to flask tab no ones gonna store 500 life and mana flasks in there


Agreed🙏
This is a great update, thank you
I dual-wield regrets and bad decisions.
🔹 Early Access Enjoyer – Dec 6, 2024
🔹 Favourite Class: TBD
💎 Endgame Goal: Find a headhunter in Act 1
Very cool changes and pretty quick too, but as pleased as I am, I think one very urgent fix is missing and that is the one for the witch class randomly being unable to cast spells as is it makes a casting-based witch borderline unplayable if you have that problem (still not sure if it's tied to a specific control setting). You can't cast (for a reason I sadly can't give decent feedback on because I haven't been able to identify a pattern at all), you die. Frustration abound.
Other than that great job.
So before I give feedback I want to give some praise.
The game feels really really fun. I was worried and skeptical with all the changes to PoE 1 but the slower pacing and loot feels impactful and fun.

The ideas work quite well and overall its a great experience so far. The difficulty feels fair for the most part and progression is solid to start out for a first playthrough. For an early access its also well polished and fun. Bugs are expected afterall.

So here is some feedback as a witch and sorcerers.

1. Ascension:
Blood Witch feels underwhelming and not all ascendencies are equal.

Lets first start with Blood Magic. Remnants are a really neat idea, but the issue is collecting the blood orbs. They are to static and can get trapped behind, under big enemies. That means you cant catch the orbs. This causes you to then also die quicker as all spells cost health to cast ontop of everything. The fact the the damage leeching seems to be not working is of course not helping but hopefully being fixed with the next update.

Infernalist seems to be just a better choice. You have more variety, more skills and arent forced to pick a static first ascension even if it might be detrimental to what you are trying.

Sorcerer has a similar issue. Chronomancer is a cool concept but for almost all magic focused builds, Stormweaver is objectively better.

Stormweaver has higher damage, good survivability, etc. Its a shame as Chronomancer is such a fun concept but maybe its my skill issue but Im struggling to find good synergies that arent outdone by stormweaver in any way.

I hope this will be adressed over the course of the coming months once more builds crystalize and show themselves.

2. Map Size
PoE 2 is a lot slower, Maps are also a lot bigger, the average time per map is therefore heavily increased. This is okay for the campaign but makes traversing it a slog. Your movement options are extremely limited so you just slowly walk along those big spaces and a single death is devastating.

Adressing a way to make deaths less devestating would be good or at least making traversing things easier.

3. Item, currency drops and crafting
With PoE 2 dropping a lot less useable loot, crafting would logically be more attractive, but your crafting options basically dont exist. You can spam blue items but upgrading them is... tough.

Between low currency drops, low item drops and no crafting option the game feels a bit more skewed to rng to get a decent character or build going. If you find something not fitting your build or fitting a different build perfectly we get to the last point

4. Respec
I love that respec isnt a stupid expensive amount of unmakings anymore... buuut its still very pricy. With the low pace of leveling just getting a new character is painful. Respecing a current character can be impossible (partly due to not being able to switch ascendencies). It gives a bad feeling where a simple bad decision or bug on a character or missing implementation of skills can lead you to be severly outdone by other builds and the solution is only to create a new character with 15 hours to level them?

5. Leveling
Leveling is slow. Slower than in PoE1, campaign maps being huge, campaign being long and gameplay being less speed focused makes leveling alts or even doing the campaign again in future seasons seems like a slog.

A system that either makes this part faster would probably be necessary for the longevity of the game

Overall, I want to reiterate, the quality, feel, and fun factor of the game exceeded my expectations but especially if we look at the longevity there are some issues I just feel like will become worse if not addressed during the early access.

I am looking forward to how this game develops and what other new classes will feel like.
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Radii#0692 wrote:
after reading through most of the 59 pages, the crybabies were given the small finger, but they keep complaining about the most absurd stuff, like getting blocked, on death effects and so on and so on.

babys first rpg is in the making, rivaling d4 triviality


On-Death effects are a problem, if you can't see them or have any means to avoid them. It goes from "On-Death" to "Forced Failure". That feels bad, no matter how elitist your opinion is. This is a GAME, and its primary function is to create enjoyment... not frustration.
On the one hand I think it's great that you respond to feedback so quickly. On the other hand this is why MMO's die. There is a crowd for every MMO that bitches until the entire game is nerfed into the ground and they still don't play the game. If you want your vision to survive then you need to push your vision.

Just once a Dev Team needs to give the community a proper check. If they complain about A B or C buff it and make it more of a pain in the ass and own it. You'd find out real fast that you still have a proper community and the game can develop with a proper mutual respect between player and development team.

Your vision for gameplay is fine. It's great. Don't devalue it for the mob. This is why the indie scene is thriving. They don't nerf their games or make them anything other than what they are for the mob.

Development should focus on bugs, controls, and class balance. The rest is your vision and my willingness to play it. This mob is why we can't have open world PVP any more. They ruin the community.

By the way this is how equality of outcome works. You have to make the game winnable by the standard of the worst player. Do you need a spokesperson for the heat because I wouldn't mind the threats after telling people to go touch grass ;)

Pay attention to those who enjoyed your vision. We'll guide you to the next level. We're not here for a loot pinata we want to help you cook. It's the content that matters.
Amazing changes. Also this quick response short after release is insane. Good job GGG.

Just 2 things I personally see being changed as well:

Make the side quests, chests and skulls images more visible that you completed them. That grayed out icon is very hard to see. Just put a red X through it. Easy fix and significant improvement.

Other thing I dislike: the shapes of the passive skill tree. Make the lines straight like in PoE1. This PoE2 passive skill tree gives me a feeling I'm on mushrooms. It is for some reason less clear.
I love it, thanks for acknowledging the community feedback!

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