Feedback Bulletpoints
I am a PoE1 Veteran since closed Beta and love the foundation of PoE 2.
Art, Design, Monster AI and Design, Bosses, Enviroments... everything looks polished and pretty much done. Most of the 'problems' seem minor to me and here we go: - respeccs should be free in Early Access. Changes to the game hurt builds or you wanna test buffed stuff. It hurts testing and experimentation and the feedback player can give. And the frustration is higher with it. - Weaponskilltrees are not clear. Even i as a veteran missed how it works properly early on and cannot redo it without respeccing the majority of the skilltree. So i am stuck with one passive tree and cannot explore this new feature. - Loot should be hightlighted like in Neversinks filter. Makes finding stuff like orbs more exciting... more dopamine hits. - Ingame lootfilter like a filterblade and Last Epoch mix should be a thing. Thats the new Benchmark. -import/export skilltrees at minimum should be a thing. If there are not enough points to import it could be highlighted at least. Even if i just plan a tree on the website for myself it would be nice to import it as my roadmap. - crafting tutorial for Transmuted, augments and regals in act 1 for new players. - vendor, disenchanting and salvaging tutorial. - Permanent Powerlike skillpoints or resists should be shown on the actmap via dropdown menu so you know you miss anything. - big X if you completed a sideboss/encounter on the map. Visibility is not great. - tiers on itemmods are barely visible - reverse modtiers. T1 the best, t15 or whatever the worst. Idk if t10 life is a good roll or a medium roll without knowing the highest one. - mapdevice should only show 1 slot if there is nothing to add to it (idk yet in early maps). If there is something unlock slots on the first encounter of it. 3 free slots only create confusion if they have no use. - watchtower on the map should always show the slot and not when you click on the tower again. If you don't know that you can buff areas around it you think it only removes fog of war. - watchtower tutorial after completing the first. What and how you use it with one free watchtower thingie. - Levers in maps take like 5 sec to activate with no chance to cancel it. This kills players without a chance to react if one little spider crawls through a nearby door. - mapsizes are too huge. - maplayout variation early maps is non existant. They are all basically Cells/Grottos with a different (beautiful) paint. More linear or circle maps that you can run methodically like a city square, breach etc. - having to kill all rares in Bossmaps feels off for completion. Bosskills should complete the map alone. - bossmaps could be way shorter, maybe just the bossroom for a quick but dangerous map. - strongboxes take forever. - Trial balance - Honour in The sanctum-like feels off and gimmicky. It was always the case. Its the only thing where you have a seperate liferessource. A roguelike mechanic for your actual character and balanced around it would be way more fun and fair. - Trial of Chaos needs balance fixes. Either 5 mods to choose in normal, 4 in cruel and 3 in endgame or mods weakened in thr same way. - Trial of Chaos bosses with oneshots feel horrible. In campaign you can retry indtsntly, here you have to run the whole thing again. At least before maps. - campaign bosses early on should remove 90% of life of a naked char with a huge slam instead of instakill. With most not all abilitys at least. - ability to replace runes in sockets and destroying the old one Thats it for the moment up until.early maps. https://www.youtube.com/channel/UCi-NL9JevOxF-6W3n-a7o-w My Youtube channel with builds, unique and mechanic discussions etc Last edited by Milkyslice#1099 on Dec 12, 2024, 4:14:32 AM Last bumped on Dec 12, 2024, 2:49:39 AM
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