Feedback and suggestions after playing endgame for several hours
First of all, thank you GGG for PoE2. This is my first PoE game (didn't play PoE 1 but I enjoy several other arpg titles) and me and my friend quite hooked on the game. Endgame loop is quite nice too, but after some 40+ hours in endgame we kind of noticed some things that we think may be improved to help the game to be more fun and less frustrating in the long run.
1. More visibility First of all this is one thing that annoys us most. Visibility of things that are happening on the screen is not very good. The most glaring example is, how to differentiate which lightning attacks are mine (I play lightning ranger/pathfinder) and which are enemies'. My friend frequently getting hit by enemies' attacks because it's hard to tell them apart. Maybe in isolation, yes you could, but in the middle of intense fight like rituals, expedition, it is quite rough. More examples: - Those lingering blood/yellow liquid/purple gas (idk the names) that are spawned on death. They're hard to see especially when the screen is full of flashy effects, and even worse they are kinda visually blended with the ground's color on some of the maps. The times we accidentally stepped into those things without noticing in the middle of a fight are innumerable and it gets quite annoying after some time (especially when we get killed by them). - Spells that are casted on the ground. Same as above. - Bombs that some enemies throw, they are so small, so hard to tell apart from explosions (because they have the same color) to notice in a sea of visual effects. Suggestion: Improve enemies attacks' visibility. The lightning attacks for example, make them different in color, maybe red lightning instead of blue. Make the blood/liquids/gas brighter in color or different so they are contrasted with the background. It would probably make the visual less realistic but I'd take enjoyment of playing the game over realistic visual that we'd never bother to notice later in the game whatsoever. 2. Remove or rework the unnecessary limitations when playing in party This is also one of our biggest gripes. For example, rituals. Why is it that only the party leader/session owner that could purchase/defer the items? The shared currency yes we can see the reasoning, but making that only the session owner could purchase things is a weird decision. Why? Because what's the point of teaming up with my friend if this is the case? Say that me as the session owner dies (and I can't even return to the map since you guys decided that waypoint maps should be that unnecessarily difficult), the currency that we as a party worked on is now useless and my friend can't even spend them. There, a ritual map is wasted. At least if one person dies, make it so the rest of the party can use the currency. Is this a result of technical limitations or something? Suggestion: Make it so that playing in parties actually have merits. Remove limitations in party or make it more like an option. I think most of players team up with their friends and not with some strangers in LFG groups or something, so making limitations like this is just another unnecessary hindrance. 3. Waystone sustainability This is one thing that I hope gets more highlighted than the game difficulty curves like boss fights or overtuned enemy mechanics. It is difficult to sustain map runs. Sometimes we get no waystones after a run. And even if we get some, it's more likely waystones that are lower in level. So we are forced to run in lower tier maps in hope that higher waystones would drop. And when we eventually run higher tier maps, we get accidentally killed by poor visibility of enemies attacks or on death effects. And we can't even return after death so that's a loss of both the run and the chance to get waystones. It is generally not fun after a while. Suggestion: Maybe you can make it so that waystones drops NOT LOWER IN TIER than the map tier. Or maybe you can make that purchasable waystone is not limited to tier I only. The escalating cost of reforging Tier I stones to Tier IV for example is not economically making sense. Maybe when a player have reached tier V map and succeeded, the vendor will start selling tier V waystones. and so on. Maybe if you are worried that it would ruin the waystone economy, make it so that the purchasable waystones are for select tiers only, kinda like a checkpoint. Example: Tier I -> Tier IV -> Tier VII and so on. I think that's all we can give as a feedback. I see this game as a game meant to be played in the long run, and knowing that we're still in Early Access I hope you guys can reconsider QoL improvements that makes players happy rather than sticking to your ideals as developers. Cheers. Last edited by sidray749#8948 on Dec 17, 2024, 11:41:09 PM Last bumped on Dec 17, 2024, 11:35:25 PM
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