my feedback so far
overall impressions of the game is that it seems to be to over engineered to the point it just gets in its own way, outside of wasd and attacking while moving i dont really like playing the game in its current state. with that said this is my list.
- target locking should be disabled and track the mouse instead when using a mouse - monster weapon and limbs should have no collision, being trapped in body parts and desync sliding around the map and being pushed into damage zones when being attacked feels so jank - nearly every monster in the game seems to have on death or ground degen patches or both, on death needs to go unless it makes sense and degen patch spam needs to be toned down - monsters shouldnt have 2 forms of slow, for example the graveyard boss spams chilled ground and the ghosts that he spams give hinder debuff, with such a slow game it feels bad - monsters damage quickly outscales player defences, there also seems to be no way to scale life in the melee parts of the tree outside of strength stack which is not good - dodgeroll should have iframes at the start of a roll to counter lag, i die at the start of a roll more often then not and abilities of monsters seem to have some sort of auto lock jank sometimes - boss fights need to be zoomed out, to much off screen happening - no attacking ability that costs mana should have lower base damage and or scaling then default attack, most abilities in the game need a buff - mouse over on a support skill should give a list of your abilities and wether or not each one will be supported like poe1 - movement speed should be implicit on boots based on ilvl starting at 10% - 1 life per map is bad it just shouldnt respawn mobs if u die, also 1 life per boss is not good either since boss hp resets anyway on death - crafting need to be more then identifying items with extra steps - ranged monsters are multiproj machine guns for the most parts which destroys melee - need resistance auras to help fill gaps in the early game like purity of elements - game being balanced around dodge entirely isnt good, dodge should be there to avoid big boss hits or to avoid damage when things arnt looking good, not dodge every hit or die - warriors are by far the worst thing i have seen as a melee enjoyer, armour break and after shock explosions should be there to compliment builds not to be the only build, for example all the melee skills except for hammer of the gods and maybe perfect strike are way under tuned and just seem to be a method of getting a proc, it took how many years for melee to break away from the oppression of needing totems to do damage and get some proper scaling in poe1 and now poe2 is right back where we started. warrior seems to be designed to be a proc based character instead of an ability based one, we are using a mace but where are the meaty slams, where are the different types of ground slams from poe1 that felt good to use. no groundslam, sunder is a wet noodle, earthshatter is missing its 4 other spikes, earthquake is meh, molten blast looks like it belongs on sorc, volcanic fissure needs other slams to work. as far as i can tell this is by design to cater to "the vision" of having to using multiple abilities. if you insist on using multiple abilities then have some kind of skill chaining and make it fun and more importantly faster by taking out the attack time and make it part of the trigger attack, for example rolling slam, have a window on the second hit where it will replace the second hit with an empower slam like sunder for example to do huge damage, or volcanic fissure and create chains all over the screen, or way more spikes for earthshatter. leapslam could also be a combo trigger ability that has a window on the way up, maybe as it lands into rolling slam for extra slams or empower other slams. i feel like this game makes using multiple abilities slow and a chore, if abilities are to work together then i feel they should be used in a combo chain that feeds itself for more damage and a smoother experience Last bumped on Dec 20, 2024, 9:22:11 PM
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