My accumulated feedback
Bone Blast sometimes latches on targets, which are not in mouse coursor range (if target is closer to character than the targeted monster).
Bone Cage could deal damage in all AoE, not only on the outer ring itself. Can scale damage from inward to outward or have consistent damage in all AoE. Problem now is a lot of times monster facerushing you and bone cage does not connect, as monster is too close to character. During campaign allow people to respec (or limit the respec count to X) Create "Guf's Workbench" as part of the quest or as addendum, where people can come and upgrade their equipment with limited uses of craft materials per X levels or every level. That way you guaranteed teach new players how to craft, familiarize them with currencies available, their effects and ensure gear progression. Reduce gem drop rate and substitute with more meaningful drops (currency, rare items with higher lvl modifiers(Tier items)) Drowning Mages - Remove drowning (permakill); substitute with damage over time effect. If your cast got interrupted/you dodgerolled/cancelled the cast, it does not consume 100% of mana and cooldown; make it 50% or so, maybe even none (logically makes sense - you did not casted the spell) Increase Shadow Walker Blink cooldown Sort Button in inventory/Stash (Like in Last Epoch) Revisit Multiproj and Haste mod on monsters Multiproj - adding extra projectiles, not a whole skill clusters with projectiles (example - Courtesan) Randomize Haste mods on the map - random mod allocation can give random effects, but not all 3 (can be 100% of one mod and 50% of other) melee monster can get Cast Speed, caster monster can get Attack Speed and vice versa; if "lucky" monster gets beneficial mod(-s). Reduce the monster spawn rate/quantity in Ritual. Chests in maps and in Campaign most of times does not give decent rewards. Condense Skill/Support/Spirit sections to one Menu. If player does not have gem needed, he won't be able to engrave it. Search function on Endgame map screen. If you look for some specific map name or mechanic - grey out rest of the map and leave the area of interest coloured. Zoom out more on map screen. Zoom out more in-game to see further away from character. Archnemesis 2.0 - Rare mod problem. PoE had the same issue with Archnemesis league, where monsters getting rare mods, which makes them super deadly and you cannot counter them. Example, which forced me to add this section was Rotting Hulk with Multiple Projectiles, Shadow Walker, Extra Chaos Damage and Hasted. He just teleprted behind me and shotgunned in 0.1 sec. P.S. Same issue is with Mana Burn Aura and Proximal Tangebility if you are Ranged/Mage. Spread monster packs wider/condense them or reduce the aggro radius. When you interact with map/location units (Switches at Augury, Ultimatum Soul Core insertion) make character invulnerable for duration of action (or 0.5 after that, so you can dodgeroll from whatever enemy "left" for you while you were in grace state). Because you cannot defend yourself, effect of burning ground, etc. Almost all multi-projectiles monsters are problematic - Filthy Crone, Forsaken Miner, Courtesan, Risen Tale-Woman, Surgical Experimentalist (I am not including Porcupine Crab, as their base damage is not that high to make a massive impact during scaling). PoE2 is more rigid (no movement skills, except dodgeroll) and there is vast amount of narrow maps where you cannot dodge properly, in addition to monster body block and map accessories (Rocks, Trees, etc.) Game not at the state (at least now), to have this amount of monsters with this feature. Shades are annoying to deal with. Monsters with Minion tag, attached to Rare monster, spawn infinitely, until Rare is killed, they can be anywhere on the map. Make them killable after 3-4 times of killing or limit their wandering radius. Electric remnants/mirages and homing volatiles should last at least 50% less. Remove on-death effects. Remove DD or any type of corpse explosion from monster skill pool. Monsters with Pouncing or Gap closing abilities should never be rares. Limit monster casting range - some monsters sit behind 2-3 screens and cast spells (ressurect, corpse explosion, etc.) (example. Dread Servant) Improve general visibility on maps (something like wallhack - walls/tree crowns become more transparent) When I was playing Ultima Online, we had the same issue, but there was an addon, which reduced trees to stumps and showed only wall and other object bases (rocks, stalagmites, etc.), so you had understanding, that there is an obstacle, but you still retained a visibility, which they otherwise would cover from your view. Mechanics feel unrewarding in early maps/mid maps (until T11-12). Expedition mechanic could be very beneficial for obtaining the gear in early mapping, yet it barely rewards you for doing it.. Basically, except Essences, there is no point to do them, only if you super blasting the monsters. Item Tiers should be displayed on item (even after identification). if you Minimize the skill in the gem tab, it should stay minimized and not expanded to default every time you re-log. Recoup is dead. Re-consider the delay. 8 seconds is super bad (Even with Pliable Flesh). Countdown how long the shortest duration of Life Remnant will last and increase duration at least for 50%. Countdown would be beneficial for all duration buffs. When Rare monster in in Proximity (8-10m or less), show it on the minimap, apart from showing them when there is <200 monsters left. Sometimes it is extremely hard to distinguish monster from rare. Would be cool if Rare monster would have golden hue encasing him, like Magic monsters do. If you hover over tower and you used tablet on it, shows what bonuses it provides. It would be beneficial to see tower radius (Hovering over tower and pressing Alt), so you can see what area/maps would be covered by your enchancement. T13+ some Rares one-shot with rare mods even without any damage mods on them or map (most of them were Lightning based). Biggest problems with Late game: 1) Not much to do. 2) Map design (too many tight or condensed maps) Spider Woods is great example of problem; Sandpit, Steppes is great map. 3) No HP scaling (You can scale Mana/ES to high levels, but not HP) 4) Archnemesis 2.0 Issue. Check above. 5) Blood Mage missing clearing skills (Exsanguinate, Reap) I cannot do properly any mechanics except Bossing and Essences. Last bumped on Jan 27, 2025, 3:10:01 PM
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Some good points.
I like the stash auto sort feature |
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Sockets in Scepters, Wands, Staffs and relevant runes for them.
Bearer of Penitence (all types of that NPC), if Rare, should not have wide power slam ability. On images monster has AoE mod. https://imgur.com/a/EiGoXU6 Increase Life Remnants on the ground (now its around 8-9 seconds) and its effect duration. (Grim Feast essences have no expiration timer at all). Remove Mercenary Snipe from the NPC skill pool, reduce skill effects or limit the use of skill to one monster per pack. Review Ritual spawning rules. See image attached. https://imgur.com/a/bs3IfKP Limit map drop level range from monsters to +2/-2 of inhabited map Tier. For now only more or less good chance to get higher or equal tier map is from Rare or Boss. Add an option, if you hover over map on Global Map it shows which Biome it belongs to. dd an option, if tower adds a chance to have additional mechanic (Shrine, Essences) it can be displayed on the tower itself (by default or by pressing Alt). See image attached. https://imgur.com/Dk47i93 If monsters break armour and during the countdown they manage to hit again, it should not reset the timer, but instead create and internal new instance of countdown of armour damage, with relevant damage parameters. Trials of Chaos have no indications what debuffs players possess in trial. Trial of Sekhema has this option. Why towers are not pleasant to complete: 1) Elevations and Walls (See attached picture). Because of the elevations and walls you cannot assess how many enemies are in the section of the map, monsters spot and react to you even before you can see them and engage you. https://imgur.com/a/BSUDhgk 2) Monster behaviour. Melee monsters brainlessly rush (with substantial movement speed) you down while ranged snipe you from behind and you cannot effectively respond to both treats at the same time. Both types rush you and attack simultaneously as they belong to the same pack or you triggered their aggro radius (sometimes it can be up to 2-3 packs of monsters) and if they catch you - block escape (examp. Shadow Walker), stun or freeze on narrow cross section it's pretty obvious what the conclusion is. 3) Map layout. As I was mentioned this before in my previous post, narrow sections in maps are not benefiting gameplay. 4) Monster packs size/density. As locations and sections are narrow or limited, you oftentimes find yourself in disadvantage, even if you manage to roll inside the tower section, there will be other monsters, who will bodyblock you and everything aforementioned from section "Monster Behaviour". Last edited by PRchikz#4315 on Dec 25, 2024, 5:45:31 PM
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Show Palm Strike activation radius (Hover over skill + Alt).
Palm strikes for Monk should connect with monsters on highgrounds or seperate sections of map. If monster can shoot you from there, you should be able to reach and engage with it. Option to devolve (de-level) your skills (by using lower level gems). Pinnacle Boss fights would benefit from monster phases (re-fill your flasks or power charges, Blood Remnants, Energy Essences, etc); Act 1 and 2 bosses has these phases. Should be any permanent indication on the screen, that you finished the map (Like in PoE1). Rare on-ground effects (Periodic elmental explosions) hit for 2k-3k with max resists (tested on T14 map, no damage or any amplification mods on rare or map). 2k Hit was from Smaller-size monster (Archer), 3k was from Larger-size monster (Bloated monster with tree trunk). Bad features in Trial of Sekhemas: 1) Afflictions can appear in your first or second room choices. This is basically spawncamping in FPS games. 2) Floor 2 There are some areas, which pushes you onto mine if you do not destroy the vases. Visually there is no indication of an obstacle. 3) Floor 2 Hourglass area is extremely laggy (most lileky bad optimization, same as in parts of Matalan Waterways). 4) Floor 3 and Floor 4 has narrow paths/enterance areas and very often monsters just bodyblock you, if you are on Floor 3 and doing Crystal Challenge or Rituals, it can be run-ending; On Floor 4 bodyblocking is across all areas. You cannot roll through the monster in that situations and rolling back oftentimes forces you to take the projectile hit. 5) Elevations on Floor 4 (and sometimes Floor 3) exceptionally benefit monsters, so they engage with you when you have no means to co-engage or defend youself. 6) Floor 4 vases (and aforementioned Floor 2 vases) are unassuming obstacles. They do not count as an obstacle on the map, but you cannot roll over them or walk through. On Floor 4 vases spawn over the pathways, completely blocking access. See attached images. https://imgur.com/a/Y9AC5uZ They should be more visible or destructable on body impact and should not impede the character movement speed and direction. |
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Monsters with DD abilities should not be able to target your minions or at least not en-masse (Cultist Witch and Faridun Plaguebringer).
Killing monsters in map with active Delirium mechanic sometimes does not count into progress. If countdown starts, nothing gets counted into progression. See attachments. Hitting Bosses should recover Mana/Life charges, as you constantly running out of resources during prolonged boss fights in acts (can be improved also by reducing boss HP or adding additional monsters phases into fights where boss is inactive) Omens should drop from Ritual-bonded minions on maps (you can obtain omens without interacting with mechanic). Boss arenas should not be limited by boss skills/actions (Permanent degen pools, destroying parts of arena, etc.) Simulacrums cannot have super narrow and small battle arenas (all of the locations have to be similar sizes) at this point game have (very narrow, stretched) locations, which have absolutely no room to manuver (monster density, monster pushing, etc.) Expedition Underground Areas does not feel rewarding. Strongboxes in Expedition Area could contain Expedition currency (area-related or general). SSF changes: If you are playing SSF: You could have Increased Currency drop rate, more meaningful item drop (more often higher item tiers, higher tier rolls on items) and improved rewards from game mechanics, maybe even inherited high(-er) rarity, but you cannot transfer character until end of the league, if you are playing SSF on Standard - no option for transfer. If SSCF available in the future: All previous advantages could be elevated. Lumberjacking, Mining, Crafting, etc. Introduce the gathering and crafting system into late game, where you can craft higher level bases based on resource requirement. Or you could hire NPC's to do your labour, but it would bring lower yields of resources, in comparison. The idea is to use completed maps as a location for gathering, based on biome and/or configuration of assets in the map. For example: -) Mountain: area would be preferential for Mining. -) Swamp and Water: for Fishing. -) Forest: for Foraging or Lumberjacking. -) Grass: Agriculture (Planting seeds and coming back to location after X maps). -) Desert: Miscellaneous resources (or Rare resources, not to be found anywhere else). Fishes and Foraging resources (Berries, Mushrooms) could bring temporary bonuses on consumption, but if they are Cooked (combining multiple reagents) into new product, they could bring all aforementioned combined bonuses or new ones. Mining could bring raw material, like ores, rough gemstones, etc; for player to process and obtain more valuable materials to use them for crafting. Lumberjacking could have various rarity types of logs for the crafting (to make shafts or other parts for weapon bases). Different Ores, Logs, and other raw resources could have inherited bonuses or none (based on rarity). For example: If you create a wand, you choose what type of wand you crate (with pre-established stats on them); use Willowood base (inherited +10 to Int; based on rarity), use certain Gemstones (each gives various inherited stats), so you would have craft-only base with all stats (similar to Synthesis mods) and you can craft over the item with normal means of crafting. If you choose to process the raw materials, you obtain resource with elevated bonuses (Raw Gemstone provided +5 to all stats, but Polished Gemstone provides +10 to all stats; etc.). Crafting/Cooking Recepies can be obtainable as random drops from monsters, quest rewards or gated behind certain bosses. Hunting/Skinning/Tanning - Can be introduced into game. You can hunt with any means - melee, ranged, magic (simlar as normal gameplay); You should have terror(noise) radius (you can reduce it by using crafted items with this stat (Crafted Armour pieces, rings, amulet with noise reduction, etc.)) Certain weapon types would have inherited reduced noise on use (Punch, Bow, Crossbow); AoE Magic or slams would have increased noise radius. Animals would have their own perception radius and gradation in it (closer you are to the center point, more alerted animal become) if it starts overlap, animal becomes more agitated, reaching critical point animal runs away. Pack animals could warn other same-spiecies animals to run away. Animals, which ran away, leaves the map and cannot be hunted anymore. If you manage to hunt down the animal, you can skin it, to obtain raw resources for Cooking and/or Tanning (inherited bonuses would depend on resources rarity). In your base or hideout you can have tanning and cooking stations, where you can process materials (or hire NPC to do it for you with penalties). You do not have to interact with any of it if you do not want to, as you can buy raw/end products from other players. The base idea of this is not new, as these are the most primitive mechanics from our ancestors as means of survival. Ideas like these were implemented across multiple genres with aim to reduce retention and give more activities/targets for players to do/achieve after they exhausted existing ones. Mapping quests Current mapping scene (as it is repetitive in general) is pretty boring/bleak| and it would be nice to have quests to enchance the gameplay by having a targets to achieve (not only personal, but given by game). Quests could be to kill certain types of monsters, bring certain resources, items; Complete certain mechanics. Rewards should be reasonable for the gaming scene - Crafting materials, resources (can be from League Mechanics), Gold. Anything, what can be useful for the players journey. Quests should be skippable or re-rollable (limits can be set if needed). |
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Normal monsters in maps barely drop anything valuable, only rares and higher.
Campaign Drops are underwhelming (Rares, Bosses, Chests) (14/01/2024). If there is a rares left on the map (when <200 monsters left), they can be re-spawned closer to player in unexplored parts of map (where player hasn't been yet); that way it does not break the game immersion. Venomous Crab and Porcupine Crab needs to have one or multiple solutions implemented: Reduced the pack size of monsters; Reduced quantity of projectiles from single monster Lowered the damage projectiles deal Sabre Spiders encased in essence (as secondary monsters) jumps out from encasing before main Essences activation, attacks you, and cannot be targeted. Dyna Golems are trying to escape the casings and on-melee range attacks you Skitter Golem are trying to escape the casings and on-melee range attacks you (only center one) Augury has narrow paths, where projectiles cannot pass sufficiently, yet monsters on the other side can attack you with projectiles (Snakes, Venom Crabs, Human-Like Spitters) without any obstructions. See attachment. https://i.imgur.com/Cbj5hfJ.png Bone Storm projectiles should be shot in slightly curved angle on both sides of the skill. Currently not all projectiles connect, if skill if fully charged. Or, as an alternative, the direction of projectiles could be manipulated by distance from the character. See attachments for clarification. https://imgur.com/a/RNNnaMq On bosses with biggest Hitbox (Vaal Factory boss) missed projectiles count is in range from 4 to 8 projectiles. Even if you position yourself on angle to cover the biggest surface area of boss on shot (visuals sometimes does not represent actual boss hitbox) you still miss projectiles. Minion Positioning. Implement ability to arrange/position minions around you; similar as you can manage your hideout and insert NPCs in places of interest. Currently monsters does not have structurized positioning and land up being chaotically positioned whatever they land/finish action in after engagement. It is pretty annoying, that ranged minions ends up in-line with Melee minions, and in engagement, unnecessary, ending up on the frontlines and dying from monsters and/or spells, which could be avoided in the first place. By structurizing the locations of each one, they would return to pre-established positions around the character upon finishing their actions and weaker/more fragile minions won't be lost in battle. -) If inactive for 1-2 seconds, further away than 4m from pre-established location and was not assigned by player for action (open for interpretation), return (or respawn if unable to path freely to pre-designated location) to pre-established location. -) If unable to position the minion into pre-established location, position to character close as possible, until opportunity arises to use pre-established location again. -) During the "editing phase", would be beneficial to see the engagement radius (this includes - Aggro radius (Melee), Minion Spell radius (Ranged, Spell, Heal/Resurrect)) so players can more effectively manage their minions and have a better understanding when certain minions would engage. This also would give more control/agency for players over minions, and their engagement rules, so they can tailor their playstyle better. -) Ability to edit minion positions should be available only in Safe Zones (Hideouts, Towns, etc.) -) Your commands supersedes all other rules Trial of Chaos Monster spawn acceleration Corruption Dais - If 95% of monsters has been killed before spawn of next wave, spawn next wave immediately and reduce the timer by 5 seconds; (Similar to Trial of Sekhemas Hourglass trial, where you kill rares to reduce timer). If you chose Organised Forces node in Atlas Tree, Irradiation icon does not show shows up on Map menu (only on Global Map). https://imgur.com/a/zgBqlXH Update Loot tables from Strongboxes and tie drops to current map level (Had Lvl82 map and Rare Ornated chest dropped T1 Map, 2 Magic items and 500 gold). Tie the map level drop to current map level and make the range for maps to -2/+2 (Example - If you run T14 map, Only T12, T13 and T15 maps can drop) If you enchant map with Delirium liquids, than those override natural Delirium spawn on the map. When you corrupt map, sometimes Chance to find Waystones% disappear from it. https://imgur.com/a/JEQe0xY Revise the Ritual prices. https://imgur.com/a/mI6t2Zh Why Expedition is not pleasant to complete: -) Currently mechanic are extremely unrewarding. Quantity of Artifacts dropped and how rare the Logbooks are against the risk you take for adding the Remnants with downsides every time you engage with mechanic. -) Monsters and Remnants are spaced at unreasonable distances. This feels exceptionally bad in narrow maps (Augury, Crypt, Hidden Grotto) and Logbooks. -) You have no agency over which maps expedition will be affected (Very often you get mechanics in narrow maps). P.S. I think this won't be a problem, if spacing and rewards issues are fixed. -) Underground Areas and Aranghui Totems in Loogbooks are extremely unrewarding to engage in. -) Meeting the boss is exceptionally Random. Would be reasonable to implement obtainable currency (like Breach, Simulacrum Splinters) or fragments to provide more player agency in this regard. -) Ranged monsters from Logbooks priority targets the character, instead of closest opponent. -) Boss fight is pretty frustrating. Circling laser constantly tracks you and slows you, boss places long lasting AoE frost areas that slows + boss hits, which slows too. You have to avoid these obstacles constantly, not to get Slowed or Frozen (as boss can one-shot you) and required to deal damage to the boss at the same time. And I am not mentioning, that you have to kill the boss twice! |
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