feedback (dont reply pls as ill be slowly updating it)

this is from a perspective of a mace user (not warcry/totem/shield)


"

- why is enemy chaos damage not balanced around 30 resist, why is it balanced around 75 res while at the same time make it just as scarce to obtain and half in value just like in PoE 1

- lesser jeweller's orbs are too common and have become worthless, greater and perfect jeweller's orbs are too rare and if found players are just focusing only on 1 skill (AKA PoE 1) because of it

- increase the cap for the gem stash tab, either that or decrease drop rate (but increase the drop rate of 19s-20s and spirits to compensate) on mapping but still have a better drop rate during campaign

- dodging then quickly following up with a skill have some responsiveness issue where the character will just not do anything then only executes it a second later

- the removal of movement speed penalty on armors, there is no reason for this to exist in PoE 2, this is because players can choose which attribute they can take now in PoE 2 letting them wear any armor type regardless of which playstyle they choose (mace wielder with energy shield for example)

- support gems that converts physical damage into a different elemental type?

- stun threshold adjustments? almost 6.7k HP with +50% stun threshold on trees and still gets random stuns. shouldn't high HP based build be less stunned?

- map stash tab pls?

- 'travel to trial of sekhema' button? the same way as the 'travel to temple of chaos' button at the side of the quest screen for QoL.

- the green explosion radius of expedition bombs requires a more clarified visual improvements, especially since controller users cant zoom in

- deferring an item (Audience with the King) then rerolling due to the excess points left causing the deferred item to disappear...

- possibly providing the 'Herald of Ash' the 'Attack' tag, as the other two main heralds have this

- a new Herald that focuses on physical or bleed explosion for white mob clear for physical based builds?

- 'Break Posture' Support Gem, armor break duration increased to 12 seconds from 6 patches ago, but this support gem stayed at 6. this support gem now only have half the original uptime.



Mace:
"

- i get a feeling that once the other melee weapons (axe and sword) will be added in the game the mace will be forgotten. there is a 'guard' mechanic in the game, why not add that to mace skills (guard bonus based on skill average damage maximum life) that have a 'fixed attack time' on top of a 'Stun Resistance' multiplier.
adding more damage isn't the solution, mace is offensively balanced as is in terms of vs +4 map boss difficulty balance (let players engage with the bosses instead of one shotting them, this will only result of them not learning anything about the boss)

- the cast time of 'Hammer of the Gods' needs to be removed, it keeps getting cancelled by dodging due to being reactive to an upcoming attack from a boss.
on top of that, it goes into cooldown.

- the 'to total attack time' on mace skills should not be affected by any slows or action speed debuff, if they are also not affected by any positives ones

- mace skills can be canceled by other mace skills, including basic attack

- any insignificant terrain/objects can stop Rolling Slam's movement in its tracks

- basic attack on Mace does not always target the nearest enemy and because of this will often miss (controller), also unlike Quarterstaff it has a much lower gap closer on attack

- 'Volcanic Fissure' is in need of increased hitbox size at the initial slam, its incapable of hitting the smallest enemies such as the 'bloodthief wasp' at point blank range

- 'Earthshatter' and 'Volcanic Fissure' needs to have its 'Attack Speed 80% base' removed, yes it increases 'DPS' but not 'Damage' (DPS meaning you would have to constantly attack but would mean the player would have to constantly stand still and take all damage from an enemy for Mace Users), removing this would make these skills feel good (not sluggish) to use especially since the Mace Weapon in general isn't a fast weapon, theres no reason to add more reduced attack speed on its skills as well

- issues with further reason why mace feels bad is the triple dipping on reduced attack speed.
-- reduced attack speed on skill gems
-- reduced attack speed on passive tree
-- mace base is not the fastest weapon in the game
-- (optional) less attack speed while dual wielding on skill gems

- why does people think Mace users are not tanky? its because Mace users Attack while Staying put - others Attack while moving
TLDR: provide inherent appropriate defenses on certain skills and reduce the sluggishness on others



enemies:
"

- enemies that does smaller multiple hits gains x3-4 damage with damage map mods instead of 30-40% (this is due to how things are calculated, but im pretty sure this controversial issue was already solved in PoE 1 due to how the community back then outraged years back)

- Farudin Plaguebringer's detonate dead is still not clear enough or is still the same even after 0.1.1

- Fiery Zealot's (casters) Fire Storm skill is still not clear enough or is still the same even after 0.1.1



trials of chaos:
"

- the trial modifier that adds corrupted blood probably needs to have its 'interval hits' adjusted, getting hit once is enough to stack 3-4, getting 10 is a guaranteed death (unfair death)

- the modifiers for the trials probably needs to be diluted a bit (with fair mechanics) just to prevent a scenario with 3 choices that can brick your run.
ex. for diluting
Resistant Monsters I - 40% to all Resistances
Resistant Monsters II - 75% to all Resistances

- Bahlak, the Sky Seer boss probably needs to make him do an animation of spinning three times instead of one to indicate he is going for a 'tornado' attack, since it can one shot anyone (unfair death) (this idea still stands)

- the trial modifier 'Escalating Damage Taken' ticks too fast, majority of the trial floor takes too long to complete that it can reach 50 stacks too soon


Trial of the Sekhemas:
"

- small bug on Controllers where instead of pressing 'Y' for 'quick store' an item its 'drop' instead

some modifiers are in need of some adjustments, this is due to some monsters can shotgun/barrage
- Monsters remove 5% of your Life, Mana, and Energy Shield on Hit once every 0.5 seconds

- Lose 20 Sacred Water when you take Damage from an Enemy Hit once every 0.5 seconds




bug:
"

- map generation bug, final rare spawned outside of map
Spoiler


- the empty slots on delirium stash is not navigable when using the controller, pressing Y to automatically place maps into it also doesnt work

- in the trial masters room, using the town portal removes the exit in the trial master's room
Spoiler


- map generation bug
Spoiler


- going AFK far too long at the entrance of the 'Trial of the Sehkema' then going to interact at things such as portal/stash/etc. force freezes that game as if were paused, UI still works, the only way to fix it was escape menu then 'exit the game' as 'return to character selection screen' doesn't even work

- 'Magnified Effect' on 'Herald of Ash' only increases AOE by 1.1 instead of 1.4

- (controller UI) (right stick) info on gems no longer show the specific 'gem quality bonus'

- a small bug when cancelling a bomb the green highlights still remain on expedition

- 'Earthshatter' bug when there is no space for the spike to appear, you deal no damage

- equipping a 2nd copy of the 'Vitality' support gem on a different Spirit Skill does not increase the life regeneration to 2% it still remains 1%

- 'Herald of Ash' is not supported by anything elemental/ignite/ailment related supports despite it being an 'Ignite' DoT Ailment. because of this, its clearing ability is the most underwhelming compared to 'Herald of Ice' and 'Herald of Thunder'



- am I imagining things? does 'monsters deal extra fire/lightning/cold damage' also increases other 'monsters deal extra fire/lightning/cold damage' as well, further multiplying their damage further?






suggestions (dont credit me, dont care. i fully understand that companies are very reluctant in getting ideas from others and most of the time turn it into an altered version of the "original" idea, this is because companies dont want to be accused of "sTEaLinG"):
"

- currently amassing a good amount of unused runes, and it continues to stock pile, the only worth selling is the Iron Rune but is still less worth than an exalted. how about changing the reforge formula into - 3 to 1 rune into some sort of socketed destroyer shard, 20 shards into a socketed destroyer orb

this should help increase the value of all runes in the long run.

- craft potions and charms into rares?

- the less enemies remain in the map the better the chances of regular monsters will drop more and better tiered waystones. this should incentivizes people to clear the entire map instead of complaining about "just killing rares"

- let two skills that have 'Cooldown' have the ability to '- Can be bound on the same Bind Slot as other skills' for Quality of life for Controllers. that way when the primary skill that is slotted for 'Y' for example while it is in cooldown, controller users can press the same button again it will use another skill that is NOT in cooldown.

- adding early game quests during the campaign for the other activities (expedition, delirium, breach) as a introduction 'tutorial'

- being able to reforge a tier 15 map with bad rolls into another tier 15 map

- the promised auction house, as it will solve
-- the more players leave especially after a month of checking the game out the less rares there will be on the market, rather than letting those rares be forever be in the void, it could have been purchased by others especially those niche rares who are not in the meta
-- getting rid of those undercutters, they can no longer undercut at the cheapest price possible for 'Price Fixing' as it will immediately be purchased by someone else
-- the ability to play the game while your things get purchased especially certain items that can be sold in bulk so you no longer just stay in the hideout
-- being AFK, and not able to sell your items because of it
-- no replies... either because the seller is AFK or its a Price Fixer

- adding a hit box during dodge rolls, dealing a min-max damage of 1 that cannot be scaled. this is for dodge rolling through pots and destroying them just like in Souls-Games

- reworking Delirium Stash tab into a Atlas Activity tab, currently the Delirium tab as too much space and the other league mechanics arnt really league mechanics anymore as the are part of the base end-game

- adding two more 'league' mechanics to the atlas, the maps with no mechanics are boring to do and are mostly a "skip" if possible. adding two more should at least fill these maps with something interesting to do.

- a support gem that reduces Spirit cost by a flat 10
Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
Last edited by xrook#3956 on Jan 31, 2025, 12:50:00 PM
Last bumped on Jan 28, 2025, 7:43:07 AM
resolved???

- add a text on the map node indicating which biome it belongs to, most are obvious, but water and swamp are not
- rare monsters with 'revive minions' affix should not have minions that can roll an explode on death effect affix
- this is already mentioned by many, but let us swap rune sockets at the cost of destroying the socketed ones, my addition to this is let us do so even on corrupted items (pls)
- sump map covers majority of the ground indicators, could have died instantly if i didnt pump high HP
- a pack of Slitherspitter with 'additional projectiles' monster mod is capable of depleting almost an entire 6k HP in just one volley (worse this enemy type has high attack speed by default)
- ive killed an unknown amount of rares from essence activity for quite some time now. i seem to notice that compared to the normal rares found in maps aside from the essence they drop they barely drop anything.
- slick end game map is problematic, for some reason most of the ground indicators are not visible
- enemy packs in general can use their high damaging ability all at the same time (they have no global cooldown, this was already resolved in PoE 1 years ago)
- Farudin Plaguebearer's detonate dead is instant
- Chaotic Zealot's ability that summons a chaos snake on the ground executes faster than sunder
- Delirium enemies when spawning from that crystal can push you around while being invincible, this causes unexpected deaths (for example, i got pushed back in into those absurd after death effects)
- base enemies in Vaal Factory end game map deal higher damage than the ones in other maps
- Forsaken Miners deal very high damage for each grenade they throw, worse that they throw in 3s, on top of the overlapping AoE, they come in packs and its their basic attacks (aka spam until they cover the entire area, worse if its a map with very little to maneuver)
- Gelid Zealot's eye of winter ability deals too high damage at higher level 80+ maps and is capable of depleting an entire 5.3k HP bar (or perhaps this is with the combination of 30-40% extra elemental damage which i have mentioned above)
- ground indicator of certain abilities such as that Deodre mob is not very clear especially on certain maps
- Fiery Zealot's ability is capable of 2 shotting or 1 shotting builds who dont build very high HP, on top of that their ground indicator is not very visible (I am starting to see a pattern of which enemy types are problematic)
- Undead Vaal Guard deals massive damage on their basic attacks at lvl 80, an entire pack can possible one shot a non high HP build (+ added damage as extra cold)
- Vastweld, the Colossal Guardian the forge map boss with energy shield monster mod affix was nearly impossible to kill
- turns out +4 difficulty bosses with energy shield monster mod affix are all near immortal especially against melee since they have to stop attacking and dodge
- Prevents Recovery Above 50% monster affix 'Nearby Enemies Cannot Recover Life or Energy Shield to above 35%'.... is unfair anti melee. the combination of 'energy shield monster mod affix' with 'Prevents Recovery Above 50% monster affix' forces the playstyle of staying away from the boss to recover HP however doing so will let the boss recover its energy shield since the player wont be constantly attacking, and because of the energy shield recovers too quickly on top of having 20 times its EHP due to energy shield, the boss becomes almost immortal.
- certain base enemies such as the 'Porcupine Crabs' or 'Crag Leaper' when is a rare they still barely drop anything or nothing at all
- Trial master's telegraphed slam at phase 1 tracks too accurately, the timing to dodge it is very very short. possibly to reduce the number of frames for the tracking before the slam? (this is within very close melee range, as he can easily do a 180)
- Vaal Factory endgame map has a bug where theres barely any monsters but when checking the info it says 50+ monsters left despite clearing it
- Atlas passive 'Twin Threats' apply to unique bosses despite the text saying 'rare monsters', this is good for builds that can one shot but for those who dont will be dancing/dodging two bosses with telegraphs attack that can possibly one shot
never mind, i believe its just 'The Bloated Miller's map version of the boss that is normally doubled???
-Was there a hidden, restartless patch? Suddenly, all my high waystone drops have a large gap, with most of them being low-tier. This change is making the irradiated +70% chance to upgrade to the next tier Atlas passive feel worthless. The issue seems to be the large disparity between map tiers. On red-tier maps, most of the drops are Tier 1-8, even with a +2 modifier.
high map sustain is horrible outside of killing map bosses. its demotivating.
controversial:
- rarity on gears, getting rid of them will only create legacy items, those who have it will continue to use them regardless. I believe its best to edit the rarity formula in the code to reduce its effectiveness the higher its value (30, 40, 50, 60 is fine, but not hundreds). the reason for not getting rid of it is to provide that good enough dopamine hit whenever even mapping with 1 run, if ever i run map and nothing good drops, it does not feel as good and ill start to question whats the point of doing mapping... if thats the case then its also best to slightly increase the base rarity (more so in 11-15 maps) in order for people not to rely too much rarity in gears.
in the light of new info, turns out its just Breach is just broken?
- some enemies when heavy stunned gets pushed back too far that Rolling Slam's second slam could not reach them
- i have already unlocked all the free hideouts, yet they still spawn in the atlas map
- 'Deadly Evolution' atlas passive works on friendly NPCs
Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
Last edited by xrook#3956 on Jan 21, 2025, 9:58:00 PM
(1/3/2025)

Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
Last edited by xrook#3956 on Jan 21, 2025, 11:13:28 AM
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Nice blog posts, mister

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