Feedbacks are pointless, unless you are somebody!
i'm probably wasting my time on this but here you go!
video of me discussing it here! https://youtu.be/GSZ0_y5OZZ4 Below is what i discuss and thats it, I Fixed Path of Exile 2 Game Design This is Not Feedback Revive System: Remove the six-portal limit entirely. Rework the revive system: When you revive, apply a 5% debuff stacking up to 10 times reducing your movement, life, e shield, mana, defenses, overhaul dps. After 10 deaths, the next death results in permanent death in the zone. This system should apply from level 1 to 100 across the entire game. PC Performance and Town System Improvements: Add ultra-low settings for players with low-spec PCs + Potato PC Settings for everyone to play. Redesign towns: Stop hosting one server for multiple people in towns. Introduce separate areas: Dueling spots. Chill zones. Community halls for large gatherings. Fix the overcrowding issue carried over from PoE 1. Gameplay Mechanics: Burning Ground Mechanics Add Burning Ground mechanics to rare mob modifiers. Allow modifiers to give monsters new attacks or spells for more dynamic combat, meaning a rare mob can now cast a permanent burning ground effect from attacks or casting a spell that would be respected & meaningful that makes sense. Life and Mana Nodes vs. Energy Shield There is a lack of Life and Mana nodes on the skill tree compared to the abundance of Energy Shield nodes. Balance these better. Checkpoints and Loot Persistence Dying in a zone should not reset progress by removing mobs or loot. Solution: Respawn mobs in their original locations instead of resetting the entire zone. Multiplayer Options: Introduce a toggleable joining option for Story Campaign and Endgame Maps: Players joining an area should automatically form groups if enabled. Add an auto-renaming party feature to reduce manual management. Uniques vs. Rares: Uniques must be: Better or equal to rares of the same item level. Capable of rolling normal mods like rares. Trash uniques should: Be restricted to their own item level zone. Never drop in zones with monster levels higher than their item level. Allow items to drop only 1 level below or above monster level for balance. Quality and Itemization Weapon & Armor quality should cap at 100%, not 20%. Increase the chance of breaking when attempting to hit 100% (e.g., 1% chance at 99%) when attempting Blacksmith's Whetstone or Armor Scrap . Endgame: Remove the Aztec empire/time travel theme. Bring back Transylvania & rework the system. Waystones and end maps need improvements: Reverse map progression display: Show Tier 1 maps as 0/6 and Tier 15 maps as 0/15 completed. Tier 1 to Tier 30 maps so monster level 70 to monster level 100 Add progression to Citadels. Implement a search bar for Waystones to filter maps. Map objectives feel tedious and need reworking. Balance Issues Cultist Archers deal excessive chaos damage in endgame. Shapeshifting builds: Allow items like weapons and shields to function in shapeshifted forms. Difficulty progression is inconsistent: Normal to Cruel feels unbalanced, as Cruel is often easier. Minion Builds and Skill Diversity: Summoner Diversity Avoid pigeonholing players into Skeletal Summoners. Introduce new summoner archetypes: Ghosts, Wraiths, Demons, Ghouls, Zombies, etc. Add Evolution mechanics to skill gems: Skill gems get passive trees and evolve like ascendancies. Raging Spirits Rework Adjust the cost: Each spirit should cost 10+ mana/spirit, affected by cost modifiers. Trade, AI Companions, and QoL Features: In-game trade system: Replace third-party websites with a fully integrated in-game trade system. Automatically check item prices and facilitate trades. Add Solo AI Mercenaries: Mercs should: Help organize your stash. Trade items for you. Manage tasks when offline. Accompany players in solo play but stay behind in full parties. Additional Features and Fixes: Restore the old currency system. Add options to walk, run, and sit. Introduce visual clutter reduction game modes. Remove "surprise on death" effects. Prevent skill gems from being disabled without explanation or videos. Fix bad RNG progression for items. Overhaul attributes, especially Dexterity with dex giving 0.10% to increased attack speed and faster cast speed so with 10 dex thats 1% increased attack speed and faster cast speed and with dex 100 that would be 10% increased attack speed and faster cast speed, Int works the same way but increased spell power and str increase melee damage like poe 1. Allow Skeleton Warriors to reserve spirits from weapon skills. Add a tooltip viewer for skills. Improve guild systems to prevent loot theft. Implement training dummies. Allow click and drag for Skill gems in inventory & Stash management. Command to type /passives for passive tree info. Access public parties from hideouts. Address the meta-build problem and encourage diverse playstyles & End Streamer Privilege. Flask and Minion AI Improvements: Flasks should: Activate automatically based on custom parameters. Minion AI should: Reposition themselves intelligently during combat. Closing Ideas: Introduce 7-link items to smooth out socket progression. Remove a rare timer mechanic. Simplify armor stats to actually work. Fix Poison, Ignite and bleed mechanics they are basically the same. Tiered runes for better progression and make runes meaningful. Last edited by Heroxsolbadguy#5368 on Jan 2, 2025, 7:03:01 AM Last bumped on Jan 3, 2025, 9:22:09 PM
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Yeah, even if they had a skeleton crew they could at least pin topics or threads acknowledge something lol, but the hard core fans just give the excuse its early access, this is not a early access game we are playing a full build without 3 acts ........ the only thing that seems to get noticed if you type about something mean lol .... just wish some kinda transparency at least for consoles....... ive been in early access games of way early builds of games and devs were open and honest about things getting worked on , here a much bigger studio and no response even though there are areas to report bugs and issues nothing at all... ill say it the other "game" they listen and each season has gotten better and better with bug fixes... i honestly dont thing the should of launched for console end game is just un playable especially with certain builds.... oh well .....
"You can't make everyone happy. You're not an avocado."
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Listening to the video at the moment, but skimming through the list (without attached explanation), some of these I can get behind, and some feel like it would be a different game / go in a different direction.
I personally would prefer end game / maps to be less brutal with their stacked punishments, (almost) random deaths, and boring 'kill all rares' goal (lol D4 kill all mobs anyone?). Everyone is saying it at this point, but the campaign and end game are completely different games, and the campaign has been a blast. I am also over hearing 'It's early access'; I get that we are on 0.1, and I have mentioned this in a few posts before, but after comments like (paraphrased) "We have seem evolutions in the genre, and realise we need to match or exceed them, as players come to expect it", I am pretty disappointed with some of the systems (lol crafting) and hope we see some big things come in that have significantly improved and modernized the ARPG genre before 1.0 (preferably before 0.5). I know there is resistance, but ultimately PoE1 is still there is people want antiquated, ARPG systems, albeit I have no idea why they removed the crafting bench. Solid list / post overall though. Last edited by jagerl#0457 on Jan 3, 2025, 1:13:08 AM
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Is this a parody? There's literally only one thing on this list that makes sense:
"Add progression to Citadels." The rest doesn't make any sense at all or completely break the game. Like this one " Weapon & Armor quality should cap at 100%, not 20%." That would completely break the entire game. Do you understand how good some weapons are with added quality? Or this one: "Solution: Respawn mobs in their original locations instead of resetting the entire zone." Do you have any idea what this would mean? The server would need to store where all mobs are located and which ones were killed. Or this one: "Mercs should: Help organize your stash. Trade items for you. Manage tasks when offline." How on earth would this work? This HAS to be a parody post, right? |
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" The vision is progressing. Chris, You forgot to log in with your main account. " *Archnemesis flashbacks* (X)_(X) " Advanced and Expert versions of existing uniques. Аdding missing iconic uniques from PoE 1. " ...and breaks item into useful crystals for further crafting. *NCSoft p2w screeching intensifies* +16 Draconic Bow[S-grade] goes brrr. " Waiting for full campaign after EA. "the Aztec empire" cannot be removed becаuse of THICC VAAL WAIFU. " Additional ways of juicing league mechanics is better. |
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Honestly the only thing I really want is when you complete a map, everything you left behind gets automatically dismantled and the currency is sent to your stash.
Even if it's at a 50% rate or something. There is nothing I hate more in aRPGs then being the local dungeon garbage man hauling all the crap up to a vendor to smash it into a few flakes of resources. But as for your Video and List OP, there are some okay idea's in there but most of what you are trying to do simply doesn't fit with POE2 or would absolutely and completely break the game. Last edited by redrowen#7388 on Jan 3, 2025, 4:57:13 PM
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I don't like 99% of your ideas at all, so no thanks.
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yall all know im right, specially with 70 monster level to 100 monster level with 30 pinnacle bosses for each tier with monster level 100 be like fighting god himself, monster level 100 would be 10x or 100x harder for douchebag top 1% snob elites
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