PoE 2 fixed & updated & reviewed

Played 300 hours on the PS5 version , here's a quick list of fixes .
EDIT : added more stuff in red
EDIT 2 : same in green

A) MAPPING

1) Remove current Checkpoint / Waypoint System
The current system partially fix the mapping issues , but only during the campaign .

- Create a Checkpoint each time you enter a specific radius around RARE / UNIQUE bosses , around Area Entrance/Exit doors , around any Quest related structures
- When you hold the Portal function you will create a Portal : clicking on it teleport the player back to town but click & hold on the created portal allow the player to teleport to other Checkpoint on the map / Waypoint to other maps
- When you click & does not hold the Portal function you will not create a Portal : the Hooded Man / Doryani appears near the player and will indicate the direction of the nearest checkpoint ( to help the player navigate through the map more efficiently )

2) Allow player to Sprint through empty maps

- After X seconds without doing damage to enemies make Movement Speed gradually increase ( up to +30% ) , entering Combat cancel this buff

3) Change maps design
Maps are too big and their design is too horizontal making mapping tedious without the aforementioned band-aids . If the map does not fit the screen = it is too big . Currently we are way beyond that .

- Subdivize through visuals every map in smaller parts . For example the Aggorat map is right now the best designed map in the game because even if it is TOO BIG the player can quickly identify the direction to go into due to visuals : North part = blood everywhere , South part = flowers everywhere , only a single Gate connect the two parts . The same design philosophy should be applied to the rest of the game : Drowned City / Vaal City cut down in 3 smaller parts ( Outskirt / Lower City / Upper City ) , connected by bridges / gates .
- Move from Horizontal Design to Vertical . Endgame Tower Maps in particular should be a succession of 3 or 4 single room ( every time you clear the room you move up and the visuals indicate you are higher ) instead of the current design where we move up/down/up/down without any logic whatsoever until you locate the exit . Same thing for any underground map : a couple of rooms to clear a section , then you go down to the lower level and the lower you goes the less light there is ( that would make Light Radius items more useful too --- you could add "Light Radius increase" to some skills like Charged Staff ) .


B) COMBAT

1) Can't see what is going on the screen

- Make it so that any landscape items ( building / trees / etc ) goes transparent when entering a certain radius around a player . Certain endgame maps are a mess as of now and this is inexcusable for your 2025 game engine to behave worse than what the OG of isometric gameplay ( Infinity Engine ) was capable of doing 30 years ago .
- Increase the minimal distance for ennemies to aggro / attack the player , it is not normal they can spot/attack you undetected
- Make the action on the screen zoom out when you enter combat with a Unique boss fight , a lot of their attacks can be triggered off-screen with area of effects bigger than the screen which makes the fight tedious to read if you do not know the mechanics before hand
- Make the action on the screen zoom out temporally if you get aggro or get attacked by a Rare boss that is offscreen ( Silver Gorilla is one of the worst offenders right now )

2) Fix objects ( Frost / Bone Walls / ... )

- Dodge roll through an intact Bone Wall should not be possible
- Imprisoned enemies ( Essence farming ) with a Unit Size of 0 should not be able to get out of their prison by themselves
- They should not give Remnants upon destruction
- They should not have such a high priority during targeting : Flicker Strike will prioritize striking an entire Bone Wall over a Boss , or short ranged Melee Attack aiming at the Monk Bell 20 meters away instead of targeting the ennemies 2 meters away

3) Fix targeting system

- Objects such as Bone Wall should not have such a high priority for auto targeting skills such as Flicker Strike
- It should not be possible for skills to target anything out of terrain ( uphill Hyenas during ACT 2 first boss fight , underwater zombies in ACT 3 first map ) . That makes a skill like Flicker Strike completely worthless : it will try to hit an un-hittable target .
- The targeting system should be disabled when the player use the right stick to aim said skill . Current system makes skills like Glacial Cascade completely worthless : they will aim at nearest white mob instead of that Frozen Rare 6 meters away .
- Landscape items & especially Doors makes a lot of skills not trigger properly

4 ) Fix Rare Boss modifiers

- Proximal Tangibility and Aura of Invulnerability are way too OP in the current mess which is fighting on high tier endgame maps
- Rare Boss that change form are currently losing all their modifiers when shapeshifting ( for example the Vaal guys shapeshifting into a Puma ) either it is a bug or a missing feature , they should keep their modifiers

5) Fix Skills

- Whirling Assault will be worthless as long as "+Attack Speed" have no effect on it
- Glacial Cascade should deal exponentially more damage the further an enemy is instead of dealing 300% more damage if you unfreeze a target with the furthest spike
- Curses are broken : Curse Duration does not work and Blasphemy got a lot of compatibility issues with the Weapon 1/2 system
- Monk Charged Staff should to a potential secondary staff as well
- Tracking of ongoing Combo with an alternative Weaponset got a lot of issues , if i do 10 combos with my primary Quaterstaff i want my Finishing Move Combo Mace Skill to track that . Doing otherwise goes against the core premise of doing Combos .
- Only the first initial strike of Flicker Strike currently count as Combo , not the 30+ additional teleporting strikes you may do afterward ... i hope this is oversight because if not this is ridiculous



6) Ease of Use

- On Death Animations should be themed according to the damage composition of the attacks that killed the target instead of leaving a bloody corpse every-time , when i get burned to a crisp i don't lose 5 liters of blood
- The towns should have 2 or 3 different Stash spot , every town is 20 players massed around the single Stash . Also Act 2 Town Caravan is way too dense with Town Items / Town Vendors / Town Stash in close proximity
- If an attack did not hit it's target a short animation should occur as a visual indication ( target being blurry during the attack animation for example )
- Being paralyzed by the big ennemies of Act 1 Castle should trigger a special animation , currently you are just stuck
- Small destructible objects should not block movement / attacks ( in particular a skill like Dash )
- Small landscape objects such as tables in Act 3 Sun Temple or mushrooms in Act 3 Temple of Filth should be destructible and not being able to block attacks
- Summoned spells / mobs should automatically go away when the caster was killed ( Bone Lychs summoning tornado , Water Witch summoning water )
- Skill duration should be indicated by way more visual cues than just this microscopic icon with a timer we get above the skill bar . For example if i got Power Charge they should circle around the character very fast when i just obtained them and progressively slow down as the duration is running out . If i use Empower Staff , the glow progressively gets weaker as the duration is running out .


C) PASSIVE TREE

1) Weapon 1 / 2 alternative tree

- The value of STR/INT/DEX should be displayed for both trees , not just the active one
- When using Weapon 1 / 2 alternate tree it is currently possible to switch a passive node into the I-II-III route when you are in the Passive Tree window but it is not possible when you are Refunding point which is extremely tedious
- Jewels nodes should not block the alternative path for Weapon 1/2

- The passive screen is way too dark , make it so that when searching for keywords glow around related nodes is brighter and make unrelated nodes transparent

D) LOOT - GEAR - CRAFTING

- Common/Magic/Rare/Unique items should have a glow around the item to allow us to instantly see which is what without having to browse through all of it individually
- Any items with Quality being on the ground/inventory should a visual cue that indicate they got Quality without having to select them specifically ( yes i am aware of the "Superior" prefix , this is not enough )
- LOOT FILTER !!!
- Waystone & Tablets being on the ground should have a different color than "common items"
- Endgame Items of Tier 2-3-... should keep being indicated as such even after being identified ( put that under their name maybe )
- It is the Item Level that should be displayed at all times , not the Level Requirement ( unless you does not meet that requirement )
- The tier of a Skill Gem should be indicated when laying on the floor "Support Gem Tier XVI"
ICE BELL RINGER ~ Endgame Farming ~ Pinnacle Eraser ~ Gamepad Gameplay ~ Low Budget ~ 0.1.1 Version
https://www.pathofexile.com/forum/view-thread/3705057
Last edited by Ashyev#5110 on Jan 10, 2025, 11:42:42 AM
Last bumped on Jan 12, 2025, 11:05:12 AM
Very interesting take on some things, i wonder if GGG implements any of this in the future some of the things you mentioned would be great especially the zoom out thing for bosses

great feedback
Last edited by WarhawkOfficial#9280 on Jan 10, 2025, 10:25:21 AM
"
Very interesting take on some things, i wonder if GGG implements any of this in the future some of the things you mentioned would be great especially the zoom out thing for bosses

great feedback



Thks , i added more stuff to the list .
ICE BELL RINGER ~ Endgame Farming ~ Pinnacle Eraser ~ Gamepad Gameplay ~ Low Budget ~ 0.1.1 Version
https://www.pathofexile.com/forum/view-thread/3705057
Even more stuff .
ICE BELL RINGER ~ Endgame Farming ~ Pinnacle Eraser ~ Gamepad Gameplay ~ Low Budget ~ 0.1.1 Version
https://www.pathofexile.com/forum/view-thread/3705057
bump
ICE BELL RINGER ~ Endgame Farming ~ Pinnacle Eraser ~ Gamepad Gameplay ~ Low Budget ~ 0.1.1 Version
https://www.pathofexile.com/forum/view-thread/3705057
bump

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