My long list of suggestions and bugs for PoE 2

Hey, I've played SSF until endgame and have compiled a list of suggestions and improvements (and a few bug reports) that could make the game better in my opinion.
Here they are:

-Make items on the ground persist through death! - this is only relevant during the campaign anyway, and might antagonize new players who get a nice drop and die before picking it up.

-Add a search bar on the bottom of the inventory as well, so it can highlight items in it, as well as equipped items. Useful when searching for specific stats and affixes on your gear or inventory items.

-Let us upgrade the bases of low level uniques to their advanced and expert counterparts, especially weapons, to make them usable in endgame builds.

-Make charms affect the triggering hit - for example if something would stun you, the stone charm should trigger and prevent that stun, not just future stuns within its duration.

-Cold snap shouldn't be cast if it has no target, and it should better target point of click with the mouse. Currently it targets the first poppable thing in the direction of the mouse, not at the actual mouse location.

-Make Elemental Invocation show above 100% on its buff icon, to show how many casts it currently has. Also maybe make the text golden when it's capped.

-Add some defensive ability or T2 / T3 support gem to Arctic Armour to increase its viability in endgame. If you get hit the last thing you'll care about is dealing 200 cold damage back. Add some physical damage reduction based on charges/intellect/max energy shield.

-Better display a character's sum of offensive stats from gear and passives, like total +spell damage, +critical chance and damage multiplier, etc.

-Make essences work like in PoE1 where they made rare items with 4 affixes. They are currently rather useless. Greater essences should instead add a modifier to an already existing rare item.

-Give us a permanent transmog item in the cash shop! The skin transfers being consumable stifles transmog creativity, because people are afraid to experiment with their looks. Make it expensive (300 coins? I'd buy it.), or consume some ingame currency on use. There are so many cool-looking items and uniques, I wanna use their looks, instead of the horrible-looking gypsy sandals that (un)fortunately dropped with awesome mods and I can't replace!

-Add a map stash tab to the cash shop with tabs for trials and each tier map, as well as precursor tablets.

-Let us assign an icon instead of a name for each stash tab.

-Legendary tab should have an "ALL" tab, and the tabs that are at 0% should be greyed out.

-New affixes for health flasks (or a new unique health flask):
"X% of recovery goes to energy shield instead of health."
"Energy shield recovery starts immidiately on use and can't be interrupted during the duration of the flask effect. The effect isn't canceled when reaching full HP."
(This gives CI builds at least some use for their health flask)

-Add more hideout decorations and visual effects like god rays, fogs, glows, fires, lighting fixtures, etc.
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MAP UI SUGGESTIONS:

-Reduce load times when opening the world map by optimizing / removing the confusing randomized layouts of each act. All they do is confuse people when they make an alt character or get to cruel difficulty, because things are not where they are used to. And the load times are ridiculous just to see a 2D map.

-Make town icons bigger/more distinct on the map and add a button to TP directly to an act's town next to the "ACT X" text, skipping the whole loadscreen and hunting for the icon part.

-Add trial of the sekhemas button to the right-hand side, like Chaos Trial has.

-Make overlay map be visible in bright areas (like sunlit deserts) by giving the map lines a shadow or outline, or changing their blend mode.

-Make a keybind that allows you to open the Checkpoint map (with both overlays and mouse-click-to-pan), that allows you to TP to a checkpoint if you're not in combat or a bossfight. So much time is lost just backtracking to a checkpoint to open this menu.
___

BUGS:

-Faythorn final totem spawned an ordinary ritual encounter instead of the boss.

-Titan grotto boss arena has funky spots that shift your character up/down to the ceiling/bottom of the pit.

-Act 3 normal map shows the lake filled again after you complete the act.

-In cruel difficulty the trial quests are uncompletable.

-In cruel difficulty some map icons like the Rootdredge and Ignagduk bosses stay lit (uncompleted), no matter how many times you kill them.

-Steaming Springs map spawns its first checkpoint in unreachable terrain.
Last edited by Imonbor#2775 on Jan 28, 2025, 3:04:55 PM
Last bumped on Jan 27, 2025, 3:22:38 PM
A few more suggestions:

-Enable teleporting from the Trial of the Sekhemas to the Hideout. I have no idea why there is such a restriction, but it's really useless and annoying. Remove any other similar restrictions on travel as well.

-Don't disable the A3 Cruel time portal from the past, or the waypoint in the Ziggurat encampment in the present after completing the campaign. Again, huge annoyance for a "minor story immersion thing".

-Make the items that NPCs in your hideout sell scale ilvl with your character level. It's weird that hideout NPC's have ilvl 60 items, when the Ziggurat Refuge (which you unlock first) have ilvl 70 items.

-Add a "Sort Inventory" button. Simple QoL, self-explainatory.

-Add a "Quick Stash" button - it should stash any items in your inventory that match any stash tab affinities (except stacks of >10 Scrolls of Wisdom?)

-Add more stash tab affinities: map; rune/soul core; catalyst; omens; rings/belts/amulets; jewels

-Let us 3-to-1 long items like Tapestry and Incense Relics. Feels bad to vendor them for 1 gold or shard. You don't even have to change the UI, just rotate the items 90 degrees while in the Reforging Bench slots.
Last edited by Imonbor#2775 on Jan 27, 2025, 4:19:02 PM
Oh, I forgot the most important one:

-Remove all on-death modifiers from mobs! This mechanic is incredibly stupid, frustrating, unfair and adds nothing good to the game! It is in no way challenging, it's just cheap. Oh, you killed a rare and got good loot? Well too bad, you spent 1 second looking at the drops that you'll lose because you missed the 3 little purple sh*ts that instakilled you. Also enjoy that XP penalty and lost map. Yeah, very fun.

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