State of Early Access Update

That super complicated map page. Will it not appear in 0.2?
What a complicated problem it is, and what an outrageous request it is for players.
IMHO, biggest game issue is itemization/crafting. I don't mind dealing with an unfair/unbalanced game so long it has the tools to overcome the challenges. I reckon it will take more than 0.2 to fix though.

As for the biggest problem overall, I think it is GGG lack of credibility. It is very clear that their public announcements do not match with the internal reality of the game state. Post like the OP, where it simply taps the back of the company, doesn't help on cleaning its image.

I've downgraded the system to windows 10 and it still crash. The freeze has nothing to do with 24H2, probably it was just a coincidence players related to.
We don’t have an exact timeline for 0.2.0, but our overall plan has been to release major content updates for Path of Exile 2 every few months. We will announce it as soon as we can!


LOL
That list for quality of life is laughable....

I've been taking notes whenever I played and here is al list of some helpful QUALITY OF LIFE improvements. Take some as suggestions if you don't agree ...
"

Inventory Management

- Add a "sort" button for inventory and stash tabs, or at least an "optimize space" button to maximize free space - currently, it takes a lot of time to move items around or to add a new item between already sorted ones (you have to subsequently move all of them to make room).

- ⚠️⚠️ Ctrl + click quick move direction -- add modifier (keyboard key or toggle button) to allow horizontal stacking for items. AND -- starting point - start stack from chosen position (middle-click a square or something to start stacking items from there).

- Option to quick move all items to associated affinity stash tab - add in the main stash panel to enable quick move for all consumables/currency to their affinity set stash tabs.

- Make trial tokens Djinn and Ultimatum a currency or something and add affinities on premium stash tabs or somewhere.

- Also do that with season currencies or progression mats like breach splinters and the like.


Stash

- In special stash tabs (essences, currency, unique collection, delirium, etc.), show tooltip with the greyed-out name of the missing item in that empty slot, so players see what they're missing.

- Transform the essences premium tab into "Crafting consumables tab" - add affinities for omens, runes, cores, and breach fragments to that tab.

- Search results tab highlighting in the vertical list - add a border visual indicator for tabs containing searched items (current behavior is that you have to move through each tab to see if there are results in it).

- Guild Stash - fix the bug where items become stuck sometimes and can't be moved for a while.

- Guild Stash - add a small side note option to guild stash tabs if several players work in them (e.g., "Leveling gear here").

- Add a feature to mark items as favorite/locked - changing color hue maybe for visuals or a small color tag.

- Add a lock item option to the main stash.


Endgame

- Add search function with a dropdown list for results - click the result to jump to the node.

- Add revive option for party members in maps - add XP or loot penalty instead of preventing entry.

- If the map owner dies and a party member completes the map on his atlas, mark it as completed.

- Do something with failed maps and 1 attempt only - don't have us rerun maps with no bonuses, it's frustrating. At least rebuff them after a while.

- Fix paths between towers that have us going around 5-6 nodes instead of making the obvious route available (this is a pattern of dark design).

- Adjust rare spawn positions at the end to avoid walking all the way back through an empty dungeon only to find a rare mob.

- Improve overlay map contrast on several waypoints to reduce eye strain.

- Make breach loot drop at the end to avoid walking back to pick up scattered loot.

- Show mechanics available in the current map while inside (for example, in the map modifiers panel show Boss/Breach/Expedition/Irradiated).


Item Tooltips

- Show modifier maximum tier when holding Alt and hovering over the current modifier tier (T7/9).

- Improve contrast of information while holding Alt (don't show it like it's a secret).

- Show item level in the bottom left tooltip when they're on the ground/before picking them up.

- Vaal orb - changed text color for modifiers altered by Vaal orb (slightly lighter color or something, or a popover on corrupted to see what's been altered). I often find myself screenshotting items to see what's changed.


Current Equipment

- Add an info panel with total stats summary from all equipped gear.

- Show modifier values if they get bonuses from other effects like unique items, key passives in the tree, or effects (e.g., when using Ingenuity belt, show the total new values it improves).


Stats Panels

- Provide information for ailments' chance to affect and how it's affected by chance to inflict ailments somewhere on spells info panel or character panel (e.g., I can't find my base chance to shock or chill anywhere, yet I have full nodes with increased chance to shock in the passive tree).


Skills Panel

- Lock the second tab in the skill details panel when interacting/switching gems. It always jumps to the first tab, making it very hard to track changes in that tab.

- Details panel - highlight effects that come from the passive tree or from another support gem - text hierarchy or some other visual feedback.

- Support gems - make the panel available without needing to go into the gem stash (see panel -> choose skill/gem -> engrave and consume one uncut gem from the inventory if available).

- Provide an easier way to hot-swap between skill gems and support gems (holding the modifier key ctrl hot swaps a skill and keeps the support gems if possible).


Passive Tree

- Ability to zoom out the skill tree a bit more for better overview.
Add a way to reset all points in the passive tree.

- Panel showing a list of total stats from all active nodes (similar to poe.ninja's passive skill tree).

- On mouseover node - holding alt to show affected skills' values - show the total gain/loss for a node's value (e.g., X - 1000-1100 damage (+100)).

- Fix the provided information to be negative if the node is activated and positive if it is inactive but available to pick.

- Add a search results list below the search bar to show all available results/nodes and jump to them on click (no only slightly flash search results, makes it hard to see and look for).


Social

- ⚠️⚠️ Add invisible mode to hide from other players.

- Add the ability to see a friend's atlas from the map device in their hideout if they allow you.

- Inspect character/help friend - ability to inspect a friend, see their equipment and/or passive skill tree - make this available through a setting something like "Who can inspect you - public/private/friends only."
-- real case scenario: I play with a friend for 1.5 months and I don't have a clue what he's wearing or changing if I don't ask him daily....


Crafting

- Add more crafting tools for better control over the outcome, make possibilities more transparent. Last Epoch's crafting was so much fun and interesting, you said you paid close attention to it.

- Make crafting materials easily available, not accessible through top-tier content and rare/not available for certain groups to monopolize consumables.

- Changing an existing modifier on an item should only be slightly harder than adding it, not random.


Trading / Itemization

- Make currency exchange rates fixed on a daily imposed rate based on real-time drops, demand, and offer.

- Add a public stash tab where other players can see your tradeable items and buy them directly as from a vendor. (similar to the currency exchange vendor - that's your auction house)


Other

- Camera height - ability to zoom out the camera a bit more for better overview of what to expect from fights, not get jumped from off-screen.

- If there is no combat log or a wish to implement one, add a message to local chat with death information about the killing blow - "You died from taking X damage from <ability/hit> of <enemy>" OR "Your Omen of Resurgence was consumed by ...".

- Make buffs pinnable on the spell bar for easy toggling - many builds have a lot of empty space there and would help lots of unused skill slots in the bar for many builds, why not fill them with something?

- Add an option to show/hide enemy (and party members) health values (numbers or percentage).


World Map

- Add info panel with campaign permanent bonuses/skill points - or at least warn at the end of an act or the whole campaign ("Hey, you still have unclaimed bonuses in the open world" OR "You missed <bonus> given by X in <location>").

- View/change act 2 and 3 permanent buffs (sigils, venom stuff) in the same place, maybe even in the hideout.

- Add option to toggle players' names always visible over the health bar - will allow players to distinguish easier between NPCs, mobs, and other players/their co-op, both in town and in dungeons (similar to how vendor names are displayed).

- Add option to show allies' mana in left-side party members UI and below the overhead health bar.

- Add side screen waypoint indicator with party member positions (similar to the player position indicator in the endgame atlas). - helps sticking together in maps without constantly having to open map to check for position (sometimes even needing to scroll it)

- Show name and abilities of rare and magic mobs even after they die - help players make better decisions to avoid one-shots and keep them from wondering "WTF WAS THAT?"

- Ailments visual feedback - show a small indicator on top of each affected mob. Currently, it's hard/impossible to see them under the enemy NPC health bar on top - they are not hover-enabled and hard to focus on the top health bar when the focus should be on combat.

- Show short buffs/effects on top of the character's head - hard to focus on the top left and leads to better decisions.

- Add option to move top buffs/enemy health and buff bars on the bottom center or somewhere that's easier to focus on while fighting.

- Add co-op DPS meter or kill count or something to make it more fun and/or competitive.


Crafting

- Add more crafting tools for better control over the outcome and make possibilities more transparent.
- Make crafting materials more accessible, not just through top-tier content and rare drops.
- Changing an existing modifier on an item should only be slightly harder than adding it, not random.


Trading/Itemization

- Set fixed daily currency exchange rates based on real-time drops
- Stop bots and RMT by controlling the market or imposing some limits... I saw an offer in the currency exchange vendor panel that had tens of thousands of mirrors in stock.... .


Although I know there's no chance in hell someone from development to actually reads this list, the least I can do is share it. I will soon create a new post for it the in Game Feedback ...
Remember, some of them are just ideas and suggestions of what I think would improve the experience ...
Last edited by Unusual_Research#7606 on Feb 7, 2025, 1:06:41 AM
Please change all the map layout. I'm not having fun being blocked/stucked every 1 seconds by doodad and stuff.
Towers are bad, not because of the layout, but because there is no way to buff towers. Towers are just a map you run through, often putting your terrible low level waystones in because it doesn't matter because the mob density is not great and just find the beacon asap. I feel like this is a complete waste of the tower maps you guys created honestly. I propose that towers should just activate whenever you get close to them, and moving the actual tower 'maps' to own individual maps instead. This gives you more maps to potentially have fun in while eliminating the chore just to put in your waystones.

As far as balance goes I have to give credit where credit is due. Doing significant nerfs this early on is not healthy for the game as players did not have a lot of time to test everything out. Things that are not working as intended should be fixed of course but for the most part it's not a bad idea to see how things will play out before you work on the balance. It seems you guys came to the same conclusion now, so thanks for listening.

What I'm missing in this announcement though is some acknowledgement that league mechanics need a lot of work. Currently breach is great, delirium is okay, but ritual, essence and strongboxes offer terrible rewards. Greater essences are nearly nonexistant and players are very hungry for more omens as it's the only way to pseudo-deterministically craft something. Personally I also think it feels bad that you only get to interact with league content bosses when you are already doing high level maps instead of gradually easing the player into it as you progress through your atlas. I also don't know how to feel about audience with the king being a ritual reward you have to purchase and how rare it is. Perhaps they can just drop from the rituals like the precursor tablets and drop way more often. I'm level 94 and haven't seen a single one so far.

As far as map layouts go people don't like getting stuck on terrain, nor backtrack, and it also sucks that breach for example hardly spawns any enemies in maps with narrow passages. Give us an incentive to run the terrible maps as currently the only purpose they serve is progression through the atlas and making sure that tablets are applied only to maps you like to run. I sincerely hope that the map design in upcoming content is much more favorable for players to run and the maps we got right now are the worst of the bunch.

Another point of critique that I don't see anyone talk about is how terrible flasks are at this point in the game. You start finding ultimate flasks fairly early on in cruel and they're not good enough, especially considering how good energy shield and mind over matter are currently. I feel like there should be another tier of flasks as currently the only flasks I'm using are unique flasks. It just makes me wish I could slap on some utility flasks instead or at least be able to run two mana flasks instead of having one designated life and mana flask.

With that being said I'm excited for the future of this game. For what it's worth you have one hell of a game going considering we're still on 0.1.
"
Please provide more crafting options other than pick up items, ID, slam.
yessss I wasn't a big creating guy in Poe1 but crafting now is either "rog"/expedition or slamming and item and trashing it soon as it has 1 bad mod
I'll drop some feedback in the appropriate forum section.
game dead even before release ICANT

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