Rare Monster and chests
Rare monsters and chests don’t really feel rewarding in the campaign. You very rarely get items that are actually rare, and that’s a bit frustrating considering how uncommon the chests are and how much tougher rare monsters are to fight.
For example, in my current playthrough I’m in Act 3 on Cruel difficulty and I’m still using a level 20 ring—simply because I haven’t found anything better yet. Also, gold should drop more frequently. Right now, you’re forced to decide between respeccing your passive tree or buying gear, which feels limiting. As a comparison: I recently started playing Last Epoch and in Act 1 I was regularly finding upgrades that made a real impact. Loot drops are frequent, and it often feels like there’s something useful for my class which feels really satisfying. In PoE2, that’s rarely the case so far. In 0.1 it felt a little better Zuletzt angestoßen am 12.04.2025, 08:38:56 Avatar Beitrag von Akatatsu#7830 am 12.04.2025, 08:20:35 Diesen Beitrag zitieren Private Nachricht Bearbeiten Beitrag melden Improvement Suggestions for Path of Exile 2 (as of 2025) 1. Loot Progression and Gear Relevance in the Campaign Suggestion: Light Smart Loot: Slightly increase the chance for drops to match the player's class/build (e.g., appropriate stat modifiers or skill tags). Class-Weighted Modifier Pools: Early game items should more frequently roll stats that make sense for the current character’s archetype. Stronger Progression Curve: Players should be getting meaningful gear upgrades roughly every 20–30 minutes of play, as seen in Last Epoch. 2. Rare Monsters & Chests Feel Underwhelming Issue: Rare enemies are tanky and time-consuming, yet the rewards often feel no better than from regular mobs. Chests frequently feel empty or generic. Suggestion: Guaranteed Crafting Shard/Orb: Rare monsters should always drop at least one piece of crafting currency, scaling with area level. Better Chest Rewards: Chests could have weighted drops with slightly higher item level or guaranteed affix count. Visual Indicators: Add clearer visual cues for special chests or boosted rare enemies to create excitement. 3. Crafting Currency Drop Balance (Suggested Tuning) Here’s an adjusted suggestion based on current feel and utility: Currency Suggested Rarity Notes Transmutation orb Common Works fine Augmentation orb Common Also fine Regal Orb Uncommon to Slightly Rare Currently too scarce considering its midgame use Exalted Orb Rare Endgame currency – should stay rare Exalted Orbs are meant to be rare and valuable, and that should absolutely stay the case. However, it might be worth considering a guaranteed minimum number of Exalted Shards or an Exalted Orb fragment per act, especially during the campaign. This wouldn’t break the economy or flood players with high-tier crafting options early on, but it would: Provide a sense of long-term progression. Encourage engagement with the crafting system during the story. Ensure that players don’t finish the entire campaign without ever seeing a key crafting currency. Even if it’s just through optional content (e.g., side quests, rare events, or hidden areas), knowing there's a chance to collect enough over time would feel satisfying without compromising rarity. 4. Gold Economy Needs Better Support Issue: Gold is tight in the campaign. You're forced to choose between respeccing your passive tree or buying upgrades. Suggestion: Slightly Increase Gold Drop Rate in the campaign, especially from Act 2 onward. Add Meaningful Gold Sinks such as vendor rerolls, temporary buffs, or unique crafting options—something that feels rewarding, not just necessary. 5. Look at What Last Epoch Gets Right (Without Losing PoE Identity) Last Epoch makes loot feel good. You find frequent upgrades that are relevant and impactful. Suggestion: Don’t copy smart loot entirely, but learn from its pacing: Gear upgrades should happen regularly and feel impactful. Crafting materials should drop steadily to support experimentation. More frequent class-relevant modifiers make players feel like they’re progressing. Last bumped on Apr 12, 2025, 4:48:05 AM
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