Wishes and hopes
Hi there!
A lot has already been said, I agree with some of the proposals, and I don't with others. Now I would like to focus on the most important points in my opinion, which I would like to see by the release. 1. More reliable crafting. At any stage of the game, the average player (I will not take into account the few exceptions) may find themselves in a situation where they spend all the resources (currency) available to them on crafting an item and do not get what they want. And having encountered such a situation a couple of times, they lose the desire to take risks, especially if the resources were obtained with difficulty. In such a situation, the player is either left without an upgrade (progress stands still) or is forced to go buy the desired item (if, of course, there is enough currency). The further the progress, the more resources are needed, because the chance of finding more useful modifiers becomes less and less. And this is aggravated by the prefix-suffix system, which works as "main / auxiliary", because few people want to go with Mace, who has ideal suffixes but bad prefixes. Tools to combat too random crafting are rare and valuable so much that the dilemma of "having a ghostly chance of success or selling resources to buy a finished item" is still there. I would think about a significant reworking of the modifier system, I have already suggested a couple of options, and I can suggest more. For example, the ability to upgrade the tier of a modifier with a certain tag with an increase in the cost of re-use, so that it would be impossible to improve from t8 to t1 too easily (or at all). And still, I would like high-level items to filter out the lowest tiers by default, 50% as tier 1 rare items. 2. The importance of choosing Ascendancy Ascendancy is a cool mechanic that allows you to add uniqueness to the same build. And I want it to be so. So that Ascendancy is not one-sided and unimpressive. For example, the archetype with the Frenzy Charge stack loses a lot in comfort and power if it does not use Deadeye Ascendancy. Chaos Dot loses a lot if it does not use Lich. I can't list everything. Probably the point is that now the build revolves around already invented archetypes and will be resolved with the addition of more content. But what to do with passive skills that disappoint with their weakness? In PoE 2, it is much more difficult to get Ascendancy, especially 4 lab. But many properties do not give tangible changes before and after. The snowball effect is not felt, the impact from the fact that the player has passed the trial and become stronger. Some can be safely combined into one passive property, some can be strengthened by 1.5 times. So that getting the effect from ascendancy would make it clear that "it was worth it, it was a good choice." In general, there is a similar problem with the passive skill tree itself, namely that it is larger than in poe 1, and the strength of some passive skills is divided by 2 to appear in another part of the tree. No mastery. And as a result, to get to a tangible effect, you need to get 10-15 levels without changes (while you are pumping solid pluses, because useful passive skills are far away). And this is not very good. 3. Too many sources of slowdown It seems unfair to me that a game with a bias towards tactical combat and promoting the idea of "avoid damage to survive" simply takes away the ability to normally use one of the main ways to avoid damage - movement. If I die because I received a slowdown that I could not avoid, is it my fault? I don't think so. There are very few normal ways to combat slowdown in the game (charms do not inspire confidence yet), and not everyone can or wants to use blink. I am satisfied with the pace of passing locations, the speed is fine. And the classic values for decreasing speed work noticeably stronger than in PoE 1, since there are more sources, which allows you to overpower the debuff and not fall below the base values. After all, below the base values is the most insidious and strongest slowdown up to a stop (I pass on the example of Temporal bubble, which reduces speed by 30% (x0.7 of the normal speed, this is painful). Kind regards! my hideouts - https://www.pathofexile.com/forum/view-thread/3228515 ขุดครั้งสุดท้าย เมื่อ 18 ส.ค. 2025 14:22:50
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please no crafting in a looter game, there is trade if you don't want to grind it out decent items. there is nothing wrong with that.
" this is already implemented for drops from higher difficulties. anything that scales via atlas will fairly often drop items with high tier mods across the board, where regular map drops are just random tiers |
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" Brain-dead take. Crafting is what make the Poe formula so good. Ground loot is put on a pedestal, but it's not interesting to sift through bad unidentified loot for small incremental gains. " The unidentified tier system is half-assed right now and light-years away from giving us anything good. Nobody is excited from dropping a tier 5 rare. If GGG wants ground loot to feel amazing to get, they would make something like a tier 5 as rare as a T0 unique, and instead of fuzzy mod rolls, they would make those T1-T2 and restricted to the best affixes. OP makes constructive points, you don't. At least if you try to defend the devs come with good insights please. |
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" not speaking about unID loot, play higher diff content and look at drops. also you claiming my opinion is low quality while insulting me is poetic |
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" So your whole argument about not allowing crafting is that at the highest level, better items drop? Like in every ARPG in existence? Thank you for contributing nothing to the conversation, I guess. |
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" no i was simply addressing a particular statement in the OP that refereed to rolling mod tiers. Since you asked 'nicely' about crafting: "please no crafting in a looter game", wrong genre if you want crating on that level. Next time please read what people write more carefully To anyone wanting 'crafting': do you think they will let everyone run around with near perfect items by end of the 1st week without adjusting balance? Currently the game is balanced around having mediocre gear. I suspect the issues people have with 'crap gear' are not due to game being hard but fixation on perfectionism when they look at said items |
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