Patch 0.4 bingo card



Elaboration:

1. I believe t15s and the general map scaling difficulty is rather flat, enemies triple their health in t15s from t1s but that's still measly since the baseline is close to 5-8k turning to 15k-24k, you can get skills at lvl 45-50 to do that much dps with decent gear and tree. At the very least, enemies should be tankier. To a lesser extend, they could do also do with a 10-15% damage decrease as again, the baseline is so high that even with Ele ress cap + armour applying to ele I still see too high a number in game with testing out mobs.

2. Early skills, all skills and especially spells, should be better than Auto-Attack past level 3. It's just more fun to use a skill than sit and use default attack, the numbers are higher but that's not the point for people. Either bigger numbers or more bonuses like innate armour break, shock, other mechanics that add flavour to the skill.

3. Mana costs are plain insane. Skills at lvl7 skills can cost 10% of your mana pool and be cast intermintently and your main skills which are spammed also hog up mana regen and flask charges. This is a problem most during acts and spell-casters, as a single Physical Damage Leeched as Mana mod fixes it for attacks.
Despite the bigger mana pool and bigger base mana regeneration, skill costs are absurd and even after this patch they still hit crazy numbers. The only solutions to mana problems are Leech and % recovery of kill.
If we are to use at least 3 different skills through boss Combat, do not hamper our ability to fight just because mana costs are so high.

4. Tower Overlaps and Increased Item Quantity go hand in hand, that 7% roll should be removed if there's no other sources of IIQ, either go all the way with not having it in the game or make a system that is easy to access and isn't intrusive. The intrusive part is through Tower Overlap, Towers are cool, they are a nice monotony breaker but the overlaps are the worst. Singular towers affecting a region in unique ways, either innately or with Tablets would help. Ie, a Bluff tower gives an increase to Barya and Ultimatum drop chance, a Mesa tower gives bonus to gold. Other might be better for Delirium or Expedition, a simpel idea, the bonuses could be just plain rarity and pack size/more monster packs.

5. The skill is large, messy and not too interesting. The 0.1 version had a lot of jewel sockets and while powerful, it was also the most fun part about it. Conditional notables or ones with major downsides, not a simple 5% reduced attack speed, are not a fun trade off. Also less travel nodes for the notables, not the attributes points, the small passives instead.

6. "Slower" mechanics in the end-game and loot tile rewards. Something like Blight, a mechanic that doesn't reward movement speed and tests for your survivability and damage. Loot tile rewards, Ritual and Delirium have them but their lack in Breach and Expedition makes these mechanics reward faster characters more, which is fine to have but that's what all end-game mechanics do bar Ritual. More static rewards would be good for less variance in outcomes and mechanics that don't reward speed would help with build diversity as they specialize more.



ขุดครั้งสุดท้าย เมื่อ 22 ก.ย. 2025 08:39:37


- add new classes
- add new skill gems
- add new support gems
- add new weapon types
- add act 5
- performance fixes for low-end-user
- increase difficulty in higher tier maps (this is a good one)
Scarabs and Advanced Atlas Tree
- Optimize performance. I'm not lying when I say this, but the game loaded faster in 0.1.x compared to now. I'd rather have flickering grey textures, especially in the Vaal city, if it meant I didn't have to spend 1-2+ solid minutes staring at loading screens

- Rework expedition rewards. Removing Tujen's haggling was a mistake. Breach has catalysts, Delirium has oils, Ritual has omens, Expedition has Rog crafting that loses its value after the first week. This content offers next to nothing to keep it relevant past early league, eventually people will no longer want Olroth's Resolve.

- Rework Trial of the Sekhemas to make it worth farming. Right now, it takes way too long to get through all 4 floors and the poor rewards available after beating Zarokh just means there's no reason to want to run the content again unless you want to gamble that unique 1shot relic.

- Buff life-based defenses, don't nerf ES (we don't need a repeat of PoE 1 levels of rippiness)

- Remove tower overlap, but make towers stronger

- Rebalance mana costs
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
แก้ไขล่าสุดโดย Pizzarugi#6258 เมื่อ 22 ก.ย. 2025 08:42:35

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