What is the single most important thing for you to make this game more enjoyable?

I'll start.

There is simply too much (bad) equipment dropping.

For instance, I did a couple maps today, huge endgame juice, solo. I drop a divine orb every 2-3 maps, which is nice and dandy. I also pick up maybe 40% of Tier 4+ gear and mule it to my hideout to identify, quick basic crafting, stash it or throw away about 90+% of the gear I brought. It's quite tedious and I have to do this up to three times per map, which is way too much. I burn out from this. Then I randomly found an insane magic wand, actually worth 14 div. This forces someone like me to keep scanning gear which is mostly no fun and exhausting.
My suggestion: Less gear should drop, but make it better. Less weight on bad mods such as attribute requirement, thorns (as a PREFIX?? ON EVASION BASES???), leech and so on or just remove some of them altogether. (Maybe increase currency drop as well, but we're still probably fine without)
It would be ideal if I had to mule max. once per map (and just drop it all into my stash without looking because most of it is probably good).
Please don't force us to scan all that loot manually, it's so much work and tedium!

Other, less important points for improvement:
- The search filter in stash is often quite useless for waystones. I need to know which ones have one affix open and if it's a prefix. There is no way to find out by means of the search bar AFAIK. Same goes for their MF or rare monsters%. So I have to scan them all manually (exhausting, no fun). I also struggle to search for something like "rarity of items" on tablets - the results are often not the exact thing I'm looking for, so I have to scan I manually, which is not ideal. Also can't search for a corresponding value of x+
- When opening my waystone stash tab I always want it to open the tier I had open the last time, not Tier 1 by default.
Visibility of items that can be modified with an item such as an exalted orb is not so good. Often I type gibberish into my search bar, so everything greys out and I can work better. Also: jewels with full mods still look as if you can apply an exalted orb, which is simply not correct.
- Waystones with deliriousness don't get sent to the waystones tab, which is ridiculous. This should never ever be how it works.
- We need clarity on how rarity in a map gets calculated. How big is the effect of map's MF itself? Is there a soft cap? Does it multiply the player's MF (alone?)
- Rare monsters need to be visible of the minimap. It's where the juice is. At least give us an option to see it.
- Delirium Fog should be able to be turned off or decreased by a lot
- Juice from the old tower system should not be there. The rest of the league feels like big FOMO if I don't run these as a party of 6 with rarity aura supporter.
- post-kill DOTs, effects, ground degen and any kind of damage from rares and bosses feel awful. If it's done, it's done. Hate to see how your HP suddenly drops with breakneck speed while you're already looting. Very stressful. Especially green goo from abyss near their reward chests.
- Simulacrum: I've been chased down by some rares with the mana drain ring who were impossible to outspeed multiple times. Can't defend myself with 0 mana either. This was the most lethal thing by far in all my runs and fairly common.
- I'd love to see a (unique) tablet that makes maps overrun with abyss.
- Unveiling desecrated mods should be faster and doable in hideout.
- please let us put stacks of distilled emotions in annoint tab to do it quicker. or maybe even the ability to throw in multiple waystones.
- when choosing desecrated mods, you should be able to press Alt to see the mods' tier and roll

I'm done for this league. There isn't really anything to work towards anymore and the core mapping gameplay loop is exhausting with all the gear drops. I'm really burnt out from evaluating gear and it's been always the same since 0.1. Aside from that it's been a very nice league with an amazing 0.3.1 patch; hope they keep going in this direction
ขุดครั้งสุดท้าย เมื่อ 7 ต.ค. 2025 13:33:58
-An actual deterministic crafting system, that allows you to make the exact item you want without going through rng, and doesn't require you to already be filthy stinking rich just to start.

-Upgradable currencies. The ability to turn regulars into greaters into exalts.

-Drop rates that aren't attrocious.

-The ability to get white bases of choice without needing to wait for something to randomly drop them.


For the record, part of what you're complaining about is an entirely intended part of the design, even the fact you don't like it.

The devs want it to be possible for gear to be inherently bricked.
They included affixes nobody would ever accept for the explicit purpose of bricking the item if they get rolled.
They included affixes everybody will insist on for the explicit purpose of bricking the item if they don't get rolled.
Just off the top there are still maps without reasonable check points. Overhaul trials to be a reasonable length but more difficult and not so gimmicky. Drop one token for each set of points and let the player decide which one they will use it on. Identify on ground with mouse over. Identity scrolls or needing to go to an npc to identify is so very very last decade. Removing player to player trade and anonymizing they buying and selling is not directly tied to my enjoyment as just having the async trade is a light year step forward, but I think it would have very beneficial follow on affects. One that came to mind is it would cut off a pathway for hackers to profit from stolen accounts by emptying valuable items.
แก้ไขล่าสุดโดย ExsiliumUltra#5541 เมื่อ 6 ต.ค. 2025 12:40:00
More activities to do outside of

"put a map in and go"

or

Sekhemas


Adding more flavors to mapping is nice. Like the powerful bosses and maps being overrun. Activities are nice!


Stuff like POE1 with heist, delve could go a long way though.


TLDR: More "stuff" to do
Mash the clean
Remove delirium fog
More skills, and better synergies among the skills that exist. (No Heralds or Wind Dancer damage with Hollow Palm? Why not?)
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
"
ExsiliumUltra#5541 เขียน:
Identify on ground with mouse over. Identity scrolls or needing to go to an npc to identify is so very very last decade.


God damn, the things I would do for items to be easier identifyable...
On unidentified items: I think I heard that this mechanic came from "Rogue", the very first roguelike, a truly ancient PC game. There IDing was not so easily available, so you sometimes had to consider equipping unidentified items. I have never ever seen someone utilize such an mechanic in PoE2, I don't even know if it's possible to do something like that and I've played like 1000 hours. Personally, I would not mind, if they got rid of it altogether. It's literally just additional work/tedium.
Remove the 0 retries mechanic entirely. You already lose 10%+ exp if you die, and I think that's punishment enough.

Barring that, make it so maps you fail can't be run again. This "walk of shame" of retrying an empty map just to move forward in the atlas is a waste of time since there's nothing rewarding to be found there.
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 6 ต.ค. 2025 13:01:41
H
แก้ไขล่าสุดโดย DreamAgain#4820 เมื่อ 6 ต.ค. 2025 14:07:32
"
Mashgesture#2912 เขียน:
More activities to do outside of "put a map in and go" or Sekhemas
Adding more flavors to mapping is nice. Like the powerful bosses and maps being overrun. Activities are nice!
Stuff like POE1 with heist, delve could go a long way though.
TLDR: More "stuff" to do


I strongly agree with this, you're spot on. Or at least improving existing systems would be amazing. I had to do Trials of Chaos three times the other day (because I tried to change my ascendancy, which I messed up twice by a) not unspecing my points first and b) not doing the final boss of these Trials and then trying to buy the fates with my alt char, but then I got kicked from the final room when I switched back xdddddddd; none of these infos are communicated in-game btw, classic GGG. I wasted so much time.)
God damn, these Trials were so utterly boring and frustrating in so many small ways, big F to all who actually farm this sh*t. Like, in Sekhemas you can speed up the trial with the monster hoards which spawn over time by killing the rare monsters, but in Chaos you can't - WHY? It feels like you barely have agency and impact. But then in Sekhemas, the first half is a complete pushover if you're doing the max length one. It would be so much better if that was like as hard as the second half, but like 2x shorter.

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