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

its 2 things but they kinda go hand in hand
Way more skills and weapons (everything is way too limited and on rails) + proper balancing
(difficult and engaging boss fights that not just rely on oneshots)
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Pizzarugi#6258 เขียน:
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.


I agree on the first half, but on the second one it would be such a massive punishment to not run it again because sometimes you'd have to do a even bigger walk of shame because you have to walk all the way around to get somewhere, no?
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PushkickInMain#4096 เขียน:
"
Pizzarugi#6258 เขียน:
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.


I agree on the first half, but on the second one it would be such a massive punishment to not run it again because sometimes you'd have to do a even bigger walk of shame because you have to walk all the way around to get somewhere, no?


Not necessarily. Just count the map as "completed" even if failed. All I'm suggesting is getting rid of the weird necessity of having to run it empty.
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
its either:

1) tone down deli fog (or remove, i just don't like all the gray...)

2) reduce speed of normal mobs - its fine that we're all bad due to loot drop rng being heavily weighted towards trash gear, but its not fine that we're punished so heavily by white/trash mob one shots for t1-t15 maps. Getting to T15's with some juice takes A LOT of maps currently.
For me, rethink resistances entirely. They block most or all gear slots by needing to have resistance pretty much everywhere, making it super hard and tedious to switch items. They could come from somewhere else or somehow at least occupy half the number of affixes they currently do. Maybe just rebalance to expect 0% resistances instead and if you can get a little bit on gear that's a small defense improvement instead of being mandatory. Maybe you work 10 or 15% resistance into your build, but it's not expected to. Having resistances could be a fourth basic defense (ev/es/armor/res) so lots of builds would have zero and some one specializing in it could get like 50%. This makes room to switch gear more often, and makes room for more interesting suffixes.


---- Extra:
About drops, it's extremely rare for anything to not be complete garbage, even ilvl 82+ tier 5 items. I personally would rather not drop anything but bases and instead have a lot of crafting options. Also I would love to be able to continuously incrementaly improve my gear without replacing it entirely for a new piece.

Unique items are worthless and even the best ones are often barely better than a half decent rare item. Maybe make them able to merge with rare items somehow, like imprint the unique affix into a rare, replacing affixes on the rare.

On more technical stuff, performance is obviously an issue right now, and there are bugs that are very offensive to the gameplay like dyeing to invisible stuff that didn't load the asset or that's hidden behind everything going on, and melee skills failing to hit mobs, etc.

----
Endgame is much better with 0.3.1 and I'm hopeful they cooked something nice for 0.4 because it does lack something extra. Yesterday I spent tens of divines just farming pinnacle bosses just for the fun of it even though it's not profitable at all. I would love a gameplay loop that involved a lot of pinnacle bosses that don't take too long or too much currency to buy into. I was trying to think of a loop where instead of an infinite atlas we get pieces of the atlas where we have lots of maps and all the bosses and at a certain threshold of bosses or maps completed we reset it and go again. But I trust GGG will come up with something cool.
If items dropped identified and we could set loot filters based on their actual affixes in addition to type/tier that would be helpful.

Also I think increased item rarity is a big problem. Or rather, the builds that can run a lot of it and still play comfortably are at way too huge an advantage but also there's just not too many of these builds.

Resist & spirit requirements - I'm not too sure what to do about it - but late in your build trying to upgrade gear is like a line of dominoes. You want to switch one thing but realize it was the only thing, say, giving you spirit and not much else can give spirit (amulets) so you'll want to switch your amulet but it has too many resists on it so you'll need to switch your rings but that was giving you your mana regen and +stats so now you need to respec your tree, etc.

It means you either need to search the market for an incredibly specific piece of gear that might not even exist or might be like 150 div, or you'll need to upgrade everything which is a lot of mental load. Feels like you have the car engine on the floor in a hundred pieces trying to rebuild it.

Being able to get +all resists on more items would probably mitigate a lot of the problems.

I mean this also stems from the problem that not having maxed resists is just not an option.
Early Maps: make sure progression XP/loot is not borked for early mapping with monster density changes

Late Game: less currency types and clicks for juicing maps, atlas changes, aspirational mapping content

Accessibility Options: multiplayer visual cleanup option that works like more aggressive dynamic culling, dodge-sprint option to hold down an alt key instead of default dodge
แก้ไขล่าสุดโดย AverBeg7#1689 เมื่อ 6 ต.ค. 2025 14:55:15
axes for marauder. we know ggg hates maces (same shit in poe 1, cant stun shit). let s move on. give us axes skills. enough of the +10 secs total attack time.

if i was fully dreaming : better balance so we dont feel we re funneled into one skill per class.

Good combat.
"Sigh"
A massive issue for me is diversity. Right now the game has a very low build diversity. Its 3 ascendancies that are mostly played. Deadeye, Bloodmage and Lich. You see some Invokers too, but in my experience its more Liches than Invokers.

The Weapon Diversity is even lower. Bows and wands dominate the game completely.

If we look at POE2 Ninja you see Bow, Wand and then at 8% you have Crossbows and at 5% you have Quartstaff. And 8% Hollow Palm. Bow and Wand together make up moe than 50% of the whole weapons used. That is just absurd.

The issue here is that teh Developers want to release new stuff first and not fix old stuff. In my opinion fixing whats there instead of releasing new stuff is way more important.

This low build diversity creates a massive economy issue too. certain sutff is wildly more expensive than other stuff.


Another thing is rarity. I fucking hate rarity on equipment and that rarity applies to currency.

Oh and no exploding corpses or rares that explode corpses thats just fucking agrbage
แก้ไขล่าสุดโดย Alzucard#2422 เมื่อ 6 ต.ค. 2025 16:16:05

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