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

Just some more activities in end game would be nice but i guess it'll come slowly.

Maybe something else than just maps also. I'm not very creativ so i cant say any idea.
Kinda like the trials but a bit different to not make it similar. With multiple floor getting harder each time.

SSF player
Meaningful Combat and Rewards
2 things.
#1. Slayer ascendancy (Duelist) and Cyclone.
#2. Horticrafting.

I don't think I'd ever bitch again unless GGG made a colossal mistake.
I just want a way to play maps without rewards and without penalties for dying.

It's way too difficult to test builds in this game
I would really like to see the less attempts the more modifiers on a map thing removed. It makes no sense to up the difficulty and then remove revives and making every map have bosses. Too many bosses have one shots that can be difficult to avoid. The one mistake and the map is wasted just feels horrible. It is bad enough that before if you were unlucky enough to have a boss on your corrupted nexus that one mistake on the boss would remove your ability to face the nexus boss even with more tries left on the map.

The experience loss on death is annoying enough without also loosing maps.
I do not like rarity and group play. but SSF is agonizingly slow. Either kill the hijinks of rarity cull bots group play where every other drop is a divine, or give SSF a considerable boost in quantity and rarity and hardlock it to SSF.

"oh how petty how is other people dropping divines like mad affecting you?" Its called inflation. Its also why only the first 3 days of a league are enjoyable and the rest feel like a chore. Day 3 a divine was worth 20-50 exalted. now its worth 300 or more. Those people drop divines like candy, i drop two or three on a gameplay session. Suddenly my income is reduced 5-10x times because of inflation. It affects me. Massively.
Move more power from items into the passive tree/ascendencies/skill, or support gems.

Right now, it feels like 80% of player power is in the items, while only 20% is everywhere else. This feels especially bad during the campaign where having either good or bad luck can completely change how a build feels.

It shouldn't be a constant struggle for multiple acts with bad luck, just to find a single good weapon and never worry about damage until maps.
The main thing:

Make it so that all classes can be made into equally powerful builds in endgame. I really would like to play other variants, too, but so many of them are just a pain.


Other things:

Remove +x to level of gems but increase the power of the skills sufficiently

Remove magic find from all gear, it should only be on waystones and depend on the difficulty and tier

Remove thorns damage from gear and make it a skill

Remove light radius from gear

Balance ES, evasion and armor properly or make it so that you can easily combine them all to get proper defenses

Get rid of ToC and remove honour system from ToS, do not bring in another sucky ascendancy trial

Make gems level up by using them, not by RNG finding upgrade gems

Make all ascendancies really good and build defining, some just suck

Remove skills from items and add them as skill gems instead

Make spells also scale with wands/staffs

Add more diverse things to do in endgame

Remove Delirium/Simulacrum from the game

Completely rework Arbiter of Ash, that fight's just the worst
A different way to get ascendancy points. I absolutely HATE! the 2nd set of trials.
"
AlexiaRP#4088 เขียน:
Move more power from items into the passive tree/ascendencies/skill, or support gems.

Right now, it feels like 80% of player power is in the items, while only 20% is everywhere else. This feels especially bad during the campaign where having either good or bad luck can completely change how a build feels.

It shouldn't be a constant struggle for multiple acts with bad luck, just to find a single good weapon and never worry about damage until maps.

I think this is very true, I was looking at the top players on PoE ninja and like 90% of their tree is just stat nodes as they path around to pick movement speed/penalty reduction skills and basically take nothing that gives them damage lol.

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