300 hour Feedback Thoughts <3

Path of Exile 2 Early Access Feedback
Happy Holidays and Congratulations
First of all, I want to wish GGG happy holidays and congratulations on the success of PoE 2. Over the weeks, I’ve gathered substantial feedback from various community platforms, focusing on the most common player concerns. While a recent patch addressed many issues, here are the remaining critical points from the community, organized by priority:

Gameplay Balance and Mechanics
Monk feels incredible, but Warrior lags significantly in comparison. Consider adding numerical buffs and introducing hyper armor to Warrior's heavy attacks.
Warriors' bad feeling is incredibly disappointing as PoE 2 was sold as the game that would fix melee.
There’s little incentive to combine elements as a Sorceress, encouraging a one-element-only playstyle. Add combo incentivization to make multi-element strategies rewarding.
Too much power is tied to gear, making the passive tree feel underwhelming. This creates difficulty spikes and soft-locks new players.
Several ascendancies, such as Bloodmage, Avatar of Chayula, Titan, Warbringer, and Chronomancer, feel weak. Nodes should be more build-enabling and impactful.
Uniques are currently underwhelming, especially leveling uniques. Consider rebalancing them to make them more exciting and useful.

Rare modifiers are interesting but mostly passive. Introduce modifiers that significantly change a monster's fighting behavior.
Fast enemies often lead to unavoidable deaths due to body blocking and overwhelming speed. Consider reducing overall enemy movement speed.

Combat and Clarity
Losing loot on death feels punishing, especially during the campaign. This can soft-lock players. Consider revising this mechanic.
It’s hard to tell when the player takes damage, particularly in endgame with so much visual clutter. Add clearer visual and audio cues for damage.
Stunning enemies are unclear in hectic fights. Add more distinct SFX/VFX for stunning enemies.
On-death effects are overwhelming, creating frustrating gameplay.

Map and Zone Design
Act 3 zones are too large and maze-like, reducing replayability. Reduce these maps by 30% to maintain their identity while improving navigation.
Add more bosses to Act 3 to match the engaging pace of earlier acts.

Quality of Life Improvements
The current gem leveling system creates inventory clutter and overcomplicates progression. Consider allowing gems to level up through XP again.
The charm system feels poorly implemented, with players struggling to get 3 charms. Reevaluate the system, taking inspiration from Last Epoch’s idol customization.
Buff portal scroll casting speed when out of combat.
Add an out-of-combat sprint buff to speed up traversal.
Reintroduce the /passives command for better tracking.
Add a way to view your character model without opening the shop.

Visual and Audio Enhancements
The Font of Mana isn’t clearly displayed on supported skills like Orb of Storms.
Add clearer audio feedback for picking up mana remnants.
Icons such as skulls on the overworld are hard to notice. Improve their visibility.

Bugs
Pop-in graphics are distracting, but Jonathan mentioned this is being addressed.
Players are hard-locked at the Apex of Filth after the first checkpoint due to a pillar blocking progress.
Enemies will get stuck on eachother and bug out.
Dernier bump le 5 févr. 2025 01:16:30
Good points.

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