Warrior POV from 0.3
💬 Overall Thoughts
The patch is a major improvement. Perfect augs and transmutes add real value to white items in the endgame. Greater essences are a great stepping stone to solid gear, even if not BiS. Crafting feels strong. Omen + league crafting is so deterministic that nerfs seem likely. Gear accessibility is great however due to this. My Warrior has remained effective even into fully juiced maps. Combat and progression feel smoother on warrior thanks to: Armour elemental damage changes. Lower attribute requirements freeing up passive points. More loot drops that are worth BIG money Campaign was awesome Campaign bosses being visually and mechanically cool (though some, like Yama, feel too epic for just being "map bosses"). New gear at the top end as well. Not to mention Sprint is great. ⚔️ Warrior Feedback Life scaling is a major issue. Even with expensive, well-crafted gear and 30k armour (50k vs elemental), my Warrior with 2.5 and 2.9k with bear gold charm and 20dr% while activated I still die — often to map minions. In comparison, ES builds (e.g. Spark CI, Chaos Lich) with equivalent investment survive significantly better. Would know played them in s1 and s2. Warriors feel under-tuned in both defense and offense without top-tier uniques like Cherno and Rakita’s Flow. Cherno makes up half my DPS. Shouldn’t feel so reliant on this “tier 1” unique. Base dmg should go up Rakita’s Flow feels mandatory on fire builds, yet many fire notables feel bad with new fire hammer skill and the fissures. Level 30 skills still don’t feel strong enough given the mana costs Life to mana conversion is unviable. Life pool isn’t deep enough to tank comfortably whilest paying for the costs. Suggested Buffs: Slight base life increase (300–400). Love that you don’t HAVE to take life as a decision but it does just feel bad right now. I know builds can get 5k or 6k life with no spirit unique and less defenses for the souls cores etc. The disparity is just so large between life and es anyways. More mana discounts maybe as well. Just to put MANA on my gear or int investment is just not viable right now. “Gain physical as fire” and fire pen notables don't synergize well with molten-style builds and support gem changes allowing for ignoring elemental resists making them feel bad or obsolete. Would suggest moving into their own areas or just reworked. Perhaps better effect of armour overall 30k and 50k vs elemental is just a ton imo and doesn’t feel like it does enough. ⚙️ Crafting, Loot & Systems Recombinator: Main use should be extracting good affixes from bad bases IMO. Great for exceptional items therefore. Needs to be at least looked at. Currently feels weak because strong affixes are too “sticky” to the original base — and this isn't communicated to players. Recombinated items are hard to improve post-creation anyways without super omens. Pretty much same old exalt slamming from s1 and s2 (can't use greater essences aka currently blues > rares this shows in how orbs or annulment are being used). With the more deterministic crafting likely getting nerfed, recombination needs more attention and better odds UI( odds for each base succeeding shown). Happens to be a terrible behind the scenes system for new players. Making good exceptional items should be more accessible because dropping one as a starting player with low money feels like you can't take a risk on it. Essences: Greater essences = great design (upgraded regals with great affixes that aren't BiS). Perfect essences though: Too common and too imbalanced. Battle is clearly strongest; others need to be brought up or it needs to be brought down. Would prefer rarer, stronger perfects with no omen control — more like Vaal orbs or chaos gamble rolling. Makes for great chances to hit on already otherwise bricked items. Love that they grant unique affixes not found elsewhere. 🗺️ Endgame & Towers Love the vision of towers, and want them to stay in the endless atlas. Overlap abuse is the real issue. Farming optimal tower combos gives 4–5x more loot. A Scarab-style system could fix this and promote exploration without loot loss. I actually accidentally suggested something like this in a previous post without knowing what they are. Could let towers still dictate league mechanics placed as this is essential for playing what you want, but separate the loot juice from their ranges for better balance. 🌀 Wisps Need a Rework After two leagues, only found 2–3 upgraded talismans. (don’t remember which) Either stacks don’t build fast enough before rare kills, or drops are just too rare. The “Chase” wisp respawn issue: Wisp resets stacks even though it’s the same spirit — feels wrong. Let stacks persist on chase and increase max stack cap each time. Could become a wisp keystone like this. A overall QoL/Balance suggestion based on this idea: Add more keystones; limit how many are active at once but maybe could let Arbiter reward more activated. +1 or maybe even +2 for the uber version. There are many more on the tree in general. Huge boosts to THAT mechanic but again you can only activate so many (stops rush only to them.) Allows for specialization more and can really upgrade some mechanics to new heights. Back to wisps: Wisps could follow the player and jump into rares automatically. Seen this suggested in a YouTube comment. Maybe add a debuff to players that gets more powerful as the stacks go up as well as this would already make them much easier to stack. Wisp-to-rare animation is too slow; allow immune phase before or immediate trigger once the animation starts so it doesn't matter and players don’t waste the wisp. 🧪 Mini/QoL Feedback (Rapid Fire) Show required level on all base items before identifying them. This is already knowable with knowledge but shouldn't have to be. Sockets on exceptional gear are far better than quality; make quality-based gear more viable via passives on tree or in some ascendancy perhaps even affixes that interact with them or lmao socketables that make the quality add fire dmg as well etc… Elemental pen on the tree feels bad compared to just using the support gem — needs better value by nerfing that gem or removed even. So many points for such little effect compared. Mapping with Delirium looks awful — need ways to reduce/remove fog. Gold sinks: Ventor’s Box is good, but uncommon. Want more gold sinks Gambler only feels okay for jewelry — increase rewards for armour and weapons. Either by allowing better bases to drop, more items to be generally better, ilvl up… something man. 🔮 Long-Term Suggestions & Vision Want super-challenge maps items to combo with maps that make them drop gear for specific classes with strong downsides tailored to that archetype. (think -4 spell levels) Promotes build diversity, alt characters created in same league and trade. Obviously this is strong so they also have to be rare but could allow for players not playing the best archetype good ways of making money. When I had suggested previously I thought tiers to them would be good. I think this is a good idea still and the more debuffs the better bonus loot you get like waystones. Finally just a fun challenge for people looking to take it on regardless that they are playing the same class. Specialization is good. Different classes excel in different content (Rangers map clear with range and movespeed, Mages bossing for their high hp pools, Warriors Simulacrum/ritual low individual dmg but tight space and fast monster spawns). Make builds feel rewarded for fitting certain content, by upgrading difficulty for each sort of style so specialization is more required. Take Delirium bosses as an example: Add more bosses at higher thresholds (80–150%). Would be sick. Give incentive to run very high delirium maps. Exclusive loot tied to harder content = good reward loop. Perhaps upgraded simulacrum for this reason like ascended version since fighting 3 or 4 bosses at the end of one would be hard on many builds since its already quite hard for lots of characters as is. Or Maybe: Want to see mechanics like Ritual’s targeted spawns in PoE 1(not 100% how this works didn’t play poe 1). Using rogue exiles or maybe breach monsters or purified monsters for farming specific items More difficult, thematic zones (e.g., expanding Breach or more challenging unique maps) with loot-focused risk/reward layers and more bosses We already have Temporalis Challenge content in the game why not all mechanics have something similar in potential challenge. ✅ Conclusion This patch is a huge step forward. Balance and polish are needed but the core systems, crafting, and ideas are landing well. I've seen some of my suggestions implemented before, and I hope this feedback can help refine the vision for the game even more. Love challenges personally and they keep players playing even when they think they don’t IMO. Dernière édition par BadAtMid#0454, le 15 sept. 2025 à 05:55:01 Dernier bump le 29 sept. 2025 à 16:32:15
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About wisps.
Personally I think the wisp should follow the player. This way the player has ability to control how much juice he farms and to which rare/boss to slam the juiced wisp on, just makes much more sense rather than existing system. ___
Hoo there wanderer... |
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Perhaps the best solution to HP scaling would be to increase strength bonus? 2 HP for 1 strength point is underwhelming.
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Really need GGG to crack down on people copy/pasting AI
Mash the clean
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I mean I did copy ai, but the ai copied my original text and rewrote it to be more digestible. So in essence it did you a favor. The original is much longer and less to the point. Ofc I rewrote areas it misunderstood but like yeah. Idk why you see it as bad
Dernière édition par BadAtMid#0454, le 17 sept. 2025 à 18:42:27
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" rollback Giant Blood first?) |
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