Life, Towers, Regret and more.

Hello GGG, I have some feedback to give.
Even though I'm not a 1k Hours+ veteran and am only starting in Game Design, I would like to share my thoughts on some things, trying to see into the vision you guys have and, without hubris, just trying to do my best to give feedback!

1) Regret Orbs
This is the quickest section, so let's start with it.

Bring Regret Orbs to POE2, but of course, not as they were in POE1. The game is all about building a cool build, grinding gear, and making the character stronger. The gold system to refund is great, but it becomes very annoying to deal with when you have 100 skill points to reassign and there is no button to Refund All. Refunding all would be costly in gold at higher levels, and if you are trying multiple builds on the same character, it becomes a pain to manage. You can fix it in a way that instead of adding a button to refund all passives and go bankrupt with your gold, you can add back the Orb of Regret as a rare currency that can be used to refund ALL your passive points without using all your gold.
I think it would be a net positive for the game, as we would have one more currency to drop that is not very common, or buy it to start from scratch.

2) Life
Many life players are complaining about how Life is weaker than Energy Shield, but you can probably see in your numbers that it isn't by that big of a margin. The vision is (I think) to have 4-digit numbers usually for life and for life to be a smaller number for the aesthetics of the fantasy design. So you probably feel that you can't fix Life by just adding more life nodes. Buffing armour is not the solution either, because even though warrior melee builds that stack life are most likely also stacking armour, buffing armour also benefits energy shield/armour hybrid builds and does not address Life directly.

Therefore, as you have done with Evasion and created Deflection, you should do the same with Life and create some sort of scaling (intrinsic or in the passive tree) system, which benefits Life stackers without making them go into 5 digits.
A system like: for every 1000 hp (not literally this, but in a formula similar, maybe; I'm not a mathematician), you get a percentage of, let's pretend here, "Constitution," where you gain a buffer against one-shots that would surpass your life, to protect you against big hits, similar somehow to Sacrifice of Flesh where you take more damage over a set amount of time. Or you take the damage in two instances, for example: For each 1000 Life, you get 10% of Constitution, where damage that would exceed 100% of your life is dealt—first 90% up front and 10% after 0.1s, scaling every 1% Constitution as 0.01s of delay, which means at 6000 Life you get 40% up front and 60% after 0.6s.

Of course, I'm not saying this specifically is what should be introduced (this that I've used as an example is probably a huge boost in EHP), What I'm saying is that you should make having a lot of Life mean more than having half as much, besides the already default of having that life, so you don't need to go to 5 digits.
Life isn't that far from Energy Shield anyways, it just need a little bump to compete with it, not be the meta necessarily.

3)Towers.
Towers are a way to make players self serve what content they want and juice the maps correct? But the problem is that you yourself put the towers on the map and say, hey players, go here! You MUST go here because it is the optimal way! go juice 3 towers next to eachother! Juicing 1? irrelevant if you can juice 2! Also irrelevant if you can juice 3!
That is a problem, instead of self serving what they want with towers and precursor tables, you are serving to us, hey come do this 3 towers next to eachother at max difficulty to unlock 3 slots and use quantity of items!
People have a feeling of rolling their eyes to go out of their way to enable a tower and are required to do instead of being allowed to explore the map.
Make towers something that we WANT to do, to juice our maps with what we want!
My solution is, make towers part of the crafting of a map and not of the zones. Lower the density of the towers, you can still allow them to reveal the zone around for you to see what is ahead, but don't make them modify anything around them.
You then, make players want to go there, because at the end, similar to the lake of Kalandra unique map, you can put your map in the slot, and imbue a waystone (not the zone) with "This map contains breach content". You could even turn towers into unique maps and tablets in a currency that only drops there that allow you to imbue your maps with the content that you want and each different tower says "this tower drops breach tablets". So you juice a waystone, put into the tower unique map, farm tablets, and sell or use them to juice your other waystones.
Players would look forward to making towers to say, oh I'm going there because i want to do breach a lot!
And if you want, you can even add a point in the altas tree to make the towers be like it is now.

Edit*:
4)Expedition

Please for the love of god add a Cntrl+F, Search, functionality to expedition or some sort of better symbol system for the modifiers so I don't have to read a book everytime and I know where things I want to explode are!


That is it from me, I hope that any feedback I gave may help and wish that the community give their thoughts on my suggestions!
Sorry if any spelling and grammar mistakes, my english = bad :)
Dernière édition par joojoolion#5578, le 20 sept. 2025 à 15:29:21
Dernier bump le 20 sept. 2025 à 15:26:36

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