0.3 feelings
Don't know if GGG will read it, but its beta so there is my feedback. Sry for ma eng.
First - i realy liked 0.3 gameplay, especially in comparison with 0.2. It was meaningful, rewarding, have adequate layers of difficulty. Liked mapping pace and logic in atlas, it was different from Poe1, so i can switch without feeling of repeat. i met a lot of bugs tro, like boss fights stuck between fazes, really bad optimization, rnd crushes, etc Bad balance and lightning meta is understandable - its beta, but i really want to play smth else without feeling of wasting time. 0.3.1 is something i cant understand and why i leaving until 0.4 1) its hack and slash - more mobs more fun, why decreasing? 2) atlas lost a lot of meaning and its more like it was in poe1 sextant thing(never liked it) 3) logic behind 1-6 portals are strange, its beta, a lot of rnd death, lags, damn even in poe1 its still happens. Puff and your juiced map is gone. 4) poe always was more you spent, more you get, now its not 5) changes(nerfs) in base defense mid league is a really bad precedent(you did that in 0.2 also), you never did smth like this in poe1 and it was part of magic behind the game and seasons. thing i like to see in future: 1) minimap icons for rares and extra content(strongboxes, breach, etc), after killing boss for example 2) less guttnes of maps, character stucking in all that clutter is tiresome 3) wanna see melee meta Dernier bump le 3 oct. 2025 à 05:10:40
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+1 to whole post
" I really don't understand why they had to make this change to less monsters in open layouts at the same time as reducing them at lower tiers. It almost feels like it was intentionally done at the same time to obfuscate obvious nerfs to monster density lategame mid league. If you look at Reddit, most of the community is saying they feel like there is more monsters, and apparently still don't realise there was a separate change to open layouts. I can obviously tell immediately, it feels like there is more monsters in closed layouts, because there is far less in the open ones. It is a perspective thing, but you can easily compare from 0.3 to 0.3.1 with footage and see there is far less monsters in open layouts that are meant to be rare and good. While the closed in ones are actually roughly similar. I also tested and on a Crypt map with 90% quant I was making magnitudes less currency than on something more open with 30% quant, so it really hasn't helped to close the gap. The base we are starting off with bad layouts being bad is just too low. They need improvements. Dernière édition par AverBeg7#1689, le 3 oct. 2025 à 04:06:11
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I played most of the 0.3 with deli encounter and always get 6-7 lvls in the end,
now its very rarely ends in 6. |
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