Feedback
|
Path of Exile 2 - Feedback & Suggestions
I'd like to share some constructive feedback based on my gameplay experience. These points are organized by priority, with the most critical issues listed last: 1. Currency Tab Removal Notification When crafting currency is removed from the game, it would be helpful to have an in-game notification or marker in the respective stash tabs. Since not all players read every patch note thoroughly, the presence of a tab creates an expectation that the currency can still drop, which can be confusing. 2. Missing Currency Tab Categories Additional stash tab categories would be appreciated for: Expedition currency, Djinn Barya, Ultimatum rewards, Reliquary Keys, and Abyss currency. This would significantly improve inventory management and organization. 3. Tablet Upgrade Tooltip A tooltip indicating that upgrading tablets to 4 mods requires defeating the Arbiter of Ash would be beneficial. I only discovered this requirement through a YouTube video, and in-game clarification would improve the new player experience. 4. Character Occlusion by Environmental Objects Characters are frequently obscured by trees and other tall environmental graphics. I'm unsure if this is intentional, but it doesn't feel mechanically fair and introduces RNG elements to survival that seem unrelated to player skill or decision-making. 5. Delirium Instance Loss on Crash When a map instance crashes during Delirium encounters, the entire Delirium instance is lost. This feels particularly punishing given the investment required to activate Delirium content. 6. Map Juicing Returns Feel Underwhelming General map investment doesn't feel rewarding compared to the currency spent. Currently, the only viable strategies are heavily targeting specific league mechanics (Ritual, Expedition, Abyss) rather than broad investment into map modifiers. This limits strategic diversity in endgame farming and makes generic "juice everything" approaches feel inefficient. A more balanced reward structure for invested maps would encourage varied farming strategies beyond narrow mechanic-specific targeting. 7. T16 High Rarity Map Accessibility Currently, the only viable method to create high-rarity T16 maps is applying Omen of Chaotic Rarity (~100 exalted) to T15 maps and then corrupting them. Given the cost and low probability of rolling +1 level mods, it's more economical to simply run high-rarity T15s. Additionally, the low chance of obtaining +1 level from vaaling waystones means T16 maps are almost exclusively reserved for creating +1 mod instances to access T18 farming. This significantly restricts endgame mapping variety and player choice in progression paths. 8. +Level to Skill Mods Feel Mandatory The power level of +level to skill mods on items is so disproportionately high that items lacking these mods become essentially worthless. This effectively reduces build diversity and makes one affix slot feel predetermined rather than strategic. For example, an endgame staff without at least +5 to spell skills is unusable. I'd suggest rebalancing skill scaling so these mods remain powerful but not absolutely mandatory, allowing for more diverse itemization choices and build experimentation. Kind regards, Telly Dernier bump le 14 févr. 2026 à 22:29:54
|
|









