Feedback & Suggestions
You slowed it down but forgot to make it fun.
I love the hype at the start of a season - tons of players rushing in, testing builds, finding new stuff. That part is exciting. But there are things that are a mess. Here's why: Death Penalty? Yeah, fun’s dead too. Losing 10% XP on death is already a pain, but when invisible post-death effects or mobs nuke you instantly regardless of defense, it’s just ragebait. You're not punished for mistakes - you're punished for trying. Build diversity? Early game: Zero room to experiment. You won't know if your build works until late - and most of the time, it sucks. You either reroll or follow some meta slave guide. Loot? Crafting? Where? Finished campaign on 3 characters. best loot on each of them.. around 2 uniques and 5 exalts.. What am i supposed to do with that? No in-game trade house, so it’s either deal with annoying 3rd-party websites or vendor everything. Crafting? Pure RNG gambling. No control, no player agency. Just a currency simulator pretending to be an ARPG. Online game with nothing online. Multiplayer = chat, trial carries for divs, or abusing party loot rates. No content designed for co-op. No actual interaction. Feels more like a solo game with global chat. No Vision. You slowed the game to be more "methodical" like Dark Souls, but kept zoomy mob spam from PoE1. Why would I charge up a combo when 100 mobs rush me at once and delete me before I can press a key? at least in dark souls mobs actually respect you by waiting for their turn when you 1v1 other mob. Trials: Absolute pain. 40 minutes of tedious baby-stepping around like it’s Minesweeper with the bomb being a back to the start , just to one-shot the final boss and unlock your ascendancy. Illusion of Choice. "Meaningful builds" = garbage choices with drawbacks stacked on conditions. On paper: tons of passives and options. In reality: a few meta paths and a thousand trap builds that only exist to make you suffer. Endgame = Pure Tedium. Mapping? Boring. Prepping towers before mapping? Even worse. Combat? Spammy, unrewarding, and soulless. No secrets. No cool discoveries. Just flat grind and number tweaking. Feels like they unlearned everything from PoE1's 10-year run. Missing QoL basics: No inventory/warehouse sorting. No auto-deposit for item types. No build presets. No helper system for planning out gem setups or stats. Starting a new char is a headache. Pick up an uncut support gem, then waste 10 mins debating what it even fits into. Give us a build planner, made by the devs or community, that helps auto-suggest or compare upgrades in real time inside the game. Campaign fix idea: If everyone skips the campaign just make it matter. Lock Acts behind around a 1-week time gate at season start. In that week: Let players farm handcrafted zones with layered difficulty. Add bosses, quests, events, and actual loot progression, unique zone only items/fragments to craft items and whatever.. layered map so its enough to keep players busy for a whole week during these act phases and prepared for next act - not bored. Have an auction house inside the client. Reward theorycrafting and exploration. Let players experiment, not rush. Timed server HP shared bosses that spawn few times a day.. players would have an excuse to team up for these, also adding a ranking table afterwards so it feels more *online* This could be your “Soulslike challenge vision” but with actual fun and progression. Not some dry, serious nerdfest where we all rush to Act 10 and instantly burn out. There is so much room for improvement in plain sight yet nothing much is being done i feel like devs should actually try playing the game and see its current status instead of seeing it only from a spreadsheets. Last bumped on Aug 5, 2025, 12:41:37 PM
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