My Feature Requests (Beyond 0.4...)
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A long time ago, I used to play a game called EVE Online...
It, like PoE, did not have any way in game to simulate builds or calculate damage. The community built 3rd party tools like EVE Fitting Tool (EFT) which was eventually replaced by PyFA (python fitting assistant)... these were pretty similar to POB, however significantly less complex. There were entirely SEPARATE tools for planning your skills, one of which was called EVEMon. These skills took weeks or months to train (note: this is NOT a mechanic we need) Eventually, CCP added the ability to simulate fits in game with an update to the fitting screen, and even export builds as a string to share and import. The fitting screen went from this: ![]() To this: ![]() I know POE1 fanatics will flame me for questioning the religion of Path of Exile-- why do we have separate menus for gear and character stats? The current UI is incredibly outdated and could be easily improved upon. Even this EVE UI from 16 years ago gives more information at a glance than POE2 in 2025... Why do we need a third party tool just to see realistic damage output from our build? Why does "tooltip damage" mean basically nothing -- secondary effects / explosions / etc that may do 10x the skill's implicit damage don't count... The fact that videos like this need to exist to describe damage calculation steps: https://youtu.be/MvwmmjVIes0?t=473 is sad... Why can't they simply make a button that says "SHOW ME THE MATH" and build a quick and dirty UI like this: ![]() Showing the math in game would help new players understand that "30% increased damage" isn't "30% increased damage" -- it's actually "add 30% to your "increased damage" pool, which if that's already 300% or so, is only 10% more of an increase, and overall a pretty small portion of the math. This can also help easily show how a piece of gear, support gem, or a passive affects the damage output of a skill. I know Path of Building does SO MUCH MORE than this, and I don't expect in-game features to ever completely replace it- I just want a small piece of additional information in-game; is that so much to ask? Also... a combat log or '/why-did-I-die' chat command... Just log the last hit before death and describe WHY. "Unique Minion Count Geonor (lvl 81) hit you with <SKILL> for 10000 phys and 10000 cold damage. Your 200 evasion had a 1% chance to avoid this attack's 20000 accuracy rating (or whatever that math would be, and failed to dodge the attack. Your 33000 armour mitigated 90% of the physical damage and your cold resistance mitigated 75%. You received 1000 phys damage and 2500 cold damage." Or more realistically: "You died to an invisible ground-based damage over time effect...'" Speaking of visual clarity... Delirium.. we should be in a mirror-state psychosis: Fog doesn't make sense to represent this. Fog is just boring. I want to need anti-psychotic medication, not Allegra. You know what's way more disorienting? When you get that teleporting effect on a headhunter and have no clue which direction you're about to teleport... I think a simple chromatic aberration filter and maybe some sort of glitchy VFX on the minions would do well, paired with MECHANICS that fit the theme.. Also, delirium being a juicing mechanic seems pretty lame. Just add T16-17 maps to make harder content... I'd rather delirium be a tablet/extra content mechanic available only through mirrors of delirium... which could then make distilled emotions more rare & valuable so instilling skills on amulets is more of a late game progression than something done right at endgame. Last bumped on Nov 26, 2025, 6:59:24 AM
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