feedback for 3.27
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i've played the league in hardcore up to 2 voidstone and after that in softcore to 40/40 challenges. then i restarted the league for a 3rd time in ssf and got halfway through the atlas.
- first league mechanic that i actually enjoyed doing and felt that it wasn't waste a time while playing though the campaign! well done, would love to see more of those! (the tree carried very hard and made gearing during the campaign feel meaningful even in softcore) - still wondering why you removed the button to teleport directly back to your hideout from the delve mine... it's a major QoL downgrade having to tp back to the mine encampment and then walking to the waypoint in order to be able to return to your hideout. please bring back the button that teleports you back directly to your hideout when you open the "delve map". - the genesis tree felt great early on. but i'm convinced that the first patch massively nerfed the provisioning gifts which was a bummer and very questionable to me. - i was very disappointed that we didn't get more gem balancing changes. i would love to see non-popular skillgems get a 10-15% damage buff. and also nerfing the most played skills by 10-15% would be nice to see a meta shakeup every league. - the foulborn uniques were absolutely great and we need more of those! for me the addition of the foulborn uniques made up for the fact that we barely got any skill gem balance changes. they enabled new builds and tools to make builds! amazing! should add simiar things to poe2 asap. that would perhaps make me want to consider playing poe2. - addition of foulborn currency: amazing! simply love new crafting mechanics - grafts: very well implemented! meaningful during the campaign and then even scaling well into endgame with 3combat mods + 1 blood(gain/store/gift-drop) mod felt nice. good implementation of borrowed power just like the affliction league items were too! well done! - eagon memories: i feel like they should be stored as master missions or perhaps even itemized. they feel clunky and break my flow of mapping (especially before getting full atlas completion and starting specific farming strategies with scarabs) i resent these memories for replacing alva / einhar memories. and even once a strategy is set up: having to roll single maps in eagon's map device is slightly annoying. using the petal skills feels clunky and irritating. most of the time i just ignore them. the nerf of the t17 mods at least makes them less annoying to run now. - bloodline ascendancies: please stop bringing downsides on passive skills to poe1. i absolutely hate it. it's already costly enough that you have to use your ascendancy points to allocate these. no need for them to have downsides on top of that. they are ascendancy points gated behind endgame bosses! the only ones i even considered using was the damage reduction from breach and i would have been interested in the one that makes you immune to action speed slows, but the downside of not being able to have gems in boots was just way too much. might as well use kaom's boots and not waste 2 ascendancy points. maybe make it less potent (like trickster's action speed ascendancy) but REMOVE THE DOWNSIDE. - endgame: still very sad that we didn't get an actual endgame rework that we usually get in the winter league (which was expected last winter). conquerors of the atlas and the eater / exarch patch both were major changes to how you engage with the endame atlas. i'm basically just sad that we even lost the master memories for eagon (whos more of a nuisance) when we could have gotten a proper endgame overhaul. - amount of loot dropping: imo felt alright to me since i don't do farming strategies that rely on raw currency drops. - scarab sustain in ssf didnt feel good. please buff - gold: i think gold fees for using async trade and faustus are way too high. they could easily be lowered by 25-35%. i didnt even use any kingsmarch mappers at all and i was still struggling to farm enough gold to be able to use trade and occasionally recombinate something while keeping my farmers busy. imo gold should be an additionnal resource that you get to spend and currently it feels like "i'm so broke i need more gold" - people even made gold farming builds and sold gold via maps on 3rd party discords... that can't be as intended. :( - in map breaches: tbh i really miss the old breaches. monster density, monster count, amount of items/equipment that dropped was way more satisfying. old breach didnt have to be removed for this new "blood generator" to feed the genesis tree. - defend the nps breached: feels like blight 2.0, costs too much time, clutters the map with annoying walls that hinder movement and are just annoying. very annoying to deal with and not nearly rewarding enough. :( - fortress: having to do two full circles and click some chests that don't really drop loot felt very time consuming and not nearly rewarding enough for the amount of effort you had to put in (from entering until exiting the fortress). - expanding breaching: felt alright because they're similar to the old breaches but just drop way less loot :( - i feel like the league mechanic should have been more rewarding (mostly more raw currency and items) - please do not make the breaches with those annoying walls go core as they currently are. make them despawn from a greater distance (so they don't stop) shield charge and any other travel skills and don't hinder player movement. there's no need to fill half the map with those structures! a few around the NPC are more than enough. or ideally just remove this kind of breach altogether! and only keep the expanding breaches and the fortresses. i can't imagine anyone ever being like: "oh yay i got one of the breaches with the walls that clutter my map and impair my movement." - the speed at which characters progress through the atlas and are able to kill pinnacle and uber bosses is definitely way too fast. personally i liked the progression speed of farming watchstones and slowly easing into endgame instead of people just being able to kill uber bosses in less than 24h /played time. - for the next league i'd love to see some endgame changes since it has gotten a bit stale. personally i miss having the option to scale regular maps up to T19 as it was possible with the old watchstones. but please without the annoying t17 modifiers that don't let you control your character. (making the game more tedious isnt the same as making it more difficult. i dislike t17 map mods and originator maps a lot.) the higher monster level could add an additional vector for difficulty and rewards. - i'd like to see a bit more new skill and support gems. - i'd like to see MANY (not necesarrily huge, number wise) balance changes to gems - i'd like to finally see the promised return of idols - i'd like gold costs to be lowered (especially trading) - i'd like to see more foulborn uniques - i'd like for eagon memories to be stored as master missions or itemized (to stop interrupting the flow of mapping sessions) - i'd like for alva memories to return (it was so fun to use them to level up for xp and farm some items with temple mods in the process). alternatively give us a way of farming items with an incursion mod in maps. maybe make scouting reports for einhar / alva etc. so that all kirac missions have one of the legacy memories. - i'd like to see the return of the button that lets you teleport to your hideout from delve ideally we would finally get the return of phrecia league as private league mods as you promised! i really love the idols system and the alternate ascendancies were fun too! when can we expect the return of the idols? i've had a blast (otherwise i wouldnt have played the league three times) but it was an absolute bummer when you pulled the plug on the league after 1 month already to release the poe2 league :( please stop neglecting poe1 so hard. thank you for your consideration, passion and development of a great game! much love, a passionate poe player Last bumped on Dec 16, 2025, 4:02:33 PM
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additional requests:
increase gold gained from delving increase gold gained from simulacrum |
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" You can chat macro /hideout. That will work from any non-combat zone. " Agreed. " Disagree. We have ascendancy points without downsides, in the form of your normal ascendancy. There also also several bloodlines without. Nothing wrong with the really broken ones having a downside, it just enforces build diversity. I.e, basically everyone would eventually take Aul if there was no downside. " You do realize you are contradicting yourself here, right? Scarabs are loot. " This sounds like a strategy issue, not a gold cost issue. There are several options for self sustaining plenty of gold. Blight being the best. " Agree, but again, you are contradicting yourself with your previous statement that loot felt fine. " Disagree. In a game where player power scales to a degree that it allows you to nullify anything except infinite difficulty scaling (see delve), mods that increase difficulty/friction in other ways is needed to impede access to the greatest rewards. " Use chat macros. " Never, thank god. “Freedom is what we do with what is done to us.”
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" agree “Freedom is what we do with what is done to us.”
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""/hideout" doesnt work from Delve camp. (Maybe cause its potentially bound to the active zone in Delve Depth.) No wonder it's lost, it's in the middle of the jungle!
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