50+ bug reports (and climbing), suggestions and critique
- fog from a completed encounter remained after completion:
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- i mentioned the hardships of maintaining your map pool a few posts ago. Then all of a sudden, within 2-3 maps, i have gone from the T7 i was down to, to having a pool of 7 maps in the range of T9 to T15. On top of that, i have replaced several pieces of gear that just suddenly clicked. Honestly, that kind of luck streak doesn't make any sense to me, but i guess as they say i "shouldn't look a gift horse in the mouth". Still, it strikes me as odd, but... nah - gonna stop there and just enjoy being back in progression!
(regarding the gear, i am playing as if i was SSF although i have the option to trade if i want to. I do this both to test how the new currency uses and crafting goes as well as to see how far i can take it on my own) Last edited by Onds#6941 on Dec 18, 2024, 2:43:37 AM
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- at some point ("deadly map boss") i got a +2 atlas map boss point book. After using them however, they are nowhere to be found anywhere as far as i can tell, nor i they mentioned by Doriyani or other npcs. Perhaps not meant to be implemented yet?
- drop balance, blacksmith/armorsmith/artificers: It feels like artificers salvage is very common, blacksmiths/blacksmith salvage is rather common, but armorsmith/armorsmith salvage isn't although it should probably be the other way around. - drop balance, jewelers orb: I have still yet to find any greater jewelers orbs much less any perfect ones. Are we not supposed to have these yet unless by crazy luck? Are we supposed to go the gem corrupting route? I feel vaal gems (for me at least) are currently too rare to use for that, and i would rather save them for when i have a decent pool of T14-16 maps, but maybe that is a poe1 way of thinking that doesn't apply here. - charm slot belts: Haven't seen any with +charm slot yet since the change patch. That said, i haven't dropped that many belts (relatively speaking) since the change either, so the jury is still out on this one. - rare "boss" minion revival range: It seems this is quite large, which is ofcourse fine. But perhaps ~2 screens is a bit much. The player will surely detect something is off, rekilling the same mobs over and over until discovering it/they are minions getting revived, but still, the reviver and revivee ought to be somewhat close to eachother. That said, it feels like i have "exhausted" the list of (generally spotable) bugs. At least, no bugs i haven't already written about seem to pop up while playing. So that is great news :) - A small suggestion btw: The last ascendancy trial (sekhema version) takes quite a while to reach the last boss, and since this boss has specific lose mechanics, chances are most/all players _will_ lose the first time they do it unless they "spoil" the fight mechanics prior to doing it. Losing it isn't a big deal, but losing the 1-3 hours spent getting there feels quite bad. Last edited by Onds#6941 on Dec 19, 2024, 2:58:08 PM
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- bug update:
after rather many maps and towers. the shield charge "hitch" (visibly warping backwards after skill animation end) i have previously posted about seems to be most prevalent in towers - bug update: I have written this before, but just tried a hive map for the first time. Mobs spawning straight at the zone in is just not ok. Especially rare mobs (happened a few times so far). The zone in ought to be a safe haven until you move at least "half a screen". Now, i don't mind a challenge (also probably why i almost never play hardcore, i take too many risks), but bad rng is one thing, bad design is another. You already know the difference ;) - maybe? a bug: I just had a tower room full (to the brink!) of mobs. There was a shrine in there, and i thought it was the shrine spawning mobs, but it turned out to be a freeze shrine. There was nothing in particular about mods for the tower map (30% inc monster packs being the only related). Odd generation outlier? - maybe? a bug: Agresssive minions seem to have their aggressivenes adjusted by "your presence", which per default is rather small. If i am correct, why do they not have their own aggressive range mod? - after all, they are/should be leashed by your player position range anyway, regardless of minion state. I am aware that you do not intend players building for minions just clearing everything out of sight, and that is not what i am inquiring too if in any doubt. - maybe? a bug: The new strongbox mechanics are a LOT of fun, but some of them seem a bit odd. I just had one with chaos barrage, and it seemed to lag down the whole playing field quite a lot even though not much was going on. - Suggestion: Beyond (corrupted) mod seems hard to maximize (and ironically minimize if you are so inclined) as a minion player. This isn't a new thing, but as poe2 is essentially a new start, maybe something could be done to streamline this? I am thinking a bit along the lines of a dynamic ritual mechanic, where a main blood globe pops on a mob kill, and kills in a certain range creep towards that spot to coalesce. For those wanting to maximize this mod, it means less fiddling with kill position. For those wanting to minimize, well, they cant BUT they can clearly tell where it is going to happen IF/WHEN it is going to happen. - suggestion: Towers (on top of just being extremely annoying for mob/minion AI) seem to have less mobs and thus less duration/drop chance overall, so i generally use my lowest waystones on them. Even if (when!) movement AI is fixed, i'm not sure i'd use proper tier waystones on them for the aforementioned reason, and on top, they can't have modifiers outside of atlas ones themselves. Maybe they shouldn't need a waystone, but be fixed rolls or craftable rolls? - suggestion: Precursor tablet drops seem to be rather on the rare side. You get just enough to fill towers (mostly at least), but not enough to actually choose your best rolled ones. The drop rate of these should maybe be a little higher. Also, so far at least, i have only seen 2 versions: Irratiaded and ritual. As far as i can tell, there are many more previous league mechanics already in the game. Some aren't quite ready yet (expedition), but others seem to be (assuming here) like breach and delirium. Why am i not seeing these kind of precursors? Is this because they are not meant to be rolled but meant to be native mods of discovered map nodes? - suggestion: After a while (on t9 map quest and almost 6 days played) your endgame map becomes - or potentially becomes - quite large. It would be nice if we could zoom out a bit more. Also, a search function (i have suggested this before already) - Suggestion in regards to chaotic/poisoned/desecrated ground: These all seem to last an unproportionally long time versus the mobs difficulty spawning them, often forcing a halt until they are gone or a calculated risk going through them. Effects from rares+ i am totally fine with lingering a long time. Maybe your thoughts are that clear speed shouldn't be a thing? I am somewhat fine with that, but in that case those kind of mobs should probably be worth more either in terms of loot chance or xp (which they are not as far as i can tell, but i could be wrong, wouldn't be the first time :D ) - Suggetion: clickables (boulders, pots etc) can block your path, mobs path and minions path. These seem to be generated at random on map tile generation, but they sometimes create weird blockages causing both odd mob, minion and player movement behaviour. Sorry that i have no clearer explanation than this, but it is a thing, although somewhat rare. - suggestion: Mob type visibility. If i remember right we have had this before, may be all the way back to poe1 when the first 3 acts normal/cruel/merciless was a thing. Anyway, currently rares can sometimes be hard to spot, and with the new on-your-toes-be-ready-to-dodge mechanics of poe2, it would be nice not to have to try to mouse over every mob to see where the one with the more or sometimes very deadly mechanics is. (also, the forum just had a small hiccup, where posting a reply to my own thread acted as if wanting to quote the previous post including all the text, but without quote tags) Last edited by Onds#6941 on Dec 19, 2024, 4:29:35 PM
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- bug: detonate dead
Sometimes, the character (in my case witch) will exclamate "BOOM!", without the cast actually going off. Why the cast did not go off is either due to the same reason as previously posted (mana cost and cast on non valid targets), or cast time as far as i can tell, making a valid target invalid before end, or the cast being interrupted by an action. - suggestion: Map affixes (suffix, negative): - Temporal chains seem to be just about 75% of my maps. Personally i don't mind it as much as i did in poe1 (where it was generally REALLY debilitating), but also, i am a minion player as well as (recently) having 30% speed boots. Am i just rolling this inconsistently often, or do we need a lot more suffixes to dillute the pool? Last edited by Onds#6941 on Dec 19, 2024, 4:57:53 PM
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- bug:
Mob/minion ai agin. Shame i didn't get a sceenshot before it was done, but the rare in here was pretty much locked in and (almost) unable to attack, and the same my minions. However, there was a few mobs around that i blew up with detonate dead that resolved the whole matter and also the reason i didn't get a proper screenshot. Screenshot after the fact: - maybe? a bug: Augury: Once acticating a lever, you are stuck in a very long animation no matter what you do. This has so far led to pretty near deaths, and the main reason that i keep doing it is most likely having a few beers while playing and being reckless. Anyhow, you should probably be able to dodge out of the lever activation action. Last edited by Onds#6941 on Dec 19, 2024, 5:19:31 PM
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- Sometimes i will zone into a new area and get invisible mobs and/or invisible effects. Not ok. Not loaded (shader/cache/other) models should at the very minimum show a bounding box as should any similarly not ready effects. It doesn't matter if the fault is old hardware, bad internet connection or even poe servers being under attack. For a hardcore player some of these might be instant game over. For a softcore player like me, it is just an annoyance, but a very bad design feeling creeping over my old ex dev spine. It feels especially bad when almost everything else has been thought through very carefully.
Last edited by Onds#6941 on Dec 20, 2024, 12:49:00 AM
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- Yet another post about mob/minion AI:
This guy here really wants to get out. I don't know why, seems to be plenty space where he is at, but that is a separate matter. But generally though, each entity (i am guessing here, bear with me) at the moment probably has an object with a pathing sub object. Each of the pathing subobjects probably has path objects, current path and a state attribute. The state attribute might say something about if that pathing is possible or not. If my guesses are correct and if it it blocked (you probably did something much smarter :D ), it should probably propagate that to any nearby entities, essentially telling them to move (or GTFO in internet speak haha). First order of business in the above example though would be to figure out why this bud wants to run to the end of the world when there's plenty of space for him where he is at. Second order of business would be to figure out why entities are NOT moving when several wants to move along a path but are blocked. But i am guessing that connects to the previous issue because noone us polite enough to move (much like in the real world of today sadly ;) Last edited by Onds#6941 on Dec 20, 2024, 1:16:32 AM
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- suggestion:
PoE has always been a game of spike damage, and having a feeling of how much you can take and what you can not. PoE2 is similar, but again feels oddly different occasionally. Often i have run around being really nervous about certain attacks, just to miss once and find out the damage was insignificant for my current defences. Other times, i have been hit once (often not by something i felt visible although played back it probably would be - again - death log please), and been one shot with more than adequate defences. One such occurence just happened and i thought i would document it "for posterity" lol (sadly no screenshot of the actual event). Rathbreaker, T9 map, nothing out of the ordinary in regards to map modifiers. I was doing something different for a spell and actually forgot i had poe2 running. Tabbed back in, did most of the remaining map, saw him up there and thought yeah might as well get him out of the way while i'm here. He doesn't hurt much and he is easy to dodge. Next thing i know i am back to my hideout. I have no idea what hit me, him or "the bystanders". The only thing i do know is i have pretty good defences, and THAT i DO have a screenshot of: Now by poe1 standards, 1700hp is very little. However, i have 267 strength and either high str or life rolls or both on all gear as well as 25% of my max hp reserved for extra spirit. 20% of hits is taken from my hellhounds hp before it is taken from me. 60% of physical damage is reduced by armor alone before any block is happening. 20% of all cold/lightning/phys damage is taken as fire damage, and my fire resistance is capped and then some. On top of that, if i am critically hit, i defend with 200% of my armour. Lastly, any fire damage i take - which a lot is converted to - my armor also covers by 25%. Even my chaos resist is pretty darn high by poe1 standards (because there seems to be a LOT of chaos damage sources in poe2) So how exactly rathbreaker (or something outside) oneshots me is a mystery to me. Once again, a deathlog would be really handy. I am guessing it as likely not one but several hits at the same time from separate sources. Last edited by Onds#6941 on Dec 20, 2024, 2:24:51 AM
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- Viper legionairre, Grapple: This slowing effect does not always reset after the mobs die. The visual effect is removed once you are far enough from the (now dead) mob(s), but the debuff lingers. Also, when a new viper legionairre comes close, the visual will instead linger to that mob although you were never hit by it:
Porting to your hideout will clear the effect. Last edited by Onds#6941 on Dec 20, 2024, 9:00:39 PM
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