Feedback after 100h playtime

Hi exiles and GGG. Here is my final feedback after 100h playtime. Not much, but enough to have explore a little bit of everything.

Campaign - don't care. For me this is a chore. But GGG said that this is not going to change. So fine, let it be another chore for each league thats why I play 1 char per league.

Campaign progression - don't know about post patch. I finished pre-patch (currency increase). So for me it was okey'ish. Not going to repeat this chore until I am forced. Maybe it felt "okey'ish" because ex was the main currency. And that was very fun. Now its divines - hate it, but market is controlled by people who have more time invested in game. And prices keep rising. Finished 90% of campaign with weapon which I gambled at act 1 until late cruel act2. The whole flow welt slow to me. I missed movement skills. Was happy when found boots with 20% ms even with bad rolls for everything else.

Crafting - non existing / dog shit at this moment. trans -> aug -> regal, main flow. if lucky then exalt. All random. Wow such a deep crafting... Items are one way build. If on transmutation or augmentation or regal you get dead affix, thats it item is bricked. This as well applies to end game. Please let us fix our items. Still don't see the point of removing scour orb. I would rather scour then search for new base...

Essence - WTF was this choice to not allow reroll essences with essence spam on item. This is what makes them valuable in my opinion. Essence now become like transmutation or regal orb with single use. Greater essence drop chance is way too low even in end game when you speck into essence.

Breach - most fun, due to good balance of mob density based on map layout. All good here for me.

Ritual - is a gamble. Gamble is based on map layout. If map is "closed" or very narrow e.g. Crypt, abyss map you are most likely screwed. Especially when blood tsunami is in ritual. You will get stuck unless you oneshot everything and will be spamming health potions until tsunami fades. Omens are very rare. I think they are less accessible then meta crafting in POE 1. Omens can help with crafting, but its not worth it. Since a lot of omens are not even in the market e.x. suffix removal or price for them is way to high.

Expedition - okey'ish. No good drop most of the time, but it is fair, same as breach.

Delirium - I guess its fine. Not a big fan of delirium overall so can't tell if its good or no.

Strong boxes - biggest peace of shit. It takes forever to get mobs ready. And they are in the mist. WTF is this. In POE 1 they spawn right away ant attack you. This is what we need. Not to wait eternity for them to load up and hide in the mist. + Drops from it are horse shit.

Endgame:
Atlas tree - choices are not impactful at all. Even if you spec into fully into one mode, you will not sustain it. E.g. when you speck into essences your chances of finding greater essences are the same. Why some mechanics have their own tree and are shared tree e.g. essences, strong boxe?. What is the reason for them to be in same tree? And I hate split tree. Because now people who RMT or have played a lot of time, can fill all split Atlas trees. I think POE 1 is better approach here. One tree and you have to choose what you want to spec into. You can't be good in every aspect if we focus on single tree)

Mapping - hit or miss based on map it self. If area is bright & open its fun, not a lot of back tracking. But if map is closed e.g. Crypt, abyss, decay. Get ready to backtrack. However open maps e.g. Oasis, Hive, Savannah are good maps with good layout in my opinion. Some maps should be revisited. And I think lighting should be adjusted. Because in darker maps e.g abyss, decay its hard to see the monsters with terrain.

Map progression / map bosses - if map has a boss it is considered good map, due to loot. However if maps don't have map boss they are bad. Because you don't get same amount / quality of loot. I think this should be balanced out. Because right now most efficient way is to put white maps t1 into maps without boss, and best maps into bosses. I think this is unfair. Because a lot of builds might now be suited for bossing, but for zooming through the map and kill "trash" / "rares". Or some people hate bossing, so because of that they are getting penalized.

Towers - I understand the idea behind it, but I hate those. If I want to juice the map I have to find a tower. If tower is not around, then I am out of luck. And towers don't "reward" for using higher tier maps. So they are more of a chore if you want to "juice" your maps.

Jucing maps - don't feel the impact. If i have good juiced map with more rare, more waystone drops, and my suffixes are hard e.g. 70%+ increased monsters health, rare monsters have additional stat they don't drop anything better on most cases.


Waystones - I think if I run T13-T16 maps I should not see below T10 maps drop. If I do, my most maps should be in my tier range. Right now its reversed. I am running T15-T16 maps and T6 maps drops even I fully specked into waystones in Atlas tree see "Atlas tree" section. Like WTF. In addition I think if I unlocked T11-T16 maps I should not see T1 - T5 maps in vendor. I would expect to see in vendor few tiers lower maps. So if I unlocked T11 maps in vendor I would suspect to see ~T8 / T9 maps with pretty high gold price.

Game loop - Backbone is there. Need some iterations in endgame, but as we know endgame is rushed. So I would like to see how it evolves. One portal thing is "mehhh" not a big fan. I see the reason for not wanting to have 6 portals for bossing, but if boss HP is fully reset, I don't see the draw back. If not 6 then maybe 2 or 3? Because sometime you really die due to on death effect which you did not saw it. or got stuck in the terrain.

Gold - in endgame when you set on your build gold is meaningless. What I would propose allow to spend gold for "insurance" on your maps. Since maps are 1 portal at this moment if you loose, you loose everything, maybe some kind of insurance, amount in gold, should be high enough so people would notice it for maps would be good idea. E.g. 100k or 50k of gold if you die, you have another portal available for you. NOTE: boss HP is reset. You still have to one way kill a boss. But the rest map progression is intact. Or X amount of gold to increase rewards for Essence drops, better waystones, better breach etc.

Last edited by S0rada#0980 on Dec 20, 2024, 2:09:50 PM
Last bumped on Dec 20, 2024, 2:06:58 PM

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