100+ hrs - SSF Level 90 - Game Developer - PoE noob - $480 supporter pack.

As the title mentions I'm a professional Game Developer (not Designer) and wanted to give some feedback after over 100 hours.

I never got into PoE1, but this game is clearly a masterpiece. Actually, it's dream crushing because I know I'll never work on a game as good as this one in my career.

I've been finding SSF very fun. 40 hours to complete campaign, and another 20 to go from T1 - T15 maps. Gear progression is excellent and I've found no issue with item rarity or crafting. Here is some feedback I have though.

Difficulty & Balance
End game is kill or be killed. Wiping the screen as quickly as possible is the most viable method of play, for maps and bosses. I would like damage to be decreased (both players and monsters) and defense to increase (both players and monsters) so that the gameplay can be more interactive, as it was in the campaign. There are many threads on how to achieve this.

One Shots
The major issue is one shots, which primarily come from 2 sources. On-death effects and boss fights. Every T15 map has a hidden modifier that reads "There is a 2% chance to randomly die at any moment". From a gameplay perspective, being 'deleted' from the game with no anticipation or chance to react is unfun, and the source for most of the anger. That being said 'close-calls' are extremely fun.

So I suggest implementing a new 'close-call' mechanic, which I'm calling 'Hurt'. Think about a boxing match where an opponent gets hit hard. They're not knocked out, but they're clearly hurt, legs lock up, stumbling around and vulnerable, however it still gives them a chance to come back.

When an attack deals your entire EHP in a single shot it does a calculation. If the damage exceeds 200% of your effective life, you will die as you normally would.

Under that though, it puts you in a state of 'Hurt', with the severity increasing based on how much overkill damage you took. 'Hurt' debuffs you in the following ways.

- Sets mana, life and ES to 10%.
- Depletes Flasks
- Reduces All regeneration by 75%.
- Reduces damage by 75%.
- Disables town portal.

Hurt lasts 4-12 seconds depending on how much overkill damage you took.

This has two effects. It eliminates 'unfair' one shots. These happen unexpectedly when you're in no real danger, you just stand still for 4 seconds.

During boss fights, rather than being deleted by a dodgy hitbox, it gives you a chance to play perfectly in order to recover. It wont save you from every attack, just the 'unfair' ones that seemingly come out of no where.

This is what's wrong with trails at the moment. You will play 20-30 minutes to enter a final boss battle where it 'feels' like a coin flip on whether or not you get to finish. There's nothing wrong with dying in a game, it just has to feel like the players fault.

Dodge Roll

Right now dodge roll is a self stun to your character lasting about 0.5s after the roll ends. They should remove this, and add a 0.5s cooldown instead. This will prevent dodge spamming away from fights, but also not make dodging as massive a DPS nerf.

Build Diversity

After a certain point, respecing just becomes too difficult to attempt. Not just the gold cost, but the labor and time. Respecing your tree at level 90 is going to require gear changes, disrupt level requirements, and is unclear if it's actually going to be better.

It would be nice to 'bookmark' a tree that we can 1-click spec into, making respecing more easy. Alternatively, it would be nice to have an in game activity that essentially allows you to respec your tree for free, but only lasts a single map before reverting. It's just too time consuming and labor intensive to switch builds at this current point.

Quality of Life
As someone sitting on 5000 points, I'd like a tab for just about everything. Breach, Expedition, rings, amulets, sort by rarity, base type, item level.
Other than that, fixes I assume are coming like a trial shortcut for the map and fixing the world atlas when in a hideout.
Last bumped on Jan 13, 2025, 8:12:12 PM
I like the idea of "bookmarking", as you call it, in the passive skill tree. Let me build from scratch an entirely new tree using the skill points I have earned. Then bookmark it. If I want to switch passives, click a button and be told a cost to change from my current passive tree to the new build.
The one-shot problem can be solved - simply remove critical hits from the game. A lot of games have tried this, and gone back and forth on it. There's no one answer.

I find the difficulty level, combined with the risk of being one-shotted, very frustrating and slowing. I have to be MUCH more cautious at all times. It makes the game slow, and drudgey. I think there needs to be an option to turn the difficulty down so I can move at more natural speed. Otherwise the game will become boring and eventually never get logged into.

I have zero desire to try alternate builds as of today. The game is FAR too punishing to experiment.
K.
Step 1 is to self reflect.
"
arandan#3174 wrote:
Another fucking idiot who wants easy checkmark defence caps like in diablo 4 and breaindead endgame loop that can be farmed by anyone.

GOD FORBID you have to actually build a character that can survive stuff, right?


Chill your tits, if you don't like some feedback go to your way.
Happy new year.
Rather than bragging about your excessive use of money, how about actually giving us some context to your feedback that is relevant.

Class? Ascendancy? Build?
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arandan#3174 wrote:
Another fucking idiot who wants easy checkmark defence caps like in diablo 4 and breaindead endgame loop that can be farmed by anyone.

GOD FORBID you have to actually build a character that can survive stuff, right?


Another f idiot that spend insane amounts of money on GGG and won't get moderated while the rest of us blebs get account warnings over literally just defending objective information about the game stats.

Yes, that happened.
"
arandan#3174 wrote:
"
eldheim#2436 wrote:
"
arandan#3174 wrote:
Another fucking idiot who wants easy checkmark defence caps like in diablo 4 and breaindead endgame loop that can be farmed by anyone.

GOD FORBID you have to actually build a character that can survive stuff, right?


Another f idiot that spend insane amounts of money on GGG and won't get moderated while the rest of us blebs get account warnings over literally just defending objective information about the game stats.

Yes, that happened.


Oh you fucking abject scum of the earth moron, don't you worry, I get moderated plenty. Otherwise every single fucking daft cunt like you would be put in place pronto.


Nobody fears being scolded by you lol
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Gkek#1581 wrote:

Nobody fears being scolded by you lol


What does fear have to do with it? I mean, obviously you have your feathers rattled right now and are projecting, but my only goal is to point out of abject fucking stupidity of all the moaning that's going on around these forums lately.

That is what lead to poe 1 being turned into a fucking gimmie gotcha game and I'm not about to let the same thing happen to poe 2 w/o saying my peace.
"
eldheim#2436 wrote:
Rather than bragging about your excessive use of money, how about actually giving us some context to your feedback that is relevant.

Class? Ascendancy? Build?


I can't comment on class balance. I rolled a storm weaver sorc on day 1 and just happened to be the best class. Originally cold cast on comet then respected into spark.

So this feedback is coming from the absolute strongest SSF build possible. I also got an insane wand which makes T15s a joke.

I currently have 5k effective hp with maxed resistance. Right now there are only two types of damages. 1) a mob tickles you and you mana drops 2%. 2) you get deleted from the game by a one shot.


There have been some close calls which were fun. Like a poison rare with multi projectiles. Or a hasted, proximal tangibility, mana drain rare (those are tough, but not impossible). There genuinely difficult encounters are uncommon though.

So I'd like more encounters that require different strategies and approaches.

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