A list thoughts, suggestions & feedback I have regarding PoE 2 EA.

This is a post where I compile general thoughts, feedback & suggestions I independently have regarding Path of Exile 2 Early Access, generally spawned from notes that I very condensly write down as I play the game, then spend time later to think about them more and write it up properly.

If and when a suggestion or piece of feedback I list here gets addressed one way or the other I will move that topic into its own section, named 'Addressed', with a link to whatever relevant blog post or patch note where the addressal occurred.

There are several other things to talk about than just what I list here and I am very aware of that.
I intentionally do not list things such as "Plz add map tab" for what should be obvious reasons, and I do not list things I heard elsewhere just because I agree with them unless I have original words to add to it.

'Recently' buffs & modifiers:
Spoiler
You're able to get things that increase a stat or otherwise do something for X amount of seconds if you've done something 'Recently', such as '+#% increased Evasion Rating if you've Dodge Rolled 'Recently''. I suggest that be shown in your other buffs with its timer so you know when you have it and not, and with a buff showing the duration the ambiguous 'Recently' term will be defined.

Or alternatively remove the 'Recently' term and replace it with 'Seconds'.


Ritual:
Spoiler
Make the game Pause when Ritual Menu is open.


Item Modifier list Prefix/Suffix distinction:
Spoiler
Better distinction between Suffixes and Prefixes when holding Alt on an item. It is difficult for example to see immediately when checking maps for open Prefixes if there are 3 Suffixes on there or not. It requires 1-3 additional seconds of looking. There should be a clear dividing line across the entire modifier list to distinguish the list of Prefixes and Suffixes from each other when holding Alt, currently there is only a clear division on the left-hand side, but to look at the amount of different mods for Prefixes and Suffixes you have to look on the right-hand side of the modifier list.


Holding Alt to view detailed item details locks your tool-tip to that item:
Spoiler
Holding Alt to view details on an item currently locks your tool-tip to the item you did it on, so if you hold Alt, mouse-over Item 1, then continue to hold Alt but move your cursor to Item 2 it does not update the tool-tip, it continues to stay on Item 1 until you let go of Alt and press & hold it again.

This feels really bad to me personally and I want the tool-tip to change to the next item I hover over while I continue to hold Alt down, but currently it doesn't.
I understand that this may be quite good for some people, this should be an option in the settings menu to Enable or Disable.


Shield monster types feedback:
Spoiler
I think the shield monsters are really cool, all of them except for the ones that reflect damage bolts at very high speeds with very high damage and the ones that are entirely immune to damage. That is not fun, you have to slow-down your momentum and change how you play the game for just that 1 type of mob.
It interrupts momentum and has no comfortable, fluid way to deal with it, it's like a jolt to the system and now you have to think entirely differently just for that 1 mob, that's not fun, it does not feel good.

The ones that you can see react physically to blocking damage with their shield are a cool addition to the game, it feels good and looks cool in my opinion.
The ones that are entirely immune to damage when holding a shield are not fun at all, the ones that can 1 shot you off-screen from reflect bolts are not fun at all.


Rare monsters cosmetic on-death effect:
Spoiler
Please add an option to remove the red effect that occurs around the corpses of rare monsters after they've been slain.


Waystone locations and their biome:
Spoiler
Show type of Biome when holding Alt on a Waystone location.


Chests & similar containers and their loot:
Spoiler
They should feel somewhat worth opening. Currently they do not. Every 30 or 40 chest you might get an Exalted Orb, every 15 or 20 you might get a Tier 15 map, that does not feel worth it, they do not feel rewarding.

They should be buffed, such as drastically reducing the amount of containers & chests but considerably increasing the reward for opening them.

Also, you do not have to include chests in the game just for the sake of having chests in the game because Diablo 2 had chests in the game. Remove them and other similar containers from the game and reduce clutter if that's all they are and you don't want to make them anything else.


Breakable containers not being breakable with player abilities:
Spoiler
Currently there are several different types of small objects such as the pots or baskets in Mire that do not open upon being hit with an ability. I hope this is a bug and not a feature.

I've been taught in PoE 1 for several years and in PoE 2 that certain types of objects open or break when hit by damage from the player, it feels uncanny to suddenly have 1 or 2 container types that fit that category wholly but do not behave the same way.


Item Rarity & Quantity:
Spoiler
It is kind of mind-blowing to me that people have misinterpreted the situation as Increased Item Rarity(& Quantity) stats on Items, Maps and the Atlas Passive Tree being broken.

It isn't. What's broken is the base Item Rarity and Item Quantity, that's the part that is broken and unbalanced and needs fixing.

Sacrificing damage & survivability to get Increased Rarity of Items Found modifiers on items is bad-game design when it feels like a mandatory thing to do if you actually want loot, which is how it currently feels.
It does not feel this way because IIR is OP and broken and omg FOMO FARM AS MUCH AS YOU CAN NOW BEFORE NERF, the IIR stat is not broken, base loot drops are, base loot IIR & IIQ absolutely stinks, it is awful.

What needs fixing is boosting the base drop rarity and quantity, the solution is not to nerf IIR stats, it is not to remove IIR. If base drops gets fixed then running MF builds will not be required but someone who thinks that's fun will still be able to do it.


Item Stash Tabs & Affinities:
Spoiler
Several stash tabs and affinities are missing such as Runes, Breach, Catalyst, Tablet, and many more.
We obviously know that the Waystone Tab is coming soon, but it's not just the Waystone Tab that is missing in my opinion.


Charm & Flask quality:
Spoiler
There should be a Charm quality currency and both Charms and Flasks with quality on them should be salvageable for quality currency in return.


Charm Slots:
Spoiler
I think 3 Charm Slots should be given to the player throughout the campaign and after that there can be ways to increase it beyond 3 to 4 or 5 or perhaps more, I don't know, through Unique items and/or Passive Tree skills and/or modifiers on Rare Belts, or have 3 Charm Slots be the maximum and add other interesting modifiers to Charms on items and passive skills.
Yes.
Last edited by Bodomi#2100 on Jan 13, 2025, 12:24:06 PM
Last bumped on Jan 13, 2025, 12:28:35 PM
agree with everything except the shield monsters. they're annoying and need a nerf but changing play for a monster is actually a good thing a d I'm glad it's done in a more creative way than blowing up the whole screen on death
"
JingerPi#5727 wrote:
agree with everything except the shield monsters. they're annoying and need a nerf but changing play for a monster is actually a good thing a d I'm glad it's done in a more creative way than blowing up the whole screen on death


I agree that changing the way you play dependent on monster type is a good thing. However I disagree that it is happening in a positive manner regarding shield monsters that are entirely immune to damage, ailments & effects when facing you with a shield.

As I wrote it feels like a shock to the system, your brain buffers for a second until you realize what is happening because it is absolutely not the norm and such a massive leap away from what is fluid, fun and normality.

Simply put, as it currently stands I strongly feel that no monster facing you with a shield should be entirely immune to damage, that is bad and it does not make any logical sense at all either.

The ones that take a small amount of damage, react to your damage physically, and build up a stun/stagger meter at a reasonable rate as you attack them are okay with me.
Yes.
Last edited by Bodomi#2100 on Jan 13, 2025, 12:32:04 PM

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