Bug List POE2

Hours on Record: 400
Game Type: HC SSF

I can provide screenshots and further details upon request.

Bugs
----
*Self-Resurrecting Mob:
In Mastodon Badlands, the 'Lost Men' mob self-resurrects without any external source reviving it. This has occurred on two separate occasions.

*Skill Binding Issue (Escape Shot):
I was unable to use or bind the Escape Shot skill. This happened after it was unable to use skill due to not having a weapon in the off-set. Even after switching back to usable weapons on both sets, the gem appeared "bricked" and could not be bound. Using a different Escape Shot gem resolved the issue, allowing normal binding and functionality.

*Grim Feast Shard Issue:
Picking up 'Grim Feast' shards occasionally fails to credit extra energy shield. This seems to correlate with how long the shard has been on the ground, though I cannot confirm this with certainty.

*Immersion Break (Ignaduk Witch):
If the Ignaduk Witch is killed without picking up her associated quest, she still asks the player to kill her afterward, which breaks immersion.

Improvements
------------
Gem Sorting:
Current sorting is cumbersome and needs significant improvement.

Skill Descriptions:
Displaying skill descriptions on mouseover would save time, as opening the skill panel repeatedly is tedious.

Vendor Exploits Across Acts:
Returning to earlier acts to sell items to low-level vendors for crafting materials feels counterintuitive and out of sync with the game's spirit. Consider disincentivizing this practice.

Weapon Set Skill Use Explanation:
When a skill cannot be used due to weapon type, a clearer error message would help players understand the restriction.

Ascendancy Skill Quality:
It appears quality cannot be added to Ascendancy skills.

River Hag – This has likely been discussed at length, but I wanted to share my experience as an HC SSF player. I returned to the area at level 55, roughly 20 levels "overleveled," with strong defensive layers, yet I still died almost instantly. This mechanic is a significant turnoff for the Hardcore community.

*********** Most Important Suggestion ************
---------------------------------------------------
Prior to the improved drop rates, the game felt nearly perfect. The balance was spot on—getting a support gem, exalted orb, or skill gem was meaningful, creating a gritty, rewarding experience. This fostered thoughtful decisions about gear and skill use.

The recent drop rate changes, however, have drastically impacted the game's feel. The flood of support and skill gems has dulled the excitement. What once brought joy now feels routine, making the game less engaging and reducing the satisfaction of hard-earned rewards.

Loot should feel rare and impactful. Increasing drop rates may seem to improve the game, but in reality, it diminishes meaningful decisions and long-term engagement. Players may complain about difficulty or sparse rewards, but this challenge keeps them coming back. By contrast, excessive loot leads to burnout and detachment, as seen in other games like Diablo.

Please reconsider the current drop rates. The initial balance struck the perfect chord, offering a sense of struggle and triumph that made the game shine. Share this feedback with someone who understands the value of scarcity and its impact on player satisfaction—perhaps the brilliant developer behind Ruthless mode.

Thank you for crafting such an incredible game. Here's to its continued success and a promising future! 😊


Last bumped on Jan 12, 2025, 2:06:44 AM
"
Hours on Record: 400
Game Type: HC SSF

I can provide screenshots and further details upon request.

Bugs
----
*Self-Resurrecting Mob:
In Mastodon Badlands, the 'Lost Men' mob self-resurrects without any external source reviving it. This has occurred on two separate occasions.

*Skill Binding Issue (Escape Shot):
I was unable to use or bind the Escape Shot skill. This happened after it was unable to use skill due to not having a weapon in the off-set. Even after switching back to usable weapons on both sets, the gem appeared "bricked" and could not be bound. Using a different Escape Shot gem resolved the issue, allowing normal binding and functionality.

*Grim Feast Shard Issue:
Picking up 'Grim Feast' shards occasionally fails to credit extra energy shield. This seems to correlate with how long the shard has been on the ground, though I cannot confirm this with certainty.

*Immersion Break (Ignaduk Witch):
If the Ignaduk Witch is killed without picking up her associated quest, she still asks the player to kill her afterward, which breaks immersion.

Improvements
------------
Gem Sorting:
Current sorting is cumbersome and needs significant improvement.

Skill Descriptions:
Displaying skill descriptions on mouseover would save time, as opening the skill panel repeatedly is tedious.

Vendor Exploits Across Acts:
Returning to earlier acts to sell items to low-level vendors for crafting materials feels counterintuitive and out of sync with the game's spirit. Consider disincentivizing this practice.

Weapon Set Skill Use Explanation:
When a skill cannot be used due to weapon type, a clearer error message would help players understand the restriction.

Ascendancy Skill Quality:
It appears quality cannot be added to Ascendancy skills.

River Hag – This has likely been discussed at length, but I wanted to share my experience as an HC SSF player. I returned to the area at level 55, roughly 20 levels "overleveled," with strong defensive layers, yet I still died almost instantly. This mechanic is a significant turnoff for the Hardcore community.

*********** Most Important Suggestion ************
---------------------------------------------------
Prior to the improved drop rates, the game felt nearly perfect. The balance was spot on—getting a support gem, exalted orb, or skill gem was meaningful, creating a gritty, rewarding experience. This fostered thoughtful decisions about gear and skill use.

The recent drop rate changes, however, have drastically impacted the game's feel. The flood of support and skill gems has dulled the excitement. What once brought joy now feels routine, making the game less engaging and reducing the satisfaction of hard-earned rewards.

Loot should feel rare and impactful. Increasing drop rates may seem to improve the game, but in reality, it diminishes meaningful decisions and long-term engagement. Players may complain about difficulty or sparse rewards, but this challenge keeps them coming back. By contrast, excessive loot leads to burnout and detachment, as seen in other games like Diablo.

Please reconsider the current drop rates. The initial balance struck the perfect chord, offering a sense of struggle and triumph that made the game shine. Share this feedback with someone who understands the value of scarcity and its impact on player satisfaction—perhaps the brilliant developer behind Ruthless mode.

Thank you for crafting such an incredible game. Here's to its continued success and a promising future! 😊




How to Report Bugs



"
Kieren_GGG wrote:
Important! Make sure you only have one bug per report. We want to be able to resolve reports if bugs are fixed, or have others be able to respond to bugs easily.
This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?

quote from the first page: "Please post one thread per issue, and check the forum for similar posts first"

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