my poe2 feedback
cooler loading screens, the entire poe art and monster / bosses (i just like the art)
main problems that affect player retention early game and what I noticed after rolling a couple characters - there's no trade system that handles equip able items in the game leading to a toxic game environment - loot drops, (there's no mods, you go way to long without seeing an upgrade creating boredom in the brain) - bring back a couple vendor recipes to fix issues early like res rings, phys on weapon, + to spell lvl - way to huge maps, (layouts that look intentional to combat the botting problem that's bin in rpg's for along time), a lot of corners to get caught up on and skinny hallways to get shotgunned with projectiles in, the huge maps often lead to a lot of back tracking into an empty map witch feels terrible adding to the boredom effect in the brain - put way stones in the currency exchange - lvling uniques that drop at high level are basically unusable due to the required level is some reason linked to item lvl - defense layers, pure armor sucks this messes with the warrior fantasy alot of players have, it makes you slower and more squishy and just to pitch an idea it should probably just reduce all hit dmg after certain thresholds so stacking pure armor would make sense for example every 5k armor you get an endurance charge effect on your character to reduce % phys dmg and ele hits as well - shields need the can block all hits modifier, the block ascendancy should have something fun with shields (retaliation skills on block) or some way to proc our own block to get instant block procs for things like magma barrier or x on block effects something only being a warbringer can do there could be a giga defense line and giga offence line for the block ascendancy i made a youtube video outlining block and mob types shutting down the shield chad https://www.youtube.com/watch?v=0MjfDCKmj14 seriously mob types probably shouldn't shut down ascendancy's - the currency exchange needs work still, currently the exchange doesn't tell you what your max amount of units you have b4 you place an order, example if i have breach splinters (i might not remember how many i have) id like to just set my max amount possible with a button to sell all and for some odd reason you cant set decimals in the exchange only whole numbers but every currency shows fractional values either allow players to place orders in fractions and create shards for every currency (bad, annoying) to allow orders to be placed in fractions or get rid of fractions in the exchange entirely and only show/ exchange full numbers if i have an item worth 6.66 divine orb and i wanna sell it now i have to sell at a loss to 6 or set it to 7 and wait perhaps forever who knows feels poopy - remove attributes from all curse debuffs, if im starting a str class but wanna spec fire i need an enormous amount of int in order to perform a basic debuff (flammability) which seems limiting for the purpose of being limiting and probably not fun also curses should be placed in the beginning of the game - people want to skip the campaign I have a cool idea for this Map Paragon Leveling system Idea You could gate keep the item rarity stat behind this paragon level, instead of just putting on the gear that grants item rarity you could make it so you would have to work for it, complete maps to gain map exp and growing the rarity stat over time, i think would feel really good for solo play the map tier system i think could go more like normal, nightmare, hell and then a bonus inferno (corrupt + 1 with vaal) no go zone tier also because some players are finding it hard to obtain the higher tier waystones just bake the higher tier waystone chance atlas points into the paragon system after you complete the finish x map tiers quests - long term lvl up map thing as you complete maps u gain map exp to unlock basic juice map mods, rarity and and waystone drop chance - complete map to gain map paragon exp - unlocking map mods that will appear in all your maps you run - map mods would be non specific, generic juice mods such as quantity/ rarity, magic pack size/ number of rares or boss mods - the mods would start off small and grow over time as your map paragon goes up (injecting fun that scales) - a nice bar to fill (unga bunga) - visually the magic, rare mobs and elite minions look the same as their white mob counterpart, there needs to be a blue/ yellow glow outline effect so you can glance and see that their different right now its only if you mouse over the mob and look at the text colour of the mobs name - have a tiered border art system around item art, do cool poe art around the boarders of higher tier items Trade System Idea - a stash tab shop where the seller sets the price for items and the buyers buy the items directly initiating an instant transaction from the stash tab, only 1 tab allowed per account the items could bind to player account if equipped, to prevent too many trades with the same item, put a counter on how many times an item could be traded through the auction house maybe 3 and slap a nice gold fee multiplier - a way to look at equipped items from the character select menu to more easily find a piece of gear on another toon Campaign Skip Idea leveling atlas/ maps structure for after you complete the campaign for re rolls / new characters essentially, same structure as the campaign except maps and bosses are randomized so its an entirely fresh experience and different feel every time you start a new character but similar structure to the campaign, you would need to complete the default campaign once on your account Leveling A New Character idea - orb of augmentation could grant 2 random affixes when used on gear pieces but not maps for early lvling and crafting I think it would feel better and potentially way more powerful earlier but FUN - loot drops should have the mods on the items, save the currency/ crafting for endgame/ optimizing, the pace needs to be kill monster get epic loot at the beginning stages of character development - flasks could grow with your character, you should be able to craft on flasks as many times you want (addresses unnecessary screen clutter) - movement speed mod should instead be an implicit mod on every boot the potency of the mod would depend on the tier of item its on - for early res fixing you could make the elemental res runes or affixes on the gear that drop off the mobs corresponding to the element (fire mobs drop fire res runes/ gear) - the items mobs drop could sometimes depending on the mob type or family, drop items that correspond to the attributes of the mob for example a highly defensive physical mob would drop items to the armor attribute or an evasive mob more likely to drop evasion attribute a mob with a shield more likely to drop shields with high rarity, same thing with the mods that spawn on the gear of an offensive fire mob would more likely drop gear that spawns mods with + to fire stats Item affix idea common, uncommon, rare, secret rare (think yugioh rarity card tiers) could be color coded or have a symbol secret rare mods on items that only appear off boss dropped items limit the secret mods 1 - 2 Secret rare mods are the same as any affix except bigger number and ultra rare S+ and very valuable Breathing life into the Text On Items Art/ Affix Visual idea (for dmg and res mods) boring blue poe 1 text looks dated the item art should look enchanted with the elemental mods that are on the item different item art animations based on the potency of the mods multiple elemental enchant effects would stack on the item if multiple ele mods example cold dmg mods tiers 1 and 5 would indicate in the weapon art itself with a cold outline enchanted effect around the item art (1) frosty mist to (5) frozen chunks around the weapon runes should be obvious to tell what a fire rune is just by the art of the rune itself it should have a fire effect, its too confusing telling the different runes apart Crafting Mode Objective - a system to obtain information about item affixes such as what mods can spawn on different items, jewl and tree nodes - the tree nodes for the item affix you select would highlight in the passive tree for example if i wanted to know where to get life on kill the game could have a system instead of the player randomly finding out or not discovering and just tell you or realistically the player will just go obtain some affix chart outside the game when instead it could be an amazing interactive system attached to crafting and a loot filter for optimizing builds and making player stay in the game longer especially new players once they catch wind on how damage scaling works for the skills they like and see Infront of them what items those juicy mods come from and try crafting for em will make them more likely to get hooked and kill demons more efficiently - ability to favourite affixes in the craft system - the affix you select would be highlighted in game in some way(ITEMS, PASSIVE TREE) - needs to be clear on what's a prefix and suffix and what crafting slots are open - display other possible mods that could roll on items smoothing out friction - ditch the entire advanced, expert tier terminology and instead make it tier(1) tier (2) ez to understand, less reading Craft item mode/ bench idea snapshot of the inventory screen or (diablo character planner website) you could for example click on the weapon slot and a chart/ UI of possible mods would pop up (prefix suffix) that you can interact with and make a weapon mod list, the mods you selected in the craft mode/ bench would effect how items that drop would look / sound example if you select + melee level on weapon affix in craft mode than out in the battle field a weapon drops that has that mod or I, id it, it could look highlighted in some way then make this craft mode settings interact with in game loot filter where the gear bases and affixes u favourite would be highlighted and look clean if you want to see all mods possible on a scepter or any item you should be able to interact with a craft system that tells you, put the item on a bench and look at the possible mods and roll ranges (D3 bench except POE and better) - no vendor in the temple of chaos? - cant get to hideout from the temple of chaos? - let us run the ultimatum from map devise Expedition Encounter - the TEXT of the excavated chests and log books in expedition zones should pop out and not be just plain white - remove immune to dmg type in expedition and think of something fun - no expedition tab or storage? Ritual Encounter - the omens don't stack - wen inside the ritual menu on the battle field the game should pause Block - insanely bad, way too many common mobs have attacks that cant be blocked also the trials sanctum dijinbara impossible on block builds that require getting hit/block to proc (magma barrier) also mobs attack so slow it barley procs at all - valley of the titan zone CANT BLOCK ANYTHING and feels like shit Interface and inventory menu buttons Idea connection latency bar incorporated into the ui (portal button location) green, orange, red indicating connection strength - ui button (map icon) for the world map basically like a mobile version of a waypoint - ui button (anvil icon) would bring up the currency tab for crafting items on the go as they drop - ui button (pet icon) vendor, for performing vendor recopies while on the battle field - ui button (regret orb icon) to re spec with gold from the passive tree screen (re spec mode) - ui button (wisdom scroll) to id items, no more scrolls dropping (screen clutter) - ui button (gem icon) merge the gem tab functionality with the skill menu, (uncut gems should go inside gem tab/ menu on pickup) merge the gem wiki inside the skill menu wen you want to learn all about a skill mechanics and mods and interactions and ways to scale DMG you should learn everything you need about skills in this menu the reason for buttons is because a hot key or key bind the player may not know exists is not sufficient enough, its far easier to understand (think mobile interface) wen you can just hit the gem button and everything's there Leveling Unique Weapons Idea, kinda like an uncut gem except its a weapon (high chance to drop off the beach boss) the base stats of the weapon would grow wen character levels up, crafting on this weapons should be infinite reroll try's think instead of chancing or rolling 70 weapons as u lvl you would instead sink it all on this weapon you've had all along giving you a sense of ownership instead of something to throw away constantly, you would still want to craft for updated modifiers which are rare and still a currency sink the difference is ur not rolling hundreds of weapons Idea For Maps - ability to sort maps by biome in the map tab (wen we get one) - include a system that categorizes the different biome maps and include it into the, "Locale Knowledge" atlas key stone or the map tab could tell you or the map could just say what biome it is example, if I wanna run alot of desert biome maps to farm up ultimatums and baras it would be nice to just know what all my options are in game for each one if you hold down alt while hovering over the map it could just say what biome its apart of - ability to reroll atlas maps with a map currency - make some maps drop with mods on them- mapping dailies - make maps that only contain the boss (but with multiple attempts) for people that want bosses in their maps all the time make a map keystone where it disables the rest of the map but only leaving a boss arena could be a fun event idea - no map tab? also include dijin bara and inscribed ultimatum maps and tablets - map drop pity system where if the player just isn't lucky to get way stones the next mob/ boss drop would include garnered way stone drops - the tablets text are just plain white needs to stand out better - wen u clear a tower map and click on the pre courser beacon a tablet menu should pop up (if u have tablets) so you can influence the zone more efficiently - the shrine placement in maps need help - when u click on a tower in the atlas, a tablet menu should pop up with all your tablets you have available New Tower/ Map Structure Idea instead of 1 giant maze/ zone and a single environment to map in you instead would load into a series of small zones the enemies would be random you would have to clear out all to unlock the next area each area would be a random environment and enemies progressively getting harder with (non player chosen map mods) till the end room containing the tower beacon where u insert you tablet for influence - kill cam (information for the player and developer) Last bumped on Jan 13, 2025, 2:15:56 AM
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