Collected thoughts and feedback from all seasons so far:

### Path of Exile 2 Feedback: Suggestions and Improvements

Hi,
I've been playing Path of Exile 2 across multiple seasons now and finally wanted to share my remaining feedback notes after many issues have already been fixed (which is awesome!). My list has shrunk, but here's what's left. I'll organize it into sections for clarity. I also mostly played Chaos Poison Monk so its mostly from that perspective.

#### Quality of Life (QoL) Suggestions

- Move the clock closer to the health orb for better visibility.
- Add more affinities for stash sorting (e.g., rings, armor, etc.).
- Option for stash autosort to order left-to-right instead of top-to-bottom.
- Add a "Move All" button to transfer inventory items directly to stash.
- The game doesn't register more than 2 keys at once (e.g., pressing W+D while walking prevents potion use with 1 or 2). This limitation feels strange and should be removed.
- Add progress bars for player status effects like stun, freeze, stagger, etc. (similar to enemies) to help track them better. Toggle on/of in game options.
- Add quick casting/input queuing: Pressing another skill while holding one (e.g., LMB) should trigger the new skill without interruption.
- Map Stash Tab improvements:
- Option 1: Group levels 1-6 in one tab with 6 subtabs (one per level); group levels 7-12 similarly; keep levels 13, 14, 16 as current tabs; expand level 15 space by 2-4x.
- Option 2: Allow personal assignment of folders to all tabs.
- Nobody needs 6 tabs for Tier 1 waystones, but Tier 15 can fill up quickly.
- Add space for tablets in the Map Stash (if we're paying $15 for it, it should handle everything).

#### Item and Mechanic Suggestions

- straight up replace "Omen of Greater Exaltation" (adds 2 mods from 1 exalt, absolutely useless) with omens that modify Orbs of Augmentation or Transmutation instead.
- Add a "% phys increase" mod equivalent for elemental and chaos stats on weapons, or combine them somehow.
- remove Light Radius mechanic from the game. Waste of gear slot.
- Move unique shard salvaging from Disenchant to the Salvage Bench.
- Add unique gear bases exclusive to Breach, Delirium, and Expedition (beyond just Breach rings).
- Ingenuity should apply to Sekhema's Resolve slotted jewel bonuses for better build options—no reason not to.
- Buff Skin of the Loyal Garment: The math doesn't work out compared to other gear (tried in S1, unchanged in s3). It looks amazing, so I'd love to use it.
- Move Plaguefinger Gauze Wraps from low-level to mid-late game (raise base stats). Cool effect for build-crafting, especially Chayula Monk in S1—shouldn't be early-game locked like some of the other early game uniques that fall off. The conversion effect is very valid all stages of the game.
- Scale unique stats based on higher item level bases for late-game compatibility.
- Original Sin unique ring would be amazing if it had a purple effect for all elemental damage (like Blackflame)—key for Chayula Monk style and feel. Easy to implement?
- Make Corrupted field boss more durable and boss-like (S1 feedback; unsure if changed).
- Add something to make basic auto-attacking a viable main skill for physical damage (like ADC in MOBAs). I kind of miss the option. Maybe also give the melee some love, like better gap close similar to ice strike from monk.
- Support gems should build on each other: Keywords from slotted supports unlock new ones (e.g., chaos damage from one enables chaos-keyword supports). Apply in left-to-right priority for synergy.

#### Skill and Support Gem Feedback

- **Herald of Plague**:
- Allow Darkness reservation alternatively to Spirit?
- Can't slot "Magnified Effect" (40% increased AoE) despite having spread radius—only Herald without AoE support. Feels like a bug/oversight; add AoE keystone for supports.
- General compatibility issues with Plague Bearer support.
- **Ritual Sacrifice**: Should dash to the corpse for better feel; currently too slow.
- **Cursed Ground/Hexblast**: Consuming curse doesn't reapply via ground (only consumes). Hexbloom doesn't trigger from cursed ground, but Doom Blast does.
- **Plague Bearer**: Nova active should scale with attack speed (not just cast speed, if it does). Feels slow for melee weaving—neither spell nor attack.
- **Chaotic Freeze support**: Make it work with attacks, not just spells.
- **Hand of Chayula**: Allow with Contagion? Slot specific chaos spells for better gameplay.
- **Tempest Bell + Ice Strike**: With long quarterstaff (16% range), Bell often slightly out of reach—only 3rd Ice Strike hits.
- **Astral Projection + Tempest Bell**: Slotting works but doesn't project (e.g., cast at range or project novas)—should function as expected.
- **Mantra of Destruction**: Cast animation locks out other skills too long; make it instant to avoid interrupting attacks.
- **Shattering Palm**: Camera sometimes lags on long-range blinks (S1; unsure if fixed).
-I lowkey think the implementation of Parry as is was a mistake. mainly cause the Bosses use too many basic attacks since then. S1 bosses felt dangerous. Now i can beat the same boss a lot easier cause he keeps just using basic slaps instead of their big skills. I do like parry existing, but i think it needs some work.

Thanks for reading! Loving the game overall, and I think these tweaks would make it even better. I know some are very specific but maybe they lead to some thoughts on the matters, even if not implemented like I suggest.
Looking forward to any responses or updates.
If anything is already done and I missed it lmk too. Havent played much in season 2 cause it was 2 tedious to go through the campaign twice again (and ritualist felt underpowered, just like chayu in S1 (why always undertune the non elemental ascensions GGG?)), and I started late and only nearly reached engame in season 3 now.
Last bumped on Oct 3, 2025, 9:26:59 AM

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