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Hi GGG,

I love PoE2 for what it already is but mainly because I see huge development potential for the future. I did not play PoE1 at all, I played D2 mostly back then and it kind of reminds me early D2, I hope it will get a lot of good updates like D2 got for like 10 years.

Here with some ideas to improve on the end game (campaign is nearly perfect in my view):

1) make shrines better in a way that when you aquire a lightning, meteor or cold damage aura also boost max resistance of that type to 90% so the player can't die from eg fire if got meteor buff on him. It's easy to not see enemy fire spell or meteor spell if you spam your own aura plus it would be cool if it just give def at the same time

2) show more love to multi skill builds. I don't like the fact that people buff one spell and spam it to do more most of the time than multi spell / skill builds will ever do. I like the idea that merc can get a perk that boost dmg if you reload different ammunition, that should be even more % increase and there should be more buffs that promote advanced gameplay over one skill spamming

3) waystons could be gold like currency and auto pick up from the ground both because you might skip it when its white, as well as there is no map tab available right now so inventory management when it comes to waystones is bad atm

4) I would punish for late game death but with -2 or -3 portals not all portals and map deletion - right now its op that you lose both map, exp and atlas map at the same time (3x punishment is quite a lot)

5) as a follow up to 4th point I would reduce exp loss prior lvl 90. It could be much more for 90-100 as last 10 skillpoints should be more expensive while road to 90 is mostly to make a build fully working

6) Ascendancies are not balanced well, same like classes atm but you already know it

7) nerf rarity but keep it just more under control - I would keep currency out of it (similar to runes not affected by magic find in d2), buff drop for SSF, nerf drop for standard and keep this leagues separated with no transfer possible otherwise ssf is too long and trade is too short


Thank you for amazing game in the last month of 2024, reminds me D2 lunch :-)

Best regards,
Michal
Loving it over all. It's EA so I'll save the suggestions for other threads. Graphics looks great, I love being able to see what I am standing in / dying in haha and the full screen pops! Gadzooks!

I really just hope one thing - because it's EA that you're going to clean house with each major update and wipe it fresh like a league start. Sucks seeing how inflated things are already, Jenebu and his farm business listing things for a mirror already after less than a month. Outrageous. Dude ruined standard and some leagues in Poe1, lmao
PoE2 EA is really fun so far and challenging
I have played about 90h, created different characters and reach cruel difficulty with one of them (minions build). I can't pass the trial with the others yet :p
It's a very good game, even for an early.
Not correctly balanced yet, but i'am sure GGG will do it nice.
I like the fact that the game is slower than POE1 at the beginning.
The game is very beautifull.
The story more immersive and more interresting.
I like the fact that it's another game than POE1 but still a "POE" game.
Talents tree is more complex but more easy at the same time, can't explain my feeling.


Some points are very frustrating, even for an hard game like POE.
- One shot mecanic from Boss : useless, the game is hard enough.
- Trials are too hard, too long. (suggestion : Sanctum mecanic does not fit for trial, honour should be removed and limit the first trial to 5 steps instead of 8)
- We have to farm for our stuff too early in the game.
- Visibility : often we die because we did not see anything and it's more a mess if you play in a group.

Some other points are good ideas :
- Escape roll (I guess one shot mecanic has been added to counter this feature ?)
- No more colored slot for gems \o/
- Spirit
- Runes (even better if we can drop/delete them from slot)
- Effects of ailments more important/accurate/obvious/usefull.

I want to play at POE2 but Ascendancy are actually a problem. I hope we can do them in a different way in the futur.

Great Game GGG, continue like this.
Regards
94 Invoker, Ice Strike

- Amazing bosses, graphics, style, music, environments
-- Weird change of shatter sound, in PoE1 it is simply amazing, in PoE2 its just OK
- Gem system redesign overall good
-- No need to fiddle with colours / links on gear
-- Limit to one support forced to be more creative
-- Less power from support gems, therefore 6th and even 5th link are not that mandatory
-- Spirit for auras is better then mana
-- Has its problems though: 21/20 gems are way out of reach
- It feels like I need movement ability and faster movement speed more then in PoE1
-- Cause of a lot of running
-- And using movement skills is actually cool (Ice Strike / Shattering Palm / Frotblink from PoE1)
-- But not like spamming Whirling Blades / Shield Charge, that is boring
-- My total MS is 140%, changing boots from 30 to 25 feel like significant downgrade, while in PoE1 its not a big deal at all
- Also overall feeling that PoE2 is much more of `just don't get hit` game then PoE1
- No good feeling when leveling up, or getting atlas points, gem leveling is not existing at all
-- In PoE1 leveling or getting atlas point feels like a holiday
- New orb icons has no good readability, although much better fidelity
- New delirium oils are absolutely indistinguishable one from another
-- PoE1 oils Delirium orbs are readable
-- Same is true for gems
- Sanctum imbalanced
-- On 3rd trial without relics: rage inducing
-- On 4th trial with 75% resist: loooong cake walk
- Picking up items from the ground and crafting them one way is the way to go
-- But check how LE done it
-- I have faster, better results gambling at vendor then picking up and slamming white items in PoE2
- Mobs/bosses pushing player are very annoying
-- Delirium mirror ones as an example
-- It could be OK in some rare cases
- Rarity / item quantity was (and still is) toxic mechanic in PoE1, same holds true for PoE2
-- Remove it may be at last? Not everything that was in D1/D2 is good ideas

Technical
- No crashes
- Load times fast enough
- No visual glitches / bugs for me (except of disappearing insta death effects)
- There is big problem with CPU usage
-- As an example hub in Act2: FPS drops to 30, GPU stays at 30% while CPU is 80%-90%
-- In HO its back to 120
-- Mapping 60-80 FPS with no mobs
-- In Breach 30 FPS again, with same low load on GPU

Melee
- Plays floor is lava
-- Much more ground affects, bombs, AoE from mobs then in PoE1
-- Boss with 'Firewalker' 'Recovery only up to half' 'Purple flower with balls' 'throws bombs' for melee is scary, ranged do not care as much about this and more of the similar mods

End game
- Visibility is poor
-- Tons of ground effects are not visible / bugging out
-- Projectiles / bombs hiding behind scene objects
-- Doorways / walls / trees do not hide on coming close to them
- Maps are way to big and with tons of dead ends
-- Same in campaign starting from end of Act1
- Overall new atlas is not good
-- It looses to Delve in almost every way
- Mechanics
-- Essence mobs are OK, albeit essences near useless (crafting in general absent from the game)
-- Strongboxes are waste of time: wait forever for monsters to spawn and get no loot
-- Beyond (new corruption mobs) from exciting packs in pre rework PoE1 to annoying 'I want you to just not show up at all'
-- Expedition has returned clicks to pickup currency, but it has neutered crafting
--- I created nothing usable, while in PoE1 I am constantly making upgrades at start of the league using Rog
-- Ritual spawning in narrow corridors is death trap
--- Rewards are also poor
-- Delirium
--- Timed mechanic in supposedly slower game?
--- Makes all maps gray mess with even worth visibility as it is
--- Mobs are annoying
--- At high end running juiced content always in gray is not exciting
-- Breach
--- Another timed mechanic
--- Overwhelming until you have good DPS
--- The only fun part of the maps, besides boss encounters
-- Why there is 300 clicks per Breachstone?
- Citadels
-- Should be smaller map with goal to only kill boss, not general normal map
-- Make it so boss behaves like Aul: try until killed, not disappear after attempt

- Showstoppers (hardly see myself playing PoE2 leagues with them)
-- 1 portal gaming has to go
-- Loot deletion and mob respawn on death has to go
-- map (campaign / endgame) size and dead ends needs to be reduced
-- DD / on death effects has to be significantly nerfed, most of them removed
--- Good on death effect is bloating guy
--- Bad: all others
-- Overall campaign / ascension has to be faster
--- At least like in PoE1
--- Not 20-25 hours each league as its now
-- Stop with RSI induced friction / weight
--- Make Breachstone 30 splinters, that drops 10x less often
--- Or coalesce all splinters on breach end


Looking forward to the upcoming changes. GGG team always deliver creative solutions in short period of time. Regardless if they address my showstoppers, they are exciting to read / watch videos about.
Last edited by Begur#4009 on Jan 7, 2025, 4:50:55 PM
Some more thoughts that I forgot.

- I had some expectation that random group play will be possible, like it was in PoE1 during Docks farm parties
-- Sadly its not here at all
- Also end game zone with map device is absolutely stunning
-- Would be really nice to have it as a social hub, instead of all players sitting in hideouts
-- Move NPC's around to make them easier to access may be?

- Some map negative mods feel fair, like curses
- No more reflect in whole game, good riddance
- In mean time monster turbo mod is still in a pool (slow game?)
- In general mobs on high level are doing too much damage and have too little hp, hence overall feeling of 'one shot mobs, or they will one shot you'
I would like to first say very impressed with the game.

The Good:
-I personally like the boss fights, they are all different.
-The graphics and the audio (Voice Acting and Soundtrack) are top class.
-I actual like the dodge mechanic because it forces you to move in the fights.
-Love the new Skill gem system, what am I supposed to do with all the extra skill gems?
-I have just played a Monk and a Sorc. and they seem fine as far as skills and what not.

The Needs Help:
-Map respawns when you die and checkpoints needs some improvement. I don't mind that the map respawns, but what I do mind is your don't have a choice where you respawn at. You just spawn at the closest point, yes I know I can click on the checkpoint and spawn where I want. Sometimes the closest point isn't the best place to respawn, give us a choice.
-Maps only having one portal on Death, I get it you want it to be hard and challenging, but 1 death is to punishing. Especially early on in mapping when you have no gear (Talk next about this). My suggestion would be to try and scale it down to one portal as you go up in Map Tier or something.
-Good gear is hard to get even with magic find. What makes POE fun is that you can mix and match and grind what you need. POE 2 without currency and some crafting mechanics will make gear farming a work task not a fun task. I am guessing you guys will add crafting, but we don't have that now and it's a little frustrating.
-Currency drops and no orbs of alteration, I am okay with no orbs of alteration, but not being able to get shards of Transmutation is a problem. You end up with more Augmentation then you have Transmutation and you can only use Augmentation on items that are already Blue. I would either add Orbs of Transmutation that you can when you disenchant (Maybe depending on the number of prefix and suffix that determines if you get Transmutation or Augmentation) or increase the drop rate. I am not all the way into maps only T1 and T2, so maybe that changes.

The Don't Like:
-Boss fights mechanics. I don't mind the mechanics themself, but what I do mind is the time delay and mechanics stacking up. There are times in the fights where you can't do damage between mechanic breaks, this is fine and okay as it's the timing of the fight. However, when bosses are doing their mechanics right after each other or at the same time this is not okay. You need to have 1-2 second break every once and a while for a player to regroup.
-I like the idea of Spirit, but I don't like the cost of the spirt gems. Example: Early on you get 30 spirit so you pick a buff, but you can't use Vit or Clarity with that buff. By the time you can use those buffs, you don't need them because you have spent the skill points on sustain because your tired of hearing your out of mana.
-Only having 2 potion slots. I am not a fan of this at all. The lack of healing early on in game because you have no gear and you have no defense is a mechanic I don't like. I get that you want to make it challenging, but what you also don't want to do is chase players away because it's to hard at the start. Speaking of the start, the first major boss mob that you fight has Chaos Damage?
-The other thing I don't like is it seems like Hasted or faster mobs are over primed. Once you get speed boots this isn't a problem because you can create distance, but speed boots should not be a necessity in a game. You guys have made movement so hard to get and find that you must have speed on your boots and be able to find them is very difficult without being able to craft. Acts 1-3 took me a while because I had 10% movement speed, once I got 20% in Act 4 boss fights became much easier to do.


"
Kecho579#0445 wrote:
I would like to first say very impressed with the game.

The Good:
-I personally like the boss fights, they are all different.
-The graphics and the audio (Voice Acting and Soundtrack) are top class.
-I actual like the dodge mechanic because it forces you to move in the fights.
-Love the new Skill gem system, what am I supposed to do with all the extra skill gems?
-I have just played a Monk and a Sorc. and they seem fine as far as skills and what not.

The Needs Help:
-Map respawns when you die and checkpoints needs some improvement. I don't mind that the map respawns, but what I do mind is your don't have a choice where you respawn at. You just spawn at the closest point, yes I know I can click on the checkpoint and spawn where I want. Sometimes the closest point isn't the best place to respawn, give us a choice.
-Maps only having one portal on Death, I get it you want it to be hard and challenging, but 1 death is to punishing. Especially early on in mapping when you have no gear (Talk next about this). My suggestion would be to try and scale it down to one portal as you go up in Map Tier or something.
-Good gear is hard to get even with magic find. What makes POE fun is that you can mix and match and grind what you need. POE 2 without currency and some crafting mechanics will make gear farming a work task not a fun task. I am guessing you guys will add crafting, but we don't have that now and it's a little frustrating.
-Currency drops and no orbs of alteration, I am okay with no orbs of alteration, but not being able to get shards of Transmutation is a problem. You end up with more Augmentation then you have Transmutation and you can only use Augmentation on items that are already Blue. I would either add Orbs of Transmutation that you can when you disenchant (Maybe depending on the number of prefix and suffix that determines if you get Transmutation or Augmentation) or increase the drop rate. I am not all the way into maps only T1 and T2, so maybe that changes.

The Don't Like:
-Boss fights mechanics. I don't mind the mechanics themself, but what I do mind is the time delay and mechanics stacking up. There are times in the fights where you can't do damage between mechanic breaks, this is fine and okay as it's the timing of the fight. However, when bosses are doing their mechanics right after each other or at the same time this is not okay. You need to have 1-2 second break every once and a while for a player to regroup.
-I like the idea of Spirit, but I don't like the cost of the spirt gems. Example: Early on you get 30 spirit so you pick a buff, but you can't use Vit or Clarity with that buff. By the time you can use those buffs, you don't need them because you have spent the skill points on sustain because your tired of hearing your out of mana.
-Only having 2 potion slots. I am not a fan of this at all. The lack of healing early on in game because you have no gear and you have no defense is a mechanic I don't like. I get that you want to make it challenging, but what you also don't want to do is chase players away because it's to hard at the start. Speaking of the start, the first major boss mob that you fight has Chaos Damage?
-The other thing I don't like is it seems like Hasted or faster mobs are over primed. Once you get speed boots this isn't a problem because you can create distance, but speed boots should not be a necessity in a game. You guys have made movement so hard to get and find that you must have speed on your boots and be able to find them is very difficult without being able to craft. Acts 1-3 took me a while because I had 10% movement speed, once I got 20% in Act 4 boss fights became much easier to do.





this thread is for poe 1......not poe 2 ea....
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Last edited by neohongkong#0222 on Jan 12, 2025, 2:44:49 AM
GGG, this is a really well made game and I appreciate the first half of the campaign as well as boss mechanics that you all engineered. The concerns I have is how long will I want to log in and play. The things most frustrating to me are in the endgame and character builds. I recognize this is not a lot of players play style but I did not want to look up anyone else’s build and repeat what I would do in the other major arpg. Starting at T15 maps I feel like it is necessary for you to have a build that clears a full screens of enemies in less than 2 seconds. If not, when I run things like breaches or delirium I am slowly overrun and killed. To feel like I am being forced into a specific type of build involving large or copious amounts of aoe damage was discouraging. I feel the same as many others about the xp loss, especially when I feel the game has designs that could be unfair. Another take I have is in watching other players’ vidoes killing your endgame massive xp bosses in under 10 seconds gets me wondering ‘how is this any different from the other games.’ With the need for massive aoe or explosive single target boss damage the game seems like more of a planning game than a playing game due to taking out the mechanics/contributions the enemies bring to combat.

Thank you for making the most technical arpg I have ever played. Every decision feels like it matters. I have put in almost 200 hours into what you have released which feels incredible to me. Im looking forward to the release of the full game. The above feedback was provided to express my concern at the replay ability for me. I hope to enjoy this game for 1000+ hours.

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