Forced mechanics to pinnacle bosses so they can't be deleted in 2 seconds, at certain HP breakpoints, freeze the bosses HP and force a mechanic that cannot be skipped.
I just thought of a feature that would be cool to implement In my opinion. It is to put all the characters you have into your hideout as NPCs with the ability to manage their gear. This way you can check them for upgrades without a need to put the item in the bank and relog. Also it would be a huge W for the atmosphere.
Map markers that stay. I hate having to find the special stuff around the map, as I always want to complete the map and then start to do rituals, expedition etc.. That and all the tooltips and all sort of info that's missing from this game, there's tons of stuff that isn't mentioned to the player and you have to constantly resort to watching RUclips videos in order to learn the game.
Countless times do i have a breach and go kill the boss first then spend to much time trying to fond the breach again. sometimes you need to be standing over it almost for it to show on map again.
This is so simple and frustrating, if I'm doing a tough map, I like skipping some content like ritual or breach until the map is completed, but when I circle back.... Where are they?
Add a feature to add more test dummies too like 5 or 10 dummies. Some abilities do more damage the more enemies are on screen like Galvanic Shards (useless on single target, essential for crowds).
Cant believe nobody ever mentions Auto Sort. After experiencing auto-sorting in Last Epoch, I cant live without it. Even if its only for premium tabs and personal inventory it should totally exist!!!
Directly denied by Chris Wilson, when he sees something the way it should be, it's gonna be that way, regardless if his opinion is entirely garbage, he thinks that dragging items is important and not an extremely annoying process at all.
An in game gear market would force sellers to set reasonable prices. It would eliminate 1) pricing to deceive: price a few low (but never sell) to trick other sellers into under valuing their items. 2) fire for effect pricing: keep raising the price until there is little interest then sell 3) afk/not on line unavailability 4) disruption in the seller’s game play to answer inquiries/sell items
And 5) Being forced to go into another player's game to click on their character. In Poe 1 on console the in-game tradeboard is way better than the website. I like the new currency exchange and hope it stays but we desperately need an in-game trade feature for gear.
the only real issues with the trade at the moment are when you are trying for one of the uber uniques like HOWA. Normal trading doesn't seem to have the same set of issues because noobs and trolls CBF to do it with rares. Also, skipping the first few listings, or putting a minimum price really sorts out the weeds and bots. But yea the insta bot replies of "Got too many messages, price is now X" to attempt to swindle people is pretty damn annoying, i just add them to ignore.
I have an old brain and honestly most of what you talked about I have little understanding but one thing you spoke of resonated with me. Keep trading (currency and gear) and building in-game please in-game. I want to be able to do everything inside rather than having to exit. I hope my meaning is coming across. I struggle so much with these complexities. Thanks young man.
Auction house, death recap ofc, fix mace/armour, map markers for mechanics that can be seen from 4-5x farther away, movement speed implicit to boots(the devs have stated multiple times that if something feels necessary for every build then they would rather fix that problem and remove the required stat(think armour/evasion auras in poe1), and movement speed is in that exact spot where if boots dont have 30-35ms they are junk automatically)
@@lpanzieri and I don't even need a good one, just a simple 1000dmg-fire 800dmg-chaos killed by elite water hag I don't need statuses and perfect break downs, just what damage types killed me and who. At least then I could tell what kinda corpse explosion killed me
I agree that adding gear trade to the orb merchant character would be much better than having to send 20 tells until the guy that focuses on trading finally answers. Most regular players are not going to do much trading. The current method basically dissuades me from putting anything for trade because I have to jump out of whatever I am doing to answer trade requests. Half the time I don't even see the tell right away. I also agree I would be nice to have a send inventory to stash option without having to go back to base. I found that to be a great QoL feature in BG3.
I think its thematic to have it stay but I understand they need more survivability. I personally wanted something like %Life for how slow you are moving or instead of the life regen standing still give some +life that builds over 2 seconds if you stand still
Reduced attack speed is not a problem on warrior nodes. In fact, reduced attack speed allows for significantly higher attack damage as compensation, which is exactly what a warrior wants. Warriors have skills with fixed attack times, meaning attack speed doesn’t scale the same way it does for weapons that progressively attack faster. A warrior benefits from attack speed only up to a certain point, and much of it can be traded for increased damage in the skill tree. Additionally, warriors have builds such as bleed, totem, and thorn builds, all of which don’t directly benefit from attack speed. People should practice playing warriors more and try to understand them better. Reduced attack speed is actually a very strong option that warriors have, allowing them to massively boost their damage. Also you don't rush to grab those nodes if you are low level and don't have extra attack speed from somewhere else. Warriors do have builds that gets a good benefit from attack speed, such as fire builds, fissure spam builds, or strike builds, then your build is entirely different than slam and stun builds that benefit a lot from the reduced attack speed nodes.
@@gsczo Are you in T18 yet? None of this applies in high level maps. The time window to wipe a pack is all that matters. Warrior only has stampede to map clear with movement cooked in. All other slam skills make the warrior a prime target for ground effects and corpse explosions. Being tranky is redundant when you cant clear whites and they CAN one hit you with corpse effects. Im res capped @ 79% with 5k hp and the mosquito/meteor whites can one hit me.
I died at my first pinnacle boss because of the lag. It was just the two of us and a lot of useless effects. My character was as responsive as I am after the 12th tequila shot.
Ive found joining a dead global channel makes my game lag a lot less, try it see if it helps. My Cpu Ms spikes everytime the chat starts moving fast for some reason.
@@12deathguard The "funny" fact is... my XBox has 1/4 of my PC's power, yet the game runs better on it. But then, if I play on XBox, I can't trade... Well, it's EA, they will fix this crap. Sooner or later. Better sooner than later :D
Honestly the biggest issue without fail is still loot. I dont care who you are, buying/gambling for your upgrades at vendors during leveling will always and I mean ALWAYS be inferior to earning that gear from actual gameplay and not just interacting with a UI. I genuinely want to see IR on gear removed completely so we can fine tune drop chances without having to account for what IR would do. This is too big and too important of a system to hold back on, you HAVE to do the right thing. And past the campaign where you can pretty reliably just gear through vendors the entire time, endgame gearing feels SO bad, because if you actually want upgrades you dont stop using vendors, you just go to new vendors called the trading site. Im finding it very boring and very unfun to source my builds from a stupid shop, people. The game is incredible and fun, so why does it feel like come the endgame the only point is to win at the PoE 2 trading site? Im playing the game to progress my character and feel like im earning my progression, Im not playing PoE2 for my patriotic love for the free market. With the rant done, my small QoL thing I'd love to see either a removal or a vast decrease of that weird slow you get at the end of your rolling animation. Frankly it wouldnt impact many fights, and the fights it would impact deserve to be impacted by it, but overall it would just make it feel SO much better, because good lord it feels super clunky sometimes, even with Blink theres this weird little commitment after exiting the blink where you just cant control your char very well, and it doesnt really do anything to your gameplay other than make it feel less responsive. An even smaller QoL is lessening or removing the slow from Merc reload because again, its never impactful enough to actually cause something to happen, theres obviously no real balance philosophy behind it, it kinda just seems to be there to sell a feeling of operating the crossbow, only no one cares and it just feels really weird and kind of bad.
Yep, it's why I quit. I have no interest in trading for gear, that's not fun. I dropped this game and went back to D4, it's not perfect, but at least I can find my own loot.
@paulc5389 It's not "just fine" The crafting is a joke of a system, it's identifying with extra steps. It's honestly bad enough tot question the competency of the developers. This couples with the piss poor drop rates of anything useful is pathetic. Just look at any forum and folks will tell you to either trade for gear or go buy it. When those are the best options for quality upgrades you have failed in creating a quality and SSF Arpg. If they want to balance everything around trade, by all means go for it, but tell people that up front.
Personally i see few key issues with the game as whole that made me uninstall after 200something hours: 1 - GGG failed to deliver on "no logouts" and as a result once again relies on oneshots, bursts and damage spikes in order to kill players. Attrition element of combat effectively doesn't exist outside very early game. In this aspect game is too much like PoE1, but more punishing due to lack of recovery options 2 - Trials are shit and make no sense. Everything about them has been said billion times already 3 - Trading is terrible. We have to have full ingame trading, be it auction house or anything of sorts. Arguments about bots and certain groups/individuals controlling the market are invalid since this is what already happens on top of other inconveniences like fake listings, people not answering, scammers, having to alt-tab from game etc etc. People adapt to this trading, but ultimately this is a negative experience 4 - No crafting in game. Only gambling. SSF was a challenge, now it's basically luck based gamemode 5 - One portal engame. Just why? 6 - Balance in the endgame is just not there. You're playing PoE2 with your build and skills and mobs are playing PoE1 with their speed, density, aoe and damage, completely negating "meaningful combat" once you dare to start juicing and it turns into same DPS-full-screen-explode race as it is in PoE1. Dodge roll becomes suicide button more often than not past certain threshold Basically game retained worst parts of PoE1 and peppered them with at times sadistic balance/gameplay elements. If that's the vision and desired direction for the game, i'll stick to PoE1 while it still lives.
I wouldn’t say “NEED” but being able to buy items when the other players are offline would be a nice QOL change. I think focusing on other things first would be better but definitely eventually add an AH into the game.
Wouldn't work, same issue would happen there that most people have with the trade site. 1. Filled with bots and shit, and now thats A LOT easier to do so, the market will be filled with 1-5ex items of incredibly poor quality alongside potentially good items, and none of the generic players will know the difference. So the complaining moves from "Trading is trash" to "Why is the auctionhouse filled with so much dogshit?". 2. If the generic player cant use the website effectivelly in the first place, weighted filters, price checking, differences in Ilvls, differences between Prefix and Suffix etc (takes AT MOST an hour to learn how to use it properly, less if you have grade-school comprehension), what makes you think that those players will learn to use the AH ingame? 3. We already have seen people fix currency exchange prices every so often, so unless you know by heart what X currency is and where/how to check it, the same will 100% happen with an item exchange. What is stopping bots or cougers from buying every good 1-50 ex item with actually good stats and weights and price fixing them to cost multiple divines, drastically changing the values of currencies randomly throughout a season/league? I want an auction house as much as the next person, but this game is not WoW or FFXIV. AH in both of those games work because the most complex item you will ever find that is being sold there is most likely just a flask, only used if you do endgame raiding, with an overall increase of 3-4% max to your total DPS if you're lucky, alongside the fact that both games only use a single type of a currency, which is A LOT harder to fix. TL;DR AH wouldnt work on PoE simply because how complex the game is and how stupid the average player is, to the point where they rather spend 30 minutes writing a paragraph like mine complaining about something on the forums, than take 11:23 seconds to watch a video at 1.5x or 2x speed and pretty much learn how it works, making having an ingame system completely obsolete by then.
The frustration of trade in both POE games has been a central complaint in many of my videos. It shows a lack of respect for players' time to expect them to listlessly wander around a trade website rather than just execute a purchase and get back to gameplay.
If the average player is unable to take 11:23 seconds to watch a video to learn the basics of the website, what makes you think that the same player will take another 11:23 seconds to learn how the AH works? If you dont know how to use the trade website and refuse to learn, that is not the websites fault, its the users fault.
@@SalikRawrnormally because ppl dont like to manage multiple windows when playing. The player will more likely learn how to use an ah that is in game because they dont need to go to external links to learn it.
@@SalikRawr OP didn't mention anything about difficulty learning to use a trade site. He said that expecting players to wander around a website just to trade is the problem in the first place. I agree with OP.
If it was merely wandering around, it wouldn't be too bad, the problem is the shear amount of time wasted on finding anyone who is actually even willing to trade the item you request. It's an endless slog of non-responses and interrupting your own gameplay if you are selling.
Players would just listlessly wander around an in-game auction house too. What's the point other than making it easier for bots to market manip? An average trade for me takes like 15 seconds. After 10 years of hearing this shit I can only conclude its purely a skill issue. As bad as that sounds its the fucking truth. It wouldn't even be more accessible! On a website i can check on my phone or second monitor, or tabbed out, without even leaving my map. Even if there was an in game ah, I'd STILL use the website because the UI would be better than what they can implement in game.
The biggest feature they should add is Instant Perma Bans for players that RMT and players that try to scam others via trade (bait and switch items/currency etc)
GGG needs to reassess their perfectionist mentality. It's great when it comes to designing what content to add, but for systems that even in a rough state would improve Qol massively, getting out a more barebones system and receiving community feedback for that last 10% could improve turnaround time for fixing major issues people have with the game
@SalikRawr GGG generally believes that a feature should not be implemented into a game unless they can get it to what they believe is a perfect state that satisfies every need, for example the training dummy, but a lot of features, even if not implemented perfectly could be a massive benefit to the game and would allow feedback on how it COULD be perfectly implemented
@@MrVindi007 I agree that it is a major part, however, I think there is room for them to clarify that something is an experimental feature and is likely not in its final state. I definitely don't think they should stop striving for perfection.
Agree with everything you said. Death recap and in-game auction house are at the top of my list. One idea I had was what if the other dimension "delirium/breach" each had its own separate Atlas that could be unlocked. I have no idea how it could be implemented, but I like the idea of going to maps that feel otherworldly, far removed from Wraeclast.
- Remove Identifying Equips (so much time wasted micromanagement this) - Give us a universal inventory slots for maps/exalts/etc (why did they limit this to Warrior ascend only..?) - More inventory space or give us stash box on the map - Either remove XP loss or stop removing maps on death (losing boss/breach/etc) - Give stun cooldown and/or remove stun from Ranged attacks OR remove stuns entirely (annoying af getting stunlocked to oblivion and can't even attack/move) - Remove honor mechanic from Trials and adjust difficulty (so that Melees aren't screwed vs Ranged) - Make movement speed better - Give us passive tree options for better dodge roll (with more favorable stats for Melee wielding) - Markers on map for breach/checkpoint/ritual/etc. Also fix disappearing markers when you take portal
Double-edged sword. On one hand, dying to X damage tells you your weakest point, so you can improve that. On the other hand, dying to same X damage might simply have been just an unreasonably big number which may lead to less knowledgeable players wasting time and currency on upgrading their gear when simply 99.9% of builds wouldve died to it anyways.
Yes because those mobs in the castle in act 1, shoot out blood puddles on the ground. I'm assuming this is chaos damage, but I'm not positive. It would be nice to know what is killing me so quickly. I know it's a DOT at least. It's probably physical damage and chaos damage now that I think about it
what i hate about dealing with in the current version of trading is if i'm in the middle of a sanctum run i have to finish the room i'm in (sometimes whisper the player if they have a name that looks like it's in my language), portal to town, invite the person, then hope they didn't decide to buy from someone else, then when the trade is done have to go and reopen the sanctum and start back from where i was. what makes it extra mad is load times for towns are much worse than say like a hideout. there's countless fake listings on the market of usually bots trying to lower prices of things by just placing very low listings and ignoring all whispers. scamming is a thing (though it kinda is your own fault if you do get scammed). people who will take an item listing down after you whisper them then put it up for a higher price (have seen one person do this multiple times for the same item). also ofc the weird having to leave the game to go and find item listings is just idk, takes me out of the game idk how else to say it. i honestly think just too many problems with using a system like this over an automated AH type system.
The problem is an automated AH type system is even easier to game and abuse. I hate the current state of trade but with an automated AH bots wouldn't need fake listings, they could just buy low instantly and sell high.
Automated AH type system would make everything except the loading screens a lot worse. Trading gets a lot faster yes, but as the AH will be easier to access without the need of a proxy or a direct trade, the AH would get filled with low quality items from either bots hoping to scam the average player, or filled with low quality items from the average player simply because they will never learn to price check their items properly.
@@SalikRawran AH style system could make pricing items easier for players. You can add a feature to help build a filter for similar items to see roughly what the prices look like. Sure, that doesn't solve everything, and people could still ignore it, or fail to understand how to use it. But at the more accessible the tools to do the right thing are, the more likely players are to actually use them. The trade overlays for poe1 are actually quite handy for figuring out pricing without actually "leaving the game", for example, but that requires running an external tool, which is a bunch of work I'd simply rather not deal with. But if it was fully in-game, I'd be far more likely to engage with it. Also, AHs can have all sorts of ways of limiting/controlling trades. There can be cooldown periods where you can't list/delist more than X items over a period of time. You can flat out rage limit trades. You can make certain items require manual trading. You can have steadily increasing costs a player needs to pay to keep an item that isn't selling listed. You can make it so an item that's delisted can't be put back up for a period of time. Going a bit deeper you could have it so that if an item spent x amount of time listed and then you took it down, the cooldown time before listing it again scales with the time it spent on the market before. Or there's an additional price for listing it within that cooldown period. Many of those suggestions would encourage actually getting the pricing right or facing some consequences for getting it wrong, whether that slows down your ability to trade in general, takes the item off the market for a while, reduces the profit you could make off it, etc. And the suggestion that bots could just list items for low and never sell is solved by just ensuring that when a player clicks that "buy out" button the trade is done. That manipulation relies on being able to list an item that they will not sell, but if you can't stop a player from buying it, that strategy no longer works. There's an absolutely massive amount of ways that they can tweak and restrict things with an AH that people are failing to spot here. Will an AH fix everything? No, and it might even make some things worse, as brought up. But I'd still be far more willing to engage with trading as a whole if I knew that any item I see listed is *actually* available at the price it's listed for. And there's nothing that says they have to remove current trading entirely if they add an AH system. Anyway, there are ways you could blend the two systems. There's a lot of unexplored design space for this that people just don't seem to see.
1 - Give a guaranteed armor drop in the riverbank (starter zone before the miller). 2 - Let us break the shield of the shield bearing mobs if we hit them rapidly or hard enough. 3 - change the Draven/Asinia fights slightly so that which ever one you kill first does not get summoned in the second (yes i know these are not systems, but would be nice if they could include them).
I play on console, i wish there was a way to read what the buffs and debuffs on me are doing, or at least what they are called so I can look it up. Edit: on pc yall can just mouseover them at the top.
But gotta do it before they expire and without dying. It's a solution, but not a great one! Would love to see a panel that pauses the game and lists everything.
Another great video I like the ideas put forward and as i am learning, i need to spend time on the trade site when i have such limited time to play, it is not optimal - I love the monday morning quarterback statement - when your father and i ran the neverwinter nights world (never needed to trade on our world i assume with the mad crazy crafting system but i digress) - we had a standard for people to post complaints - No complaint was discussed unless a suggestion to address it was provided - this was a great feedback loop and helped us have a server you would have to wait to log in on the event nights. Keep up the great work!
4:33 "if they added what killed the player" .. YES announce the hardcore death's killers. It would be pretty fun to know globally as a community, and foster in a sense of common hatred towards certain enemies 😆
Auction house, tree planner, all of these would reduce the need to use third party tools/websites. BUT I think the most important feature that needs to be implemented in the game is creating your LOOT FILTER. This is the only feature that is LITERALLY MANDATORY to even play the game, while also requiring a third party tool. It's just insane that we might have a GOTY contender that is unplayable without using third party websites, idk how this is not a priority.
If the intent of GGG is to direct players to visit other player's hideouts for MTX, then by all means have an automated trading system where the item is still posted on the trade site for 1. Quick Buy Out 2. Manual/Negotiation. 1. Quick Buy Out: The Seller will receive a notif, even while mapping, that their item has been Bought Out for the exact amount they posted it for. The Buyer is allowed access to the Seller's Hideout to pickup the item from a designated NPC. You cannot remove the BO item from the stash as it's with the NPC now. Similar to the Currency Exchange. Quick and easy and still keeps the visiting the hideout feature for potential MTX advertising. 2. Manual/Negotiation is the existing system where you send a message and have to wait for them to respond and do Manual Trade. I don't know, just an idea I guess. I don't want my playstyle to be 1 hr of waiting for 1 person to reply to my trade request....😅
That's not a bad solution at all. I would be so much more willing to trade with even that change. I've been playing poe1 off and on since closed beta and I've only ever traded like 3 or 4 times over that entire time span because I absolutely cannot stand the current trade system. I do not sell items precisely because it means I have to be online AND not doing anything in order to manually do the trade. And needing to be actively involved in the trade is a problem for anyone who only has a few hours here and there to play, as they can only actually sell their items when they're online and not actively playing the game. Anyone with limited time does NOT want to spend any of that time in their hideout when they could be running maps (or engaging with any other league mechanic when we have more of those that aren't just mapping mechanics).
One thing I think would work like a CHARM in this PoE endgame would be the PoE "memories". The new memories (which would just be a quest lines through maps really) could do wonders to fill in bad/unfun/nonjuiced maps and reward players with additional loot from maps. Example: "quest item" is called "scouting report". When activated, an X amount of maps will be highlighted and get the "follow in the scout's footsteps" quest. Somewhere in the map, you will find the a clue to the scout's finding. After enough maps a single map is chosen to be the "reward". You could add stuff like uber boss, delirium layers, multiple breaches, unique strongboxes (if they are introduced and worth doing) or drop a specific unique, perhaps. They could come in different rarities as well with increasing rewards along with an actual story line like the memories in PoE1. Wouid add a lot of context to endgame mapping.
I basically play Self Found because trading in a separate website and meeting people in hideouts etc just sounds terrible, on top of all the wasted time. I wish there was a self found version that let me play with friends.
Takes 5 minutes on average to trade for an item if you know what youre doing. Takes 10 minutes to learn what you are doing. The act of trading itself takes loading screen plus 20 seconds (more if you bulk buy/sell). I agree that the trade website should be a window ingame, but I do not want a bot auction house. Also just play normal and dont trade. Thats literally just SSF without having to tick the "SSF" on character creation.
@@SalikRawrexactly. Auction house is a terrible idea. If you want to trade, for the amount of power you get, you will always spend 2 clicks get the best item for such a low cost, that you will never find items yourself or use currency to craft
My experience with trading is as follows. I’m lvl 90 on 3 characters so I have to specifically filter my items and calculate if it’s an upgrade. Most of the stuff I look for is 5+ divs/ea everyone I ever ping to trade always responds and it’s a 6 second interaction. So… flawless experience for me. If I were looking for 1 exalt items obviously it would be painful because who would want to stop what they are doing for 1 exalt. Just wanted to share my experience
I was this way for so long, basically playing as if SSF despite trade league but it's like a drug, you go on PoEtrade once and next thing you know you're flipping white stellars and haven't seen a map in days
@@madarovidius1775 fair enough, but until that happens they need to let of the punishment ... GGG has been having random unexplained deaths for nearly a decade, I don't they can solve that anytime soon
They're starting to do it on pinnacle bosses where it's the only place it really matters. Only Ash for now but they said they intend to expand it. Hopefully that doesn't take too long.
As much as I would like Atlas pins, I think they’re just a band-aid for a bigger issue with the Atlas. It’s similar to when players wanted to zoom out further on the Atlas Map. The more you discover, the more you’d likely want to zoom out even further or start needing customizable pins. But as you progress, you’d still face the same problem: a lack of clarity and orientation. For me, the issue isn’t about venturing into the unknown, it’s that every direction on the map feels the same. I think the Atlas could benefit from better visual cues or design elements that naturally guide players without feeling repetitive or directionless. Maybe larger distinctive biomes, higher mountains, or bigger seas could help create a better sense of place ? I’m not entirely sure what the best solution might be.
The problem with partial (even 90%) solutions is that players quickly forget the initial benefits and then after a while start complaining about it not being perfect. So this basically force ggg to put in lots more work. And while I wish for a death recap, I expect there are much more important things to iron out first.
I like your videos because of how excited you are about the game. I think playing video games is about, getting excited, satisfied, and thrilled with the game (this minimizing the other benefits).
in the interview with DM and Ghazzy, they talked about how to add act 4 and how to structure the acts in cruel (1,2,3,4, 1/2 cruel, 2/3 cruel, endgame etc). They also talked about making an introduction to maps for non poe1 players or people who struggle to get going in maps. I think a good way to solve both problems would be to make acts 1-4 and then make an intro to maps act or mini atlas that they can just scale exp so that when you finish the intro act you're at around lvl 60-65. then as they add acts 5+6 later they can just adjust the scaling and maybe just put level requirements for perma buffs (skill books and res/spirit/life etc from quests) available from an npc in the intro area.
map stash, overall endgame- more Campain pacing -less poe1 pacing, crafting/currency - atleast give us the bench for Chaosres/Life rolls ingame lootfilter(not for me, but every new player i know hates fiterblade idea), getting skillpoints before killing pinnacle, not after - way less looting of splitters - make them less and higher stacks 2 Trials - make it more fun and rewarding, not punishing and gruelsome more skills better trading - Tradeside/wisper/not getting answers after week 1 is just plain bad less oneshots, especially from white mobs. Right now the best defense is screenclear enough dps - tanky builds are not possible/ are a trap
Trade would be monumentally improved if player X posted item at price. Player B then buys at price. No teleporting around, no time-wasting bullshit, NO SCAMS!....how is this hard!? I dont even want an auction house with dynamic pricing and all that crap. Post item, buy item...done
@@newax_productions2069 is not archaic, it's simply a system, it works, and have been for many years if it is a massive pitfall wouldn't be so successful. You are just lazy and denial of using something different
1. Actual deterministic crafting from the start 2. An option to trading (not the masochistic SSF the game currently has) 3. In-game loot filter 4. Get the rest of the acts/classes/ascendancies out ASAP.
Tbh, my main gripe is as a new player, endgame is rough. My merc required HOWA to continue further in t15 maps. I still get one shot by trash mobs constantly. Im 87, maybe Im too weak. All I know is every single boss and mob doesnt need a one shot. Even better, the stupid crap thst doesn’t have a sound que SHOULDNT one shot man. 75 max res on all but chaos and maybe its all chaos killing me but geez like all trash mobs and bosses do chaos with all mechanics without sound ques? Maybe this is me complaining but its rough man.
- More affinitiy options for stash tabs (Helmet, boots etc and rarity + multiple tabs that can have the same affinity. Last epoch did this and its so much better) - Ritual, breach +++ icons stay on the map after you found them - Atlas passive tree loadouts like poe 1 - Waystone Tab, Expedition Locker - Fix the zoom on the Atlas - More spread out environments in maps ( Feel like i see the same ones all the time) - When a biome says desert etc on the atlas, the map environment should be of the same type. - Self Found mode where you can play with friends that is balanced for SF where you can't migrate to trade. - In game trade system for items where they use gold as a fee ( like the currency exchange). Gold goes to the system, Currency goes to the player that sells the item. I could write a lot more like crafting etc, but i know that will come when they add more league mechanics etc and rest of the content during early access.
Passive planning. Mark nodes you plan to get so you can keep a build in mind as you level plot your route from tve start. Maybe even have it auto buy the nodes you mark in order or something Edit: Fair enough I didn’t just keep watching
@@Bodom1after1midnight i watch on mobile and I also don't mind all that much because it's support for the channels I watch. Even though it can be incredibly aggravating sometimes
I’d love to see a damage meter for party members to see how much damage we are putting out in maps and competing with eachother. Those who played wow know about recount meter. Surely it can’t be that difficult 😅😅
@Fade2GrayOG Can you clarify? I'm assuming, perhaps, it has something to do with getting dropped from a group for not doing enough damage? If I'm in a random pick-up group and we're up against a boss and keep dying, sometimes that's because someone is just running in circles and not doing attacking much. It's good to identify them... But beyond that, it's also fun trying to compete to do the most dmg.
For the target dummy idea, check GuildWars 2's Special Forces Training Area. It's an instance where you can simulate combat map with a target dummy, buffs, debuffs, all of that
The on death info/recap and the hardcore death announcements are what I would file under "cool to have" or "QoL" stuff. Not necessary stuff for the game, not"needs". When they are dealing with a game, especially an incomplete one in early access you need priorities. Completing the game should come first and foremost. The cool and fun features can come later when there is more time and less pressing issues. Ask yourself, what is more important for the long term success of the game? Death recaps? Or a completed campaign, a more flushed out endgame, or a wider variety of viable builds? I think GGG is right to not focus on what are best described as "extras". Same deal with an in game passive planner or import system. It would be very nice to have, and they should DEFINITELY do it. But there are still more pressing things. An in game trade interface/npc would NOT make anything worse than it already is. It would in fact make things somewhat better. No more people posting things and then not responding. No more people trying to price fix via massive undercuts, since those would sell immediately. Likewise no more people flexing really good items for really low prices with zero intention to sell, for the same reason as the undercutting price fixers. This is a QoL feature, yes. But it is one people already interact with that simply streamlines the system. I, for one, am sick and tired of spending 30 minutes to buy a 1EX unique cus people listed it for sale but can't be assed to go out of their way and drop what they are doing to actually do the trade for 1EX. I do agree we need some stash tab improvements. Waystone tab for sure. And that should include spots for tablets. We also need a place to store catalysts, expedition currency, omens (especially since they don't stack at all), and trial coins. These things are taking up so much space. When it comes to survivability, armour isn't the only issue. Damage layers are a part of it too, but on a fundamental level the bigges issue is life. On my monk, which is level 88 with good gear with high armour and evasion (mid 50-60% with acrobatics and the invoker passive to get armour from evasion) and capped resists, I feel squishier than my CI/MoM Sorc that has no armour or evasion. Cus the sorc can simply tank bigger hits and regen the damage MUCH faster And the reason is purely due to the difference in effective life. For ES/MoM there are ways to increase mana and ES on the tree, and ES comes in far greater amounts on gear than life ever does. There is almost no increased life on the tree in PoE2, unlike in PoE1. And I don't disagree with this on its own. Way less required nodes on the passive tree means more build flexibility. But if you are going to remove life nodes on the tree, you need to balance that change out elsewhere. Either the mobs need to do less damage, which would make ES builds even more OP, or you need to increase the strength of life rolls on gear. Between life and ES I have about 3.5k effective life on the monk as opposed to 8.5k on my sorc, it has more ES than my monk does effective life, to say nothing of the mana pool and MoM adding to that. And being melee my monk is way more likely to get hit. I am not saying melee/non pure casters should have AS MUCH effective life as the ES builds. After all have other defenses like evasion and armour that classes like sorc don't have easy access to. But we do need more. Having around 5k-5.5k effective life would be a good baseline for such classes. And I say baseline cus I am not including things like grim feast in that. In addition to the life, leech needs some serious improvements. First off, leech should be attack leach, not physical leech. Barring the warrior, almost no class does purely physical damage. Most builds do heavy conversion or are purely elemental. Leech is useless or nearly useless. Second, change some of the leech effectiveness nods on the tree, maybe the noteables only, to grant leech. And proper leech would also help with survivability. Also, and this wasn't included n the video, but some scaling back on mana costs. Especially for non caster builds, as they aren't expected to have massive amounts of regen. The costs can get pretty expensive when you start adding gear with +gem levels. And given how strong +gem levels are, you really want to add them. Makes Inspiration practically a requirement. Which is not great for build flexibility. It is especially bad on monk cus they not only have to grapple with the cost amount but a generally high attack speed too. Mana on kill helps. But it is basically required for most builds to function. And also has no use on most bosses so we are either spamming mana flasks or need another source of mana regen for any boss we can't wipe out in a few seconds. I agree that this game should be different from PoE1. But if they are going to have similar or same systems in some areas, they should not be actively worse. Also, in additon to a more deterministic atlas, I would very much like to see the atlas passive tree change. The core atlas passive tree is lame and boring. And the passive trees for the various mechanics are honestly stupid in how they are designed. We need to beat the bosses of various mechanics to get points. But barring breach, it is nearly impossible to see those bosses at a decent rate without the passives. We don't even get a decent rate in the rest of the cases until we beat them twice. So we need the passives to be able to see the bosses, so we can get the passives we need. THIS. IS. DUMB. One of the worst design decisions in the game at a fundamental level. I have done LOADS of maps. I am not even half way to a single full simulacrum. I have not once seen the invitation for ritual or the expedition boss, in spite of having done plenty of ritual maps and a decent number logbooks. Almost makes engaging with that content feel pointless and worthless. The atlas passive tree in POE1 was much better as everything was part of one big tree. You could lock out content you didn't want to see while also improving the spawn rate for the content you did want. And you could improve that content you liked as well. And all with generic atlas passive points as they were all a part of the same overall system instead of separated. Made grinding feel worthwhile as you could actively improve your endgame just by normal progression. Anyway, there is my essay on this lol.
Hands down without a doubt; offline trading, some sort of auction house. For a game with such a huge focus on trading, the fact that you have to be online to sell things, or that you have to go to an external website to find items, whisper to people just to get ignored by 90% of them is extremely disheartening. Either that or give us easier ways to craft without gambling. Only omen crafting counts as crafting for me and that is only accessible by maybe 2-3% of the population. The game as it stands is such casual unfriendly that without some sort of buff to drops, easier crafting, or easier trade, I got fed up with the game after 200 hours in it and I will not touch it again until they fix these. I farm high level content, get ilvl 82+ gear, sometimes rare with good mods on them or white bases, just for my exalted orbs to add either a trash mods or useful ones but the lowest tier one is such a big FU to the player and extremely disrespectful of player's time.
AH wouldnt work. Game is too complex for the average player to buy and filter out items in the first place, and it would get flooded INSTANTLY by the same average players or bots, and the prices of actually good items would inflate insanely, as the average bot farm is a lot better and has a lot more time in their hands than the average player. AH would make it so that you, the average player, would never be able to afford items that are actually good for you, because you will be wasting yours on items that are barely an actual upgrade.
100% agree with stacking gems, new cut gems going to inventory, and 110% agree with viewing the gem menu without needing an uncut gem. Perhaps even better: being able to view the gem menu, then if you do decide to cut one, it will automatically choose and use an uncut gem from your inventory of the respective tier. If they're clever, a Stackable gems tab could be given a similar layout to the PoE1 currency tab, where you ave large stacks of gems for each tier, divided nicely between skill spirit and support, and another (internal) tab for the various cut gems. These are all upside. I see virtually no downside.
I don't understand how no one is mentioning this . . . item buyout is the most important thing to add. And make it automatic so that it would be set to some percentage of the item post price. This is most sorely needed to combat price fixing by players who list items but have no intention to answer any messages and it would help late players, who need to buy cheap items, for which advanced players will not bother to reply. It is by far the most important thing that is needed. It goes without saying for me that this needs to happen automatically. So i guess that is a hurdle that needs to be solved.
I think nobody is saying that specifically because it's assumed to be part of a much requested auction house. I can't bother listing my rares, or trying to reach out to people for theirs, but I'd use an auction house with buyout for sure, same as I use the currency exchange.
it would help late players, who need to buy cheap items, You can just search by most recently listed and fine something listed recently to find someone who will reply. Adding an AH just so people who are late can buy worthless items is not a reason to add it
While it would be insanely better to add an instant buyout option for items youre selling or you want to buy, that would inflate the market with bots either spamming more worthless items in hopes of the average player (or another bot) buying said random low quality rare, or said bots buying out every single low quality are, inflating the market with more basic currency, which would inflate the prices of more valuable currency, and on the side inflate the prices of items and uniques of actual value exponentially. Game is too complex to automate trading, because it takes basic understanding, and grade-school level comprehension for people to learn how to use filters properly.
All the people saying “auction house” and mic dropping clearly haven’t seen what that kind of system does to an economy. The bots will take over, random Russians and Chinese will manipulate the market while selling Gold in RMT. Auction house sounds better than it is in practice in games.
One shot deaths feel so bad and punishing. I know they made it easier to see them but I'm still getting one shot to the unknown. Anyone else or is it just me?
There are 2 kinds of 1 shots. The developers intended ones (boss slams), and the ones that happen because either your defenses aren't good enough or the mob is way too juiced, or the mob skill is just flat out overturned. The former are absolutely fine, but the latter are where the problem lies. I think that something needs to change about how mob mods work in general. Like maybe mob modifiers should have rules internally about which mods can roll together making particularly nasty combinations less common, pr maybe even changing how the mods interact when certain ones get stacked together to make them less dangerous than they otherwise would be. When rare mobs can be significantly more dangerous than bosses that's a sign you might want to rethink things a bit. On one hand, it's fine for rares to appear occasionally that are actually a threat, that's what they're there to do, but when rares can make bosses look like wimps, that's not great.
I haven't been 1 shot since I capped resistances and got my ES up to about 4000. I still sometimes die if I try a rippy combination on a stone but I know I'm taking that risk by choosing to try that stone. And it's rarely a one shot. Are people that get 1 shot a lot playing with uncapped resistances (including chaos/CI) or low life/ES or no mitigation such as evasion or something?
GGG's transparency really shines light into the difficulty developers can have in implementing even the smallest of changes, if it is to be done right. I applaud them for saying, "It's not easy" instead of skirting questions or gaslighting people over it.
Seems no different than the trade website to me. Trade is currently, and probably will always be the fastest way to progress your gear in the game. I don't see how adding an AH would make that different/worse.
Not like the current profit strategies are different. The best way to profit in poe is crafting and it's basically the exact same thing. Also look at every other game that has an auction house and you will see how drastically it improves the general quality of life for 90% of the playerbase
1: skill variety (at least one skill per damage type and weapon at a low level) 2: reduce monster density in order to have meaningful combat at endgame (poe2 doesn't need to go the same power fantasy route as poe1) 3: instant buyouts for items
From what I understand of the On Death Recap issue, they don't save any of the data for monster damage. It seems most of it is calculated seat of pants at time of attack so they can't really give a full breakdown of damage and hits/skills like League of Legend's Death Recap. Which is why they can easily say "hey this boss killed you with Fire Damage" cause they can see who is the final hit and what damage type did it. But they can't pull all the calculation forward cause its probably not coded in a way that allows you to just pull it back cause its probably immediately forgotten the moment it happens.
I hate dying in the campaign and see good loot and when i get back to that spot its all gone. Even when you kill a boss and its ability still goes off, killing me. I get no loot for the kill except a quest item. 😢
17:55 - Mathlet take. Armor on its own can provide good EHP if made into a real layer of EHP such as evasion and ES. Make it regular flat DR with squished values and slap on 2-3 more armor breaks as default in the mace section (and armor overwhelm on swords and conditional armor ignore like the current curse with axes with them getting their own equivalents to scav plate) to compensate on how its buffed real DR state works with mobs. There is no need to bandaid a supposedly core defense with extra layers that realistically all forms of defense will use instead of just fixing the 1/3 thats underperforming. And if its flat DR, it would still be % mitigation side worse vs big hits, just but it wouldnt feel bad.
The vulture jumping thingy was like a re-introduction of the really absurd jumping goatmen in early days of POE1. I remember back when this had almost like a porcupine explosion and on death explosion of notoriety status, because these mfs were very deadly in huge packs in maps with movespeed, attackspeed, and damage modifiers. They'd pretty much leap slam at you in packs with ultra fast speed and you wouldn't even be able to react to it. Nowadays, jumping goatmen are no longer threatening in POE1.
the death information seems simple as hell. It is like a dashcam on a car that is constantly recording, and upon a car accident, it saves the last 30 seconds or so of footage. We don't even need the video (like a killcam in Call of Duty F.E.). Just an under-the-hood list of "x damage taken from these sources" over the past 10 or 15 seconds since the death was registered. Seems super easy tbh. To save the last 5 seconds of actual video footage would be more involved, but I don't even think the community is asking for that level of detail, right?
1. Map info. Sometimes I forget what the heck was in the map, with markers where they are when you find them that are always visible. 2. CLEAR indicator that map is completed (Green lamp in a corner or something) 3. Ingame item auction house 4. Map stash 5. Inventory sort 6. Forgot to mention, Atlas map needs a search function to search for irridiated+corrupted+boss etc.... It sometimes takes me ages to find stuff in there and also to remember position when you go out of the Atlas map instead of going to your current position, we already have a button for that.
Continued congratz. I would like to see some sort of small aoe dmg mitigation derived in some intelligent way from your primary defensive layers. Hopefully, pushing the majority of deaths back from one shots to your health flask management being overwhelmed when you play poorly. Similarly to the campaign.
On the death recap point, you literally just asked for one thing they said they do not have the information available to give you currently: monster damage attribution. The client does not attribute damagw to a monster or skill, it just knows "you are ignited for X dps fire damage, and you got hit with Y phys and Z ice damage". I'm not 100% sure how much is client/server side, but i heavily suspect adding monster and/or skill attribution might actually add to server load, something GGG absolutely wants to avoid whenever possible (for good reason).
They should add a small gather radius on the same items like breach splinters when they are a few metres within range of each other, it's stupid how many clicks you have to do and if you are trying to be efficent you are ending up with RSI
I think I'd get a massive team and continue to double down on the endgame. They really should focus on making the difficultly ramp more sensible, and give players more purpose and incentives. While at the same time teaching them how to engage with all the mapping and atlas mechanics. Imo they can't afford to start hemorrhaging people in EA due to the jarring shift in gameplay once you beat the campaign. I'm one of these people honestly, I just can't take to the atlas system, I don't find it all that intuitive or enjoyable.. Especially with the server lag spikes, duno bout anyone else but it's pretty often I need to pause immediately when I activate a breach or ritual.. Otherwise there's a brief second of lag and I just die instantly without control. I'm playing on Canada East and when I log in it often shows 40-70ms, so I duno why it has such big spikes so often. I had the hindsight to stop playing for now after 160 hours in and deleted my characters while I wait for few patches of even full release. Not really out of rage, I enjoyed the game immensely, it's just undercooked after the campaign rn. I really wana play the druid, templar and huntress and I'm quite confident if I continued to play it for another 50 hours I'd be turned from wanting to play the game in the future.
Dexterity/Evasion has the Acrobatics Keystone, that allows them to use the Evasion defense layer to affect stuff beyond what it normally does... Just give a similar Keystone to Armor. This is a one-dev single-afternoon kind of fix. There is even already a node that works this way called "Heatproofing", downside being that it only affects Fire damage taken from hits. Turn it into a Keystone, move it to the outer side of the skill tree mirroring Acrobatics placement; change it from "Fire hits" to "Elemental Damage", and adjust numbers as necessary. If needed (not saying it is), they could even add an Armor Penalty to the Keystone, just like Acrobatics gives an Evasion penalty. Done. If it's too strong... what's the problem? Just let armor will be broken and "too good" for a patch before the numbers get tweaked, no big deal. Not including crushing blows and overwhelming armor, it's biggest issue is that it provides exactly 0 defenses against anything that is not physical damage... and what kills most people (baring few exceptions) it's always either Elemental, Chaos, or a mix of Physical with one of those... You can Evade a Lightning or Chaos hit, it's damage can be soaked by Energy Shield... but your may as well be entirely naked with 0 armor if you are depending on armor to survive such hits. Try making both Evasion and Energy Shield not evade nor absorb the elemental and chaos part of the attacks, see how good they work... No wonder Armor doesn't work.
2:40 What the developer is trying to explain isn't just that it's difficult to show what killed you, but more that presenting this information clearly and meaningfully is a complex challenge. Imagine you were hit by three things, two caused significant damage, but the final blow that technically killed you was something small. If the UI simply says, "You died because of this small thing," it could mislead players into thinking that minor threat is more important than it actually is, especially without additional context. To address this properly, the developers would need to design a much more detailed system. Right now, they can design monsters with set patterns and animations, which keeps things simple. However, a system that tracks "what killed you" would require them to: Assign unique identifiers (icons, abilities, etc) to every monster. Tag each of the monster’s abilities individually. Track the origin of every attack and its effects-for example, not just that "fire damage hit you," but which specific monster’s fireball hit you, and how it contributed to your death. So basically in dota or league or those kind of games its a lot easier because every character in the game its design to be a playable character. They would have to put a similar level of effort every time they design a new mob as does types of game do to playable character. That said with time I do think it would be beneficial to just give you a quick rundown of type of damage and aliment. 3000k fire damage, 1500 ignite, 100 physical in the past 2 seconds
Another problem besides getting a trade whisper response, is the person needing to be online for an item you want. Many people only play during low population times and those can not trade as easily as someone on during high population times.
I would add option for when you CTRL click stash, it auto puts everything into corresponded stash tab. And when you cut skillgem, you have option to select skill lvl up to max skillgem that is cutted.
I'd like to see improvements to item comparison, such as arrows or a color-coded system to show the impact on main skill DPS, primary defensive stats, and resistances when comparing an item to the one equipped. Including the tier number next to each stat in advanced info (when holding the button) would also be helpful. Additionally, I think the tier system should be adjusted so that Tier 1 represents the highest (best) range, as it intuitively feels like it should indicate top quality.
I hope they add rare monsters to the top level of towers based on how many monsters we cleared down below. 1 rare if we clear 25%, 2 for 50%, 3 for 75%, and 4 if we kill every single monster.
- Once you find a mechanic in the map, it shows up at all times on the mini map - Ascendancy Trials function differently (Sekhemas no honor requirement as to ease newer players into it but letting them know that if you reach Zero honor you fail the run/ Chaos Trial modifiers are toned down to match the scaling up to Act 3, No heavy hitter modifiers like statues or impending doom) - Melee skills that make you stand still can actually move while using them to give you ease of dealing with constant moving abilities that track you so you can still use a charge up ability like Charge slam or basic attacks more consistently on moving enemies - Change Uniques that are Vendor Loot so they are more meaningful and allow most uniques to scale for end game and higher level drops depending on the iLvl unless its a leveling item exclusively (Shackles of the wretched - most leveling uniques)
Have a few ideas. 1: Have an omen tree in the hideout that works like the crafting bench in poe, a list of omens to use that have an omen cost. Add a new currency called omen that is used on the omen tree. 2: Allow 6 portals but use them as a way to juice waystones. A:With 6 portals selected you have 0% rarity to the waystone and 5% exp loss per death. B:With 5 portals selected you have 25% rarity to the waystone and 4% exp loss per death. C:With 4 portals selected you have 50% rarity to the waystone and 3% exp loss per death. D:With 3 portals selected you have 75% rarity to the waystone and 2% exp loss per death. E:With 2 portals selected you have 100% rarity to the waystone and 1% exp loss per death. F: With 1 portal selected you have 150% rarity to the waystone and 0% exp loss per death. 3: Remove rarity from items.
I honestly think it would be very funny If there was a death feed for high ranked people. Also I think it would be really useful information if it did tell us what we were actually killed by. I can't tell you how many times I said "what killed me"?
De biggest thing from PoE1 I want ported over is the Maven Crucible, which is a boss arena system where you gather bosses you kill in maps to fight them one after the other in the arena. With such an emphasis on bosses in PoE2, its such a shame the game is way more of a grindfest than an awesome boss battler.
Why is poe2 so punishing for group play. So I mean by that, that when in group play the loot amount stays the same, and if the game decides it all the best loot can drop for one person especially on rare mob kills and boss kills, its a fucking joke. Also if the host player dies, you can't finish off secondary or tertiary objectives, because only host can place explosives or some other such utter ridiculous bullshit. For a game that has 6 player grouping available to it, the punishment for playing in a group is too much to out weigh the benefits, for instance only the host gets waystones. Stupid decisions like that just leave a sour taste. I want to love this game but fuck me they make it hard to even enjoy the game sometimes. Maybe individual loot from bosses would be helpful but I know the purists out there will just start crying about it. But there are things they could implement that would undo this, perhaps being able to revive a downed mate in map would be a way to encourage group play instead of discourage it. I mean it is possible in group play to revive a downed team member in the campaign, so why not? Anyways that's a couple of things that I believe need changing.
Console also has a huge issue reading buffs. You can't scroll over the buffs/debuffs on your bar (the boxes above the xp bar) nor can we see advanced details in game easily. For instance I can't see what gemcutters do for each skill so if I don't look it up online I'm rolling things I can't even see. But I think this will be fixed as they add in the mouse keyboard option later. It's still really annoying
I agree; the death detail screen does not need to be perfect. Just knowing what damage type was responsible for my death will give me enough information to think back and go over the death in my mind so I can figure out if the attack was avoidable or not. I agree with Ehnonamoose; all three points would help most players tremendously. Having a build-test mode in the game would help players more directly understand how each affix on gear and the passive and ascendancy trees affected each other. Not every player should be required to understand calculus or trigonometry to understand the math going on in the game. For the players that do, good for you, but not everyone is good at math but can still enjoy the game. They want to know how something is going to affect their build. Then there are the players who do understand the math that is going on but don't have the time to actually do the math and still play the game in the time they have during the day due to real-world obligations. Or the strain on the PC from having a browser open in the background while playing could affect the game's performance they are trying to avoid. If the build mode was in the game, it doesn't mean everyone has to use it. Nor does it guarantee the drops will make the changes permanent. As of now, every piece of gear, regardless of being a crafted item or an item dropping with six affixes.
Off topic a bit, just venting a little but I just may be unlucky. I'd hope someone would make a chart of each map layout frequency because I swear that all the most rewarding league mechanics (breach etc) are ALWAYS in Augury or some other maze like map. Even while doing my best to configure maps with adequate precursor tabs, god it's frustrating sometimes. But overall the endgame is going in a good direction, lots of love in that game and it shows. Long live GGG!
Stashtabs for all "league" content is a given or just create the "lockers" for each content and have it work properly with affinity. Skill cut window from stash: Press "open gem cutting window"-button, select the skill you want, window pops up with your available uncut gems, selecting it also indicates level/attribute requirements, press "cut" and it goes into inventory. Done. Also; cut skill gems, sort them in the levels please. As for new things: More gold sinks. Alva gambling ain't it/enough. Deterministic crafting options using Expedition mechanic (not meta crafting options though! perhaps add enchantments too from 3.25 as additional min-max). Expand on runes and soul cores using Expedition mechanic (runewords for white items, combined runes (enchantments?), combined soul cores resulting in item being corrupted when used with some random behaviour (more risk and reward then just soul core -> vaal orb), etc) Add more variety to Breach mechanic (different breach types and endgame bosses, like PoE1) Delirium needs something more. Let us continue after a failed map... no one enjoy running maps without "things" on it. It is bad enough you sometimes have to, dont punish failure with tedium!
I think that LE screenshot was from 1.0. The current LE death recap now shows the amount of damage the killing blow was for, how much was overkill damage, damage type and if it was a crit or not.
as an SSF Hardcore enjoyer I think the current pause button is really bad game design. It dumpsters the entire immersive experience. I like that you can pause, obviously real life responsibilities pop up and it's good to be able to tend to them. But I think there should be a 3-second delay like in DOTA and other games. Any time I watch an SSF Hardcore streamer and they pause the game every time that they shit their pants it makes me sick to my stomach. Would love to see people try and press you know the flask button or dodge roll or a defensive ability but instead they just spam the ESC key and it makes me giga cringe every damn time. I love how they were worried that teleporting to check points would ruin immersion now we have these clowns pausing the game every 5 seconds. I'm not mad at them either, It's GGG's fault for their game design. Idk who came up with the idea of instant invincibility in a game that's supposed to be hard but I hate it and hope they change to a 3 second delay!
The killing blow only matters to players when health goes down so fast it looks like a 1 shot. How hard would it be to pick whatever damage source took the largest % in the last second, and show that one source at death?
Congrats and apologies, you are now the GGG CEO. What do YOU prioritize seeing all the early access feedback, feature-wise?
Add the acts
Slow the Endgame down
Add more crafting
Improved crafting
Delete Trial of the Sukmyass and Trial of Ass
Endgame improvements (including map stash)
focus on the next league mechanics to be the ones who have more impact on crafting , less expedition style more stuff like omens or essences
Death recap
Death recap
Death recap
Thanks for coming to my ted talk
Forced mechanics to pinnacle bosses so they can't be deleted in 2 seconds, at certain HP breakpoints, freeze the bosses HP and force a mechanic that cannot be skipped.
I just thought of a feature that would be cool to implement In my opinion.
It is to put all the characters you have into your hideout as NPCs with the ability to manage their gear.
This way you can check them for upgrades without a need to put the item in the bank and relog.
Also it would be a huge W for the atmosphere.
Upvote
That would be pretty cool
Wait that actually is a fire idea!!
This is a badass idea! 👍
THIS
Map markers that stay. I hate having to find the special stuff around the map, as I always want to complete the map and then start to do rituals, expedition etc.. That and all the tooltips and all sort of info that's missing from this game, there's tons of stuff that isn't mentioned to the player and you have to constantly resort to watching RUclips videos in order to learn the game.
Mmm. Tooltips.
100%, a good and easy add! I always save Breach until the end as it can be SO RIPPY.
Countless times do i have a breach and go kill the boss first then spend to much time trying to fond the breach again. sometimes you need to be standing over it almost for it to show on map again.
This is a big one for me too
This is so simple and frustrating, if I'm doing a tough map, I like skipping some content like ritual or breach until the map is completed, but when I circle back.... Where are they?
I want to see better QOL features.
1. Damage test doll in hideout
2. Better trading system
3. ???
Add a feature to add more test dummies too like 5 or 10 dummies. Some abilities do more damage the more enemies are on screen like Galvanic Shards (useless on single target, essential for crowds).
4. Profit
In-game Auction house plsss trade is so hectic, U whisper so many people none of them replying back :( .
Autosort button
I can't wait for PoE3 to play as a warrior!
Cant believe nobody ever mentions Auto Sort. After experiencing auto-sorting in Last Epoch, I cant live without it. Even if its only for premium tabs and personal inventory it should totally exist!!!
Get frictioned
Especially on console
its a old feature
i used it long ago in ESO
Also a fan of auto-sort from LE and GD
Directly denied by Chris Wilson, when he sees something the way it should be, it's gonna be that way, regardless if his opinion is entirely garbage, he thinks that dragging items is important and not an extremely annoying process at all.
An in game gear market would force sellers to set reasonable prices. It would eliminate
1) pricing to deceive: price a few low (but never sell) to trick other sellers into under valuing their items.
2) fire for effect pricing: keep raising the price until there is little interest then sell
3) afk/not on line unavailability
4) disruption in the seller’s game play to answer inquiries/sell items
@majortom7038 itd also prevent scammers from trying to "bait switch" items and currency in the trade window.
100% agree
And 5) Being forced to go into another player's game to click on their character. In Poe 1 on console the in-game tradeboard is way better than the website. I like the new currency exchange and hope it stays but we desperately need an in-game trade feature for gear.
the only real issues with the trade at the moment are when you are trying for one of the uber uniques like HOWA. Normal trading doesn't seem to have the same set of issues because noobs and trolls CBF to do it with rares. Also, skipping the first few listings, or putting a minimum price really sorts out the weeds and bots.
But yea the insta bot replies of "Got too many messages, price is now X" to attempt to swindle people is pretty damn annoying, i just add them to ignore.
How do you plan to deal with the not problem and inflation that comes with your perfecf idea?
I have an old brain and honestly most of what you talked about I have little understanding but one thing you spoke of resonated with me. Keep trading (currency and gear) and building in-game please in-game. I want to be able to do everything inside rather than having to exit. I hope my meaning is coming across. I struggle so much with these complexities. Thanks young man.
My parents are almost 60 and both playing this game, I agree for their sakes as well as my own!
Auction house, death recap ofc, fix mace/armour, map markers for mechanics that can be seen from 4-5x farther away, movement speed implicit to boots(the devs have stated multiple times that if something feels necessary for every build then they would rather fix that problem and remove the required stat(think armour/evasion auras in poe1), and movement speed is in that exact spot where if boots dont have 30-35ms they are junk automatically)
Are you crazy? You want a death recap to understand how to improve your character? NEVER
@@lpanzieri and I don't even need a good one, just a simple
1000dmg-fire
800dmg-chaos
killed by elite water hag
I don't need statuses and perfect break downs, just what damage types killed me and who. At least then I could tell what kinda corpse explosion killed me
I agree that adding gear trade to the orb merchant character would be much better than having to send 20 tells until the guy that focuses on trading finally answers. Most regular players are not going to do much trading. The current method basically dissuades me from putting anything for trade because I have to jump out of whatever I am doing to answer trade requests. Half the time I don't even see the tell right away.
I also agree I would be nice to have a send inventory to stash option without having to go back to base. I found that to be a great QoL feature in BG3.
removing - speed debuff from all the good + damage warrior nodes.
I think its thematic to have it stay but I understand they need more survivability. I personally wanted something like %Life for how slow you are moving or instead of the life regen standing still give some +life that builds over 2 seconds if you stand still
@superchrono520 no other class gear suffers from "thematic" penalties.
All I'm saying is I'd rather tank damage other classes cant and slam my way to victory then move faster
Reduced attack speed is not a problem on warrior nodes. In fact, reduced attack speed allows for significantly higher attack damage as compensation, which is exactly what a warrior wants. Warriors have skills with fixed attack times, meaning attack speed doesn’t scale the same way it does for weapons that progressively attack faster.
A warrior benefits from attack speed only up to a certain point, and much of it can be traded for increased damage in the skill tree. Additionally, warriors have builds such as bleed, totem, and thorn builds, all of which don’t directly benefit from attack speed.
People should practice playing warriors more and try to understand them better. Reduced attack speed is actually a very strong option that warriors have, allowing them to massively boost their damage. Also you don't rush to grab those nodes if you are low level and don't have extra attack speed from somewhere else.
Warriors do have builds that gets a good benefit from attack speed, such as fire builds, fissure spam builds, or strike builds, then your build is entirely different than slam and stun builds that benefit a lot from the reduced attack speed nodes.
@@gsczo Are you in T18 yet? None of this applies in high level maps. The time window to wipe a pack is all that matters. Warrior only has stampede to map clear with movement cooked in. All other slam skills make the warrior a prime target for ground effects and corpse explosions. Being tranky is redundant when you cant clear whites and they CAN one hit you with corpse effects. Im res capped @ 79% with 5k hp and the mosquito/meteor whites can one hit me.
I already know what killed me. 1 shot bs mechanics and 3 fps framerate on endgame maps the moment I try to play my build.
I died at my first pinnacle boss because of the lag. It was just the two of us and a lot of useless effects. My character was as responsive as I am after the 12th tequila shot.
Ive found joining a dead global channel makes my game lag a lot less, try it see if it helps. My Cpu Ms spikes everytime the chat starts moving fast for some reason.
@@lpanzieri yeah it sucks man, especially because of how long it can take just to see a pinnacle boss.
@@12deathguard The "funny" fact is... my XBox has 1/4 of my PC's power, yet the game runs better on it. But then, if I play on XBox, I can't trade... Well, it's EA, they will fix this crap. Sooner or later.
Better sooner than later :D
Honestly the biggest issue without fail is still loot. I dont care who you are, buying/gambling for your upgrades at vendors during leveling will always and I mean ALWAYS be inferior to earning that gear from actual gameplay and not just interacting with a UI. I genuinely want to see IR on gear removed completely so we can fine tune drop chances without having to account for what IR would do. This is too big and too important of a system to hold back on, you HAVE to do the right thing.
And past the campaign where you can pretty reliably just gear through vendors the entire time, endgame gearing feels SO bad, because if you actually want upgrades you dont stop using vendors, you just go to new vendors called the trading site. Im finding it very boring and very unfun to source my builds from a stupid shop, people. The game is incredible and fun, so why does it feel like come the endgame the only point is to win at the PoE 2 trading site? Im playing the game to progress my character and feel like im earning my progression, Im not playing PoE2 for my patriotic love for the free market.
With the rant done, my small QoL thing I'd love to see either a removal or a vast decrease of that weird slow you get at the end of your rolling animation. Frankly it wouldnt impact many fights, and the fights it would impact deserve to be impacted by it, but overall it would just make it feel SO much better, because good lord it feels super clunky sometimes, even with Blink theres this weird little commitment after exiting the blink where you just cant control your char very well, and it doesnt really do anything to your gameplay other than make it feel less responsive.
An even smaller QoL is lessening or removing the slow from Merc reload because again, its never impactful enough to actually cause something to happen, theres obviously no real balance philosophy behind it, it kinda just seems to be there to sell a feeling of operating the crossbow, only no one cares and it just feels really weird and kind of bad.
Yep, it's why I quit. I have no interest in trading for gear, that's not fun. I dropped this game and went back to D4, it's not perfect, but at least I can find my own loot.
You both know SSF exists right. Come join us.
@@paulc5389 The point is, SSF sucks.
@Longhalloween511 it's perfectly fine. Not that I'd complain if they improved crafting of course but it plays just fine.
@paulc5389 It's not "just fine" The crafting is a joke of a system, it's identifying with extra steps. It's honestly bad enough tot question the competency of the developers. This couples with the piss poor drop rates of anything useful is pathetic. Just look at any forum and folks will tell you to either trade for gear or go buy it. When those are the best options for quality upgrades you have failed in creating a quality and SSF Arpg. If they want to balance everything around trade, by all means go for it, but tell people that up front.
Personally i see few key issues with the game as whole that made me uninstall after 200something hours:
1 - GGG failed to deliver on "no logouts" and as a result once again relies on oneshots, bursts and damage spikes in order to kill players. Attrition element of combat effectively doesn't exist outside very early game. In this aspect game is too much like PoE1, but more punishing due to lack of recovery options
2 - Trials are shit and make no sense. Everything about them has been said billion times already
3 - Trading is terrible. We have to have full ingame trading, be it auction house or anything of sorts. Arguments about bots and certain groups/individuals controlling the market are invalid since this is what already happens on top of other inconveniences like fake listings, people not answering, scammers, having to alt-tab from game etc etc. People adapt to this trading, but ultimately this is a negative experience
4 - No crafting in game. Only gambling. SSF was a challenge, now it's basically luck based gamemode
5 - One portal engame. Just why?
6 - Balance in the endgame is just not there. You're playing PoE2 with your build and skills and mobs are playing PoE1 with their speed, density, aoe and damage, completely negating "meaningful combat" once you dare to start juicing and it turns into same DPS-full-screen-explode race as it is in PoE1. Dodge roll becomes suicide button more often than not past certain threshold
Basically game retained worst parts of PoE1 and peppered them with at times sadistic balance/gameplay elements. If that's the vision and desired direction for the game, i'll stick to PoE1 while it still lives.
But the graphics are cool!
(I am ironic, of course)
@@lpanzieri ironic or not, can't argue with that lol. Game is indeed pretty
6 is exactly what endgame should be. Poe1 style, if it ain't broke don't fix it.
We need an auction house.
100%
Unpopular opinion I like people that buy visiting my hideout lol
@@gcodemick921you are a loser
I wouldn’t say “NEED” but being able to buy items when the other players are offline would be a nice QOL change. I think focusing on other things first would be better but definitely eventually add an AH into the game.
Wouldn't work, same issue would happen there that most people have with the trade site.
1. Filled with bots and shit, and now thats A LOT easier to do so, the market will be filled with 1-5ex items of incredibly poor quality alongside potentially good items, and none of the generic players will know the difference. So the complaining moves from "Trading is trash" to "Why is the auctionhouse filled with so much dogshit?".
2. If the generic player cant use the website effectivelly in the first place, weighted filters, price checking, differences in Ilvls, differences between Prefix and Suffix etc (takes AT MOST an hour to learn how to use it properly, less if you have grade-school comprehension), what makes you think that those players will learn to use the AH ingame?
3. We already have seen people fix currency exchange prices every so often, so unless you know by heart what X currency is and where/how to check it, the same will 100% happen with an item exchange. What is stopping bots or cougers from buying every good 1-50 ex item with actually good stats and weights and price fixing them to cost multiple divines, drastically changing the values of currencies randomly throughout a season/league?
I want an auction house as much as the next person, but this game is not WoW or FFXIV. AH in both of those games work because the most complex item you will ever find that is being sold there is most likely just a flask, only used if you do endgame raiding, with an overall increase of 3-4% max to your total DPS if you're lucky, alongside the fact that both games only use a single type of a currency, which is A LOT harder to fix.
TL;DR
AH wouldnt work on PoE simply because how complex the game is and how stupid the average player is, to the point where they rather spend 30 minutes writing a paragraph like mine complaining about something on the forums, than take 11:23 seconds to watch a video at 1.5x or 2x speed and pretty much learn how it works, making having an ingame system completely obsolete by then.
The frustration of trade in both POE games has been a central complaint in many of my videos. It shows a lack of respect for players' time to expect them to listlessly wander around a trade website rather than just execute a purchase and get back to gameplay.
If the average player is unable to take 11:23 seconds to watch a video to learn the basics of the website, what makes you think that the same player will take another 11:23 seconds to learn how the AH works?
If you dont know how to use the trade website and refuse to learn, that is not the websites fault, its the users fault.
@@SalikRawrnormally because ppl dont like to manage multiple windows when playing. The player will more likely learn how to use an ah that is in game because they dont need to go to external links to learn it.
@@SalikRawr OP didn't mention anything about difficulty learning to use a trade site. He said that expecting players to wander around a website just to trade is the problem in the first place. I agree with OP.
If it was merely wandering around, it wouldn't be too bad, the problem is the shear amount of time wasted on finding anyone who is actually even willing to trade the item you request. It's an endless slog of non-responses and interrupting your own gameplay if you are selling.
Players would just listlessly wander around an in-game auction house too. What's the point other than making it easier for bots to market manip? An average trade for me takes like 15 seconds. After 10 years of hearing this shit I can only conclude its purely a skill issue. As bad as that sounds its the fucking truth. It wouldn't even be more accessible! On a website i can check on my phone or second monitor, or tabbed out, without even leaving my map. Even if there was an in game ah, I'd STILL use the website because the UI would be better than what they can implement in game.
The biggest feature they should add is Instant Perma Bans for players that RMT and players that try to scam others via trade (bait and switch items/currency etc)
You forgot about mirror printers/ temporalis printers and they are 1000x worse for economy than rmt guys or random scamers
I would like an "automated" trade function like in Warframe where you can set up Bazars. hate waiting for people to reply, if at all.
GGG needs to reassess their perfectionist mentality. It's great when it comes to designing what content to add, but for systems that even in a rough state would improve Qol massively, getting out a more barebones system and receiving community feedback for that last 10% could improve turnaround time for fixing major issues people have with the game
Elaborate.
@SalikRawr GGG generally believes that a feature should not be implemented into a game unless they can get it to what they believe is a perfect state that satisfies every need, for example the training dummy, but a lot of features, even if not implemented perfectly could be a massive benefit to the game and would allow feedback on how it COULD be perfectly implemented
Idk, that's probably what has led to their success to a point.
@@MrVindi007 I agree that it is a major part, however, I think there is room for them to clarify that something is an experimental feature and is likely not in its final state. I definitely don't think they should stop striving for perfection.
Yeah, perfect is the enemy of good
Agree with everything you said. Death recap and in-game auction house are at the top of my list.
One idea I had was what if the other dimension "delirium/breach" each had its own separate Atlas that could be unlocked. I have no idea how it could be implemented, but I like the idea of going to maps that feel otherworldly, far removed from Wraeclast.
- Remove Identifying Equips (so much time wasted micromanagement this)
- Give us a universal inventory slots for maps/exalts/etc (why did they limit this to Warrior ascend only..?)
- More inventory space or give us stash box on the map
- Either remove XP loss or stop removing maps on death (losing boss/breach/etc)
- Give stun cooldown and/or remove stun from Ranged attacks OR remove stuns entirely (annoying af getting stunlocked to oblivion and can't even attack/move)
- Remove honor mechanic from Trials and adjust difficulty (so that Melees aren't screwed vs Ranged)
- Make movement speed better
- Give us passive tree options for better dodge roll (with more favorable stats for Melee wielding)
- Markers on map for breach/checkpoint/ritual/etc. Also fix disappearing markers when you take portal
seeing "you died to X damage type" over and over would be infinitely better than nothing. at least you'd know you need more "X damage type" mitigation
As a hardcore player I would hope to never see it lol😂
Double-edged sword.
On one hand, dying to X damage tells you your weakest point, so you can improve that.
On the other hand, dying to same X damage might simply have been just an unreasonably big number which may lead to less knowledgeable players wasting time and currency on upgrading their gear when simply 99.9% of builds wouldve died to it anyways.
start with a list of debuffs that you had just when you died. then add couple second before dying. that would be massive
Even as a poe vet sometimes I completely forget to cap a res of mine, especially during leveling
This would prevent so many deaths pfff
Yes because those mobs in the castle in act 1, shoot out blood puddles on the ground. I'm assuming this is chaos damage, but I'm not positive. It would be nice to know what is killing me so quickly. I know it's a DOT at least. It's probably physical damage and chaos damage now that I think about it
what i hate about dealing with in the current version of trading is
if i'm in the middle of a sanctum run i have to finish the room i'm in (sometimes whisper the player if they have a name that looks like it's in my language), portal to town, invite the person, then hope they didn't decide to buy from someone else, then when the trade is done have to go and reopen the sanctum and start back from where i was. what makes it extra mad is load times for towns are much worse than say like a hideout.
there's countless fake listings on the market of usually bots trying to lower prices of things by just placing very low listings and ignoring all whispers.
scamming is a thing (though it kinda is your own fault if you do get scammed).
people who will take an item listing down after you whisper them then put it up for a higher price (have seen one person do this multiple times for the same item).
also ofc the weird having to leave the game to go and find item listings is just idk, takes me out of the game idk how else to say it.
i honestly think just too many problems with using a system like this over an automated AH type system.
The problem is an automated AH type system is even easier to game and abuse. I hate the current state of trade but with an automated AH bots wouldn't need fake listings, they could just buy low instantly and sell high.
@@naudr9569 and that should give ggg enough data to ban them :)
Automated AH type system would make everything except the loading screens a lot worse.
Trading gets a lot faster yes, but as the AH will be easier to access without the need of a proxy or a direct trade, the AH would get filled with low quality items from either bots hoping to scam the average player, or filled with low quality items from the average player simply because they will never learn to price check their items properly.
@@SalikRawran AH style system could make pricing items easier for players. You can add a feature to help build a filter for similar items to see roughly what the prices look like. Sure, that doesn't solve everything, and people could still ignore it, or fail to understand how to use it.
But at the more accessible the tools to do the right thing are, the more likely players are to actually use them. The trade overlays for poe1 are actually quite handy for figuring out pricing without actually "leaving the game", for example, but that requires running an external tool, which is a bunch of work I'd simply rather not deal with. But if it was fully in-game, I'd be far more likely to engage with it.
Also, AHs can have all sorts of ways of limiting/controlling trades. There can be cooldown periods where you can't list/delist more than X items over a period of time. You can flat out rage limit trades. You can make certain items require manual trading. You can have steadily increasing costs a player needs to pay to keep an item that isn't selling listed. You can make it so an item that's delisted can't be put back up for a period of time.
Going a bit deeper you could have it so that if an item spent x amount of time listed and then you took it down, the cooldown time before listing it again scales with the time it spent on the market before. Or there's an additional price for listing it within that cooldown period.
Many of those suggestions would encourage actually getting the pricing right or facing some consequences for getting it wrong, whether that slows down your ability to trade in general, takes the item off the market for a while, reduces the profit you could make off it, etc.
And the suggestion that bots could just list items for low and never sell is solved by just ensuring that when a player clicks that "buy out" button the trade is done. That manipulation relies on being able to list an item that they will not sell, but if you can't stop a player from buying it, that strategy no longer works.
There's an absolutely massive amount of ways that they can tweak and restrict things with an AH that people are failing to spot here.
Will an AH fix everything? No, and it might even make some things worse, as brought up. But I'd still be far more willing to engage with trading as a whole if I knew that any item I see listed is *actually* available at the price it's listed for.
And there's nothing that says they have to remove current trading entirely if they add an AH system. Anyway, there are ways you could blend the two systems. There's a lot of unexplored design space for this that people just don't seem to see.
@@naudr9569 its literally not but go off. Chinese poe1 has had an auction house for ages. Its total bs what ggg says about it
1 - Give a guaranteed armor drop in the riverbank (starter zone before the miller). 2 - Let us break the shield of the shield bearing mobs if we hit them rapidly or hard enough. 3 - change the Draven/Asinia fights slightly so that which ever one you kill first does not get summoned in the second (yes i know these are not systems, but would be nice if they could include them).
I was shocked that the one I just killed still appeared in the fight.
I play on console, i wish there was a way to read what the buffs and debuffs on me are doing, or at least what they are called so I can look it up.
Edit: on pc yall can just mouseover them at the top.
But gotta do it before they expire and without dying. It's a solution, but not a great one! Would love to see a panel that pauses the game and lists everything.
+1
You press pause and then click right stick. It lets you highlight over your buffs and debuffs.
This already exists………….
@@mrbelbobaggins8959he said on console
Another great video I like the ideas put forward and as i am learning, i need to spend time on the trade site when i have such limited time to play, it is not optimal - I love the monday morning quarterback statement - when your father and i ran the neverwinter nights world (never needed to trade on our world i assume with the mad crazy crafting system but i digress) - we had a standard for people to post complaints - No complaint was discussed unless a suggestion to address it was provided - this was a great feedback loop and helped us have a server you would have to wait to log in on the event nights. Keep up the great work!
4:33 "if they added what killed the player" .. YES announce the hardcore death's killers. It would be pretty fun to know globally as a community, and foster in a sense of common hatred towards certain enemies 😆
Auction house, tree planner, all of these would reduce the need to use third party tools/websites. BUT I think the most important feature that needs to be implemented in the game is creating your LOOT FILTER. This is the only feature that is LITERALLY MANDATORY to even play the game, while also requiring a third party tool.
It's just insane that we might have a GOTY contender that is unplayable without using third party websites, idk how this is not a priority.
If the intent of GGG is to direct players to visit other player's hideouts for MTX, then by all means have an automated trading system where the item is still posted on the trade site for 1. Quick Buy Out 2. Manual/Negotiation.
1. Quick Buy Out: The Seller will receive a notif, even while mapping, that their item has been Bought Out for the exact amount they posted it for. The Buyer is allowed access to the Seller's Hideout to pickup the item from a designated NPC. You cannot remove the BO item from the stash as it's with the NPC now. Similar to the Currency Exchange. Quick and easy and still keeps the visiting the hideout feature for potential MTX advertising.
2. Manual/Negotiation is the existing system where you send a message and have to wait for them to respond and do Manual Trade.
I don't know, just an idea I guess. I don't want my playstyle to be 1 hr of waiting for 1 person to reply to my trade request....😅
That's not a bad solution at all. I would be so much more willing to trade with even that change. I've been playing poe1 off and on since closed beta and I've only ever traded like 3 or 4 times over that entire time span because I absolutely cannot stand the current trade system.
I do not sell items precisely because it means I have to be online AND not doing anything in order to manually do the trade. And needing to be actively involved in the trade is a problem for anyone who only has a few hours here and there to play, as they can only actually sell their items when they're online and not actively playing the game. Anyone with limited time does NOT want to spend any of that time in their hideout when they could be running maps (or engaging with any other league mechanic when we have more of those that aren't just mapping mechanics).
One thing I think would work like a CHARM in this PoE endgame would be the PoE "memories".
The new memories (which would just be a quest lines through maps really) could do wonders to fill in bad/unfun/nonjuiced maps and reward players with additional loot from maps.
Example: "quest item" is called "scouting report". When activated, an X amount of maps will be highlighted and get the "follow in the scout's footsteps" quest. Somewhere in the map, you will find the a clue to the scout's finding. After enough maps a single map is chosen to be the "reward". You could add stuff like uber boss, delirium layers, multiple breaches, unique strongboxes (if they are introduced and worth doing) or drop a specific unique, perhaps.
They could come in different rarities as well with increasing rewards along with an actual story line like the memories in PoE1. Wouid add a lot of context to endgame mapping.
I basically play Self Found because trading in a separate website and meeting people in hideouts etc just sounds terrible, on top of all the wasted time.
I wish there was a self found version that let me play with friends.
Takes 5 minutes on average to trade for an item if you know what youre doing. Takes 10 minutes to learn what you are doing.
The act of trading itself takes loading screen plus 20 seconds (more if you bulk buy/sell).
I agree that the trade website should be a window ingame, but I do not want a bot auction house.
Also just play normal and dont trade. Thats literally just SSF without having to tick the "SSF" on character creation.
@@SalikRawrexactly. Auction house is a terrible idea. If you want to trade, for the amount of power you get, you will always spend 2 clicks get the best item for such a low cost, that you will never find items yourself or use currency to craft
My experience with trading is as follows.
I’m lvl 90 on 3 characters so I have to specifically filter my items and calculate if it’s an upgrade. Most of the stuff I look for is 5+ divs/ea everyone I ever ping to trade always responds and it’s a 6 second interaction. So… flawless experience for me.
If I were looking for 1 exalt items obviously it would be painful because who would want to stop what they are doing for 1 exalt.
Just wanted to share my experience
I was this way for so long, basically playing as if SSF despite trade league but it's like a drug, you go on PoEtrade once and next thing you know you're flipping white stellars and haven't seen a map in days
@@SalikRawr stop defending the trade site, it's archaic, 90s BS that shouldnt have even existed in poe1
I would LOVE that the map discovers for every player of the lobby in the same area, also the ability to ping a location or an item
I want a feature that will let me to opt out of the 1 death punishment system back to how poe 1 did it
agree ... i don't get why this isn't higher on most lists, it's super not fun
Rather get more info in order to improve the build rather the portal runing a boss or map, its lame
@@madarovidius1775 fair enough, but until that happens they need to let of the punishment ... GGG has been having random unexplained deaths for nearly a decade, I don't they can solve that anytime soon
They're starting to do it on pinnacle bosses where it's the only place it really matters. Only Ash for now but they said they intend to expand it. Hopefully that doesn't take too long.
As much as I would like Atlas pins, I think they’re just a band-aid for a bigger issue with the Atlas. It’s similar to when players wanted to zoom out further on the Atlas Map. The more you discover, the more you’d likely want to zoom out even further or start needing customizable pins. But as you progress, you’d still face the same problem: a lack of clarity and orientation.
For me, the issue isn’t about venturing into the unknown, it’s that every direction on the map feels the same. I think the Atlas could benefit from better visual cues or design elements that naturally guide players without feeling repetitive or directionless. Maybe larger distinctive biomes, higher mountains, or bigger seas could help create a better sense of place ? I’m not entirely sure what the best solution might be.
The problem with partial (even 90%) solutions is that players quickly forget the initial benefits and then after a while start complaining about it not being perfect. So this basically force ggg to put in lots more work. And while I wish for a death recap, I expect there are much more important things to iron out first.
I like your videos because of how excited you are about the game. I think playing video games is about, getting excited, satisfied, and thrilled with the game (this minimizing the other benefits).
1. Crafting
2 . Meaningful loot
3. Lvl 90+ maps via waystone lvl scaling of x3
Loved the mention of Neverwinter Nights custom modules! some of the best times of my young life :D
I would love something in the game that explains how the numbers are calculated. Improvments and payoffs feel too often like a gamble.
That's too easily solvable though, in the end there will be one stat that is prio over everything
in the interview with DM and Ghazzy, they talked about how to add act 4 and how to structure the acts in cruel (1,2,3,4, 1/2 cruel, 2/3 cruel, endgame etc). They also talked about making an introduction to maps for non poe1 players or people who struggle to get going in maps.
I think a good way to solve both problems would be to make acts 1-4 and then make an intro to maps act or mini atlas that they can just scale exp so that when you finish the intro act you're at around lvl 60-65. then as they add acts 5+6 later they can just adjust the scaling and maybe just put level requirements for perma buffs (skill books and res/spirit/life etc from quests) available from an npc in the intro area.
map stash,
overall endgame- more Campain pacing -less poe1 pacing,
crafting/currency - atleast give us the bench for Chaosres/Life rolls
ingame lootfilter(not for me, but every new player i know hates fiterblade idea),
getting skillpoints before killing pinnacle, not after - way less looting of splitters - make them less and higher stacks
2 Trials - make it more fun and rewarding, not punishing and gruelsome
more skills
better trading - Tradeside/wisper/not getting answers after week 1 is just plain bad
less oneshots, especially from white mobs. Right now the best defense is screenclear enough dps - tanky builds are not possible/ are a trap
Campaign pacing in endgame will kill the game so no. Stop trying
Trade would be monumentally improved if player X posted item at price. Player B then buys at price. No teleporting around, no time-wasting bullshit, NO SCAMS!....how is this hard!?
I dont even want an auction house with dynamic pricing and all that crap. Post item, buy item...done
No... etiquette first, you buy, you go HO, you wait for seller to trade, put currency, check item, accept and say "ty gl" when leaving
@@Davidlavieri its 2025 not 1998, archaic trading system is a massive pit fall in both games
@@newax_productions2069 is not archaic, it's simply a system, it works, and have been for many years if it is a massive pitfall wouldn't be so successful. You are just lazy and denial of using something different
1. Actual deterministic crafting from the start
2. An option to trading (not the masochistic SSF the game currently has)
3. In-game loot filter
4. Get the rest of the acts/classes/ascendancies out ASAP.
Tbh, my main gripe is as a new player, endgame is rough.
My merc required HOWA to continue further in t15 maps. I still get one shot by trash mobs constantly. Im 87, maybe Im too weak.
All I know is every single boss and mob doesnt need a one shot. Even better, the stupid crap thst doesn’t have a sound que SHOULDNT one shot man.
75 max res on all but chaos and maybe its all chaos killing me but geez like all trash mobs and bosses do chaos with all mechanics without sound ques?
Maybe this is me complaining but its rough man.
Auction house.
Maybe not priority but needs to happen.
- More affinitiy options for stash tabs (Helmet, boots etc and rarity + multiple tabs that can have the same affinity. Last epoch did this and its so much better)
- Ritual, breach +++ icons stay on the map after you found them
- Atlas passive tree loadouts like poe 1
- Waystone Tab, Expedition Locker
- Fix the zoom on the Atlas
- More spread out environments in maps ( Feel like i see the same ones all the time)
- When a biome says desert etc on the atlas, the map environment should be of the same type.
- Self Found mode where you can play with friends that is balanced for SF where you can't migrate to trade.
- In game trade system for items where they use gold as a fee ( like the currency exchange). Gold goes to the system, Currency goes to the player that sells the item.
I could write a lot more like crafting etc, but i know that will come when they add more league mechanics etc and rest of the content during early access.
Ingame auctionhouse..
Sounds like a great idea, but I think it will carry worst problems than what we have.
They just need to fix crafting. It’s much worse in this game compared to Poe
Passive planning. Mark nodes you plan to get so you can keep a build in mind as you level plot your route from tve start.
Maybe even have it auto buy the nodes you mark in order or something
Edit: Fair enough I didn’t just keep watching
POE1 stuff in POE2 is the most exhausting part of all these videos. Just let the game be it's own entity without trying to make it more like POE1.
No
@@newax_productions2069 Yes
First video I've watched of yours where I didn't have to skip literally, I'm not joking, 10+ ad breaks.
That's odd. I let YT do all the ad breaks, I don't put in anything manually. Thanks for watching!
its your boy raid shadow legends
Adblock... How are you living in 2025 without an adblock
@@Bodom1after1midnight i watch on mobile and I also don't mind all that much because it's support for the channels I watch. Even though it can be incredibly aggravating sometimes
I’d love to see a damage meter for party members to see how much damage we are putting out in maps and competing with eachother. Those who played wow know about recount meter. Surely it can’t be that difficult 😅😅
💯 this.
I actually don't remember, do you see all combined damage on a boss monster when partied up, or just your own damage? Cool idea though.
@@TalkativeTri Paired damage, Girlfriend and I played and it was the same number whole time
Nope! Damage meters lead to some of the most toxic behavior in games.
@Fade2GrayOG Can you clarify?
I'm assuming, perhaps, it has something to do with getting dropped from a group for not doing enough damage?
If I'm in a random pick-up group and we're up against a boss and keep dying, sometimes that's because someone is just running in circles and not doing attacking much. It's good to identify them...
But beyond that, it's also fun trying to compete to do the most dmg.
For the target dummy idea, check GuildWars 2's Special Forces Training Area. It's an instance where you can simulate combat map with a target dummy, buffs, debuffs, all of that
The on death info/recap and the hardcore death announcements are what I would file under "cool to have" or "QoL" stuff. Not necessary stuff for the game, not"needs". When they are dealing with a game, especially an incomplete one in early access you need priorities. Completing the game should come first and foremost. The cool and fun features can come later when there is more time and less pressing issues. Ask yourself, what is more important for the long term success of the game? Death recaps? Or a completed campaign, a more flushed out endgame, or a wider variety of viable builds? I think GGG is right to not focus on what are best described as "extras". Same deal with an in game passive planner or import system. It would be very nice to have, and they should DEFINITELY do it. But there are still more pressing things.
An in game trade interface/npc would NOT make anything worse than it already is. It would in fact make things somewhat better. No more people posting things and then not responding. No more people trying to price fix via massive undercuts, since those would sell immediately. Likewise no more people flexing really good items for really low prices with zero intention to sell, for the same reason as the undercutting price fixers. This is a QoL feature, yes. But it is one people already interact with that simply streamlines the system. I, for one, am sick and tired of spending 30 minutes to buy a 1EX unique cus people listed it for sale but can't be assed to go out of their way and drop what they are doing to actually do the trade for 1EX.
I do agree we need some stash tab improvements. Waystone tab for sure. And that should include spots for tablets. We also need a place to store catalysts, expedition currency, omens (especially since they don't stack at all), and trial coins. These things are taking up so much space.
When it comes to survivability, armour isn't the only issue. Damage layers are a part of it too, but on a fundamental level the bigges issue is life. On my monk, which is level 88 with good gear with high armour and evasion (mid 50-60% with acrobatics and the invoker passive to get armour from evasion) and capped resists, I feel squishier than my CI/MoM Sorc that has no armour or evasion. Cus the sorc can simply tank bigger hits and regen the damage MUCH faster And the reason is purely due to the difference in effective life. For ES/MoM there are ways to increase mana and ES on the tree, and ES comes in far greater amounts on gear than life ever does. There is almost no increased life on the tree in PoE2, unlike in PoE1. And I don't disagree with this on its own. Way less required nodes on the passive tree means more build flexibility. But if you are going to remove life nodes on the tree, you need to balance that change out elsewhere. Either the mobs need to do less damage, which would make ES builds even more OP, or you need to increase the strength of life rolls on gear. Between life and ES I have about 3.5k effective life on the monk as opposed to 8.5k on my sorc, it has more ES than my monk does effective life, to say nothing of the mana pool and MoM adding to that. And being melee my monk is way more likely to get hit. I am not saying melee/non pure casters should have AS MUCH effective life as the ES builds. After all have other defenses like evasion and armour that classes like sorc don't have easy access to. But we do need more. Having around 5k-5.5k effective life would be a good baseline for such classes. And I say baseline cus I am not including things like grim feast in that.
In addition to the life, leech needs some serious improvements. First off, leech should be attack leach, not physical leech. Barring the warrior, almost no class does purely physical damage. Most builds do heavy conversion or are purely elemental. Leech is useless or nearly useless. Second, change some of the leech effectiveness nods on the tree, maybe the noteables only, to grant leech. And proper leech would also help with survivability.
Also, and this wasn't included n the video, but some scaling back on mana costs. Especially for non caster builds, as they aren't expected to have massive amounts of regen. The costs can get pretty expensive when you start adding gear with +gem levels. And given how strong +gem levels are, you really want to add them. Makes Inspiration practically a requirement. Which is not great for build flexibility. It is especially bad on monk cus they not only have to grapple with the cost amount but a generally high attack speed too. Mana on kill helps. But it is basically required for most builds to function. And also has no use on most bosses so we are either spamming mana flasks or need another source of mana regen for any boss we can't wipe out in a few seconds.
I agree that this game should be different from PoE1. But if they are going to have similar or same systems in some areas, they should not be actively worse. Also, in additon to a more deterministic atlas, I would very much like to see the atlas passive tree change. The core atlas passive tree is lame and boring. And the passive trees for the various mechanics are honestly stupid in how they are designed. We need to beat the bosses of various mechanics to get points. But barring breach, it is nearly impossible to see those bosses at a decent rate without the passives. We don't even get a decent rate in the rest of the cases until we beat them twice. So we need the passives to be able to see the bosses, so we can get the passives we need. THIS. IS. DUMB. One of the worst design decisions in the game at a fundamental level. I have done LOADS of maps. I am not even half way to a single full simulacrum. I have not once seen the invitation for ritual or the expedition boss, in spite of having done plenty of ritual maps and a decent number logbooks. Almost makes engaging with that content feel pointless and worthless. The atlas passive tree in POE1 was much better as everything was part of one big tree. You could lock out content you didn't want to see while also improving the spawn rate for the content you did want. And you could improve that content you liked as well. And all with generic atlas passive points as they were all a part of the same overall system instead of separated. Made grinding feel worthwhile as you could actively improve your endgame just by normal progression.
Anyway, there is my essay on this lol.
Mucho texto
Hands down without a doubt; offline trading, some sort of auction house. For a game with such a huge focus on trading, the fact that you have to be online to sell things, or that you have to go to an external website to find items, whisper to people just to get ignored by 90% of them is extremely disheartening. Either that or give us easier ways to craft without gambling. Only omen crafting counts as crafting for me and that is only accessible by maybe 2-3% of the population. The game as it stands is such casual unfriendly that without some sort of buff to drops, easier crafting, or easier trade, I got fed up with the game after 200 hours in it and I will not touch it again until they fix these. I farm high level content, get ilvl 82+ gear, sometimes rare with good mods on them or white bases, just for my exalted orbs to add either a trash mods or useful ones but the lowest tier one is such a big FU to the player and extremely disrespectful of player's time.
AH wouldnt work. Game is too complex for the average player to buy and filter out items in the first place, and it would get flooded INSTANTLY by the same average players or bots, and the prices of actually good items would inflate insanely, as the average bot farm is a lot better and has a lot more time in their hands than the average player.
AH would make it so that you, the average player, would never be able to afford items that are actually good for you, because you will be wasting yours on items that are barely an actual upgrade.
The game doesn't have a huge focus on trading.
100% agree with stacking gems, new cut gems going to inventory, and 110% agree with viewing the gem menu without needing an uncut gem.
Perhaps even better: being able to view the gem menu, then if you do decide to cut one, it will automatically choose and use an uncut gem from your inventory of the respective tier.
If they're clever, a Stackable gems tab could be given a similar layout to the PoE1 currency tab, where you ave large stacks of gems for each tier, divided nicely between skill spirit and support, and another (internal) tab for the various cut gems.
These are all upside. I see virtually no downside.
I don't understand how no one is mentioning this . . . item buyout is the most important thing to add. And make it automatic so that it would be set to some percentage of the item post price. This is most sorely needed to combat price fixing by players who list items but have no intention to answer any messages and it would help late players, who need to buy cheap items, for which advanced players will not bother to reply. It is by far the most important thing that is needed. It goes without saying for me that this needs to happen automatically. So i guess that is a hurdle that needs to be solved.
I think nobody is saying that specifically because it's assumed to be part of a much requested auction house. I can't bother listing my rares, or trying to reach out to people for theirs, but I'd use an auction house with buyout for sure, same as I use the currency exchange.
it would help late players, who need to buy cheap items,
You can just search by most recently listed and fine something listed recently to find someone who will reply. Adding an AH just so people who are late can buy worthless items is not a reason to add it
While it would be insanely better to add an instant buyout option for items youre selling or you want to buy, that would inflate the market with bots either spamming more worthless items in hopes of the average player (or another bot) buying said random low quality rare, or said bots buying out every single low quality are, inflating the market with more basic currency, which would inflate the prices of more valuable currency, and on the side inflate the prices of items and uniques of actual value exponentially.
Game is too complex to automate trading, because it takes basic understanding, and grade-school level comprehension for people to learn how to use filters properly.
All the people saying “auction house” and mic dropping clearly haven’t seen what that kind of system does to an economy.
The bots will take over, random Russians and Chinese will manipulate the market while selling Gold in RMT.
Auction house sounds better than it is in practice in games.
Need satellite level zoom in endgame map
One shot deaths feel so bad and punishing. I know they made it easier to see them but I'm still getting one shot to the unknown. Anyone else or is it just me?
There are 2 kinds of 1 shots. The developers intended ones (boss slams), and the ones that happen because either your defenses aren't good enough or the mob is way too juiced, or the mob skill is just flat out overturned.
The former are absolutely fine, but the latter are where the problem lies. I think that something needs to change about how mob mods work in general. Like maybe mob modifiers should have rules internally about which mods can roll together making particularly nasty combinations less common, pr maybe even changing how the mods interact when certain ones get stacked together to make them less dangerous than they otherwise would be.
When rare mobs can be significantly more dangerous than bosses that's a sign you might want to rethink things a bit. On one hand, it's fine for rares to appear occasionally that are actually a threat, that's what they're there to do, but when rares can make bosses look like wimps, that's not great.
I haven't been 1 shot since I capped resistances and got my ES up to about 4000. I still sometimes die if I try a rippy combination on a stone but I know I'm taking that risk by choosing to try that stone. And it's rarely a one shot.
Are people that get 1 shot a lot playing with uncapped resistances (including chaos/CI) or low life/ES or no mitigation such as evasion or something?
GGG's transparency really shines light into the difficulty developers can have in implementing even the smallest of changes, if it is to be done right. I applaud them for saying, "It's not easy" instead of skirting questions or gaslighting people over it.
If they add an auction house, the best farm will be automatically sit in front of it and dont play the game.
Because being forced to sell/buy on an external website that kills immersion is better?
Seems no different than the trade website to me. Trade is currently, and probably will always be the fastest way to progress your gear in the game. I don't see how adding an AH would make that different/worse.
items flipping is the best way since D2
@@Lucas13410 so, the exact same thing plenty of people already do with the trade site.
Not like the current profit strategies are different. The best way to profit in poe is crafting and it's basically the exact same thing. Also look at every other game that has an auction house and you will see how drastically it improves the general quality of life for 90% of the playerbase
insta like with your first point. I adore everything that can help players understand what to do to get better
1: skill variety (at least one skill per damage type and weapon at a low level)
2: reduce monster density in order to have meaningful combat at endgame (poe2 doesn't need to go the same power fantasy route as poe1)
3: instant buyouts for items
2 will just kill the game
@@newax_productions2069 It would just attract an audience that is more different from PoE1, and that wuold be fine.
@@Zevrael an audience that won't stay
@ You can't know that.
From what I understand of the On Death Recap issue, they don't save any of the data for monster damage. It seems most of it is calculated seat of pants at time of attack so they can't really give a full breakdown of damage and hits/skills like League of Legend's Death Recap. Which is why they can easily say "hey this boss killed you with Fire Damage" cause they can see who is the final hit and what damage type did it. But they can't pull all the calculation forward cause its probably not coded in a way that allows you to just pull it back cause its probably immediately forgotten the moment it happens.
I hate dying in the campaign and see good loot and when i get back to that spot its all gone. Even when you kill a boss and its ability still goes off, killing me. I get no loot for the kill except a quest item. 😢
Make armor and melee good.
17:55 - Mathlet take.
Armor on its own can provide good EHP if made into a real layer of EHP such as evasion and ES. Make it regular flat DR with squished values and slap on 2-3 more armor breaks as default in the mace section (and armor overwhelm on swords and conditional armor ignore like the current curse with axes with them getting their own equivalents to scav plate) to compensate on how its buffed real DR state works with mobs. There is no need to bandaid a supposedly core defense with extra layers that realistically all forms of defense will use instead of just fixing the 1/3 thats underperforming. And if its flat DR, it would still be % mitigation side worse vs big hits, just but it wouldnt feel bad.
The vulture jumping thingy was like a re-introduction of the really absurd jumping goatmen in early days of POE1. I remember back when this had almost like a porcupine explosion and on death explosion of notoriety status, because these mfs were very deadly in huge packs in maps with movespeed, attackspeed, and damage modifiers. They'd pretty much leap slam at you in packs with ultra fast speed and you wouldn't even be able to react to it. Nowadays, jumping goatmen are no longer threatening in POE1.
the death information seems simple as hell. It is like a dashcam on a car that is constantly recording, and upon a car accident, it saves the last 30 seconds or so of footage. We don't even need the video (like a killcam in Call of Duty F.E.). Just an under-the-hood list of "x damage taken from these sources" over the past 10 or 15 seconds since the death was registered. Seems super easy tbh. To save the last 5 seconds of actual video footage would be more involved, but I don't even think the community is asking for that level of detail, right?
1. Map info. Sometimes I forget what the heck was in the map, with markers where they are when you find them that are always visible.
2. CLEAR indicator that map is completed (Green lamp in a corner or something)
3. Ingame item auction house
4. Map stash
5. Inventory sort
6. Forgot to mention, Atlas map needs a search function to search for irridiated+corrupted+boss etc.... It sometimes takes me ages to find stuff in there and also to remember position when you go out of the Atlas map instead of going to your current position, we already have a button for that.
Continued congratz. I would like to see some sort of small aoe dmg mitigation derived in some intelligent way from your primary defensive layers.
Hopefully, pushing the majority of deaths back from one shots to your health flask management being overwhelmed when you play poorly. Similarly to the campaign.
On the death recap point, you literally just asked for one thing they said they do not have the information available to give you currently: monster damage attribution. The client does not attribute damagw to a monster or skill, it just knows "you are ignited for X dps fire damage, and you got hit with Y phys and Z ice damage". I'm not 100% sure how much is client/server side, but i heavily suspect adding monster and/or skill attribution might actually add to server load, something GGG absolutely wants to avoid whenever possible (for good reason).
They should add a small gather radius on the same items like breach splinters when they are a few metres within range of each other, it's stupid how many clicks you have to do and if you are trying to be efficent you are ending up with RSI
I think I'd get a massive team and continue to double down on the endgame. They really should focus on making the difficultly ramp more sensible, and give players more purpose and incentives. While at the same time teaching them how to engage with all the mapping and atlas mechanics.
Imo they can't afford to start hemorrhaging people in EA due to the jarring shift in gameplay once you beat the campaign. I'm one of these people honestly, I just can't take to the atlas system, I don't find it all that intuitive or enjoyable.. Especially with the server lag spikes, duno bout anyone else but it's pretty often I need to pause immediately when I activate a breach or ritual.. Otherwise there's a brief second of lag and I just die instantly without control. I'm playing on Canada East and when I log in it often shows 40-70ms, so I duno why it has such big spikes so often.
I had the hindsight to stop playing for now after 160 hours in and deleted my characters while I wait for few patches of even full release. Not really out of rage, I enjoyed the game immensely, it's just undercooked after the campaign rn. I really wana play the druid, templar and huntress and I'm quite confident if I continued to play it for another 50 hours I'd be turned from wanting to play the game in the future.
Dexterity/Evasion has the Acrobatics Keystone, that allows them to use the Evasion defense layer to affect stuff beyond what it normally does... Just give a similar Keystone to Armor. This is a one-dev single-afternoon kind of fix. There is even already a node that works this way called "Heatproofing", downside being that it only affects Fire damage taken from hits. Turn it into a Keystone, move it to the outer side of the skill tree mirroring Acrobatics placement; change it from "Fire hits" to "Elemental Damage", and adjust numbers as necessary. If needed (not saying it is), they could even add an Armor Penalty to the Keystone, just like Acrobatics gives an Evasion penalty. Done.
If it's too strong... what's the problem? Just let armor will be broken and "too good" for a patch before the numbers get tweaked, no big deal. Not including crushing blows and overwhelming armor, it's biggest issue is that it provides exactly 0 defenses against anything that is not physical damage... and what kills most people (baring few exceptions) it's always either Elemental, Chaos, or a mix of Physical with one of those... You can Evade a Lightning or Chaos hit, it's damage can be soaked by Energy Shield... but your may as well be entirely naked with 0 armor if you are depending on armor to survive such hits. Try making both Evasion and Energy Shield not evade nor absorb the elemental and chaos part of the attacks, see how good they work... No wonder Armor doesn't work.
2:40 What the developer is trying to explain isn't just that it's difficult to show what killed you, but more that presenting this information clearly and meaningfully is a complex challenge. Imagine you were hit by three things, two caused significant damage, but the final blow that technically killed you was something small. If the UI simply says, "You died because of this small thing," it could mislead players into thinking that minor threat is more important than it actually is, especially without additional context.
To address this properly, the developers would need to design a much more detailed system. Right now, they can design monsters with set patterns and animations, which keeps things simple. However, a system that tracks "what killed you" would require them to:
Assign unique identifiers (icons, abilities, etc) to every monster.
Tag each of the monster’s abilities individually.
Track the origin of every attack and its effects-for example, not just that "fire damage hit you," but which specific monster’s fireball hit you, and how it contributed to your death.
So basically in dota or league or those kind of games its a lot easier because every character in the game its design to be a playable character. They would have to put a similar level of effort every time they design a new mob as does types of game do to playable character.
That said with time I do think it would be beneficial to just give you a quick rundown of type of damage and aliment. 3000k fire damage, 1500 ignite, 100 physical in the past 2 seconds
Another problem besides getting a trade whisper response, is the person needing to be online for an item you want. Many people only play during low population times and those can not trade as easily as someone on during high population times.
My primary need is the addition of the Templar class. As for what should be carried forward from PoE1 - deterministic crafting.
I would add option for when you CTRL click stash, it auto puts everything into corresponded stash tab. And when you cut skillgem, you have option to select skill lvl up to max skillgem that is cutted.
The option is there but just for some stuff. Check the tab options and enable "tab affinity".
@lpanzieri im talking about ctrl on a stash and its auto put items with affinity
Your portal idea in your other vid is great and feels fair. white maps 6, yellow 4 and red 2 portals.
Nice video!!!! Hopefully they do some changes rly soon
I'd like to see improvements to item comparison, such as arrows or a color-coded system to show the impact on main skill DPS, primary defensive stats, and resistances when comparing an item to the one equipped. Including the tier number next to each stat in advanced info (when holding the button) would also be helpful. Additionally, I think the tier system should be adjusted so that Tier 1 represents the highest (best) range, as it intuitively feels like it should indicate top quality.
I hope they add rare monsters to the top level of towers based on how many monsters we cleared down below. 1 rare if we clear 25%, 2 for 50%, 3 for 75%, and 4 if we kill every single monster.
For death recap I would just like having a replay, like the last 5-10 seconds. I think that would be easy to implement and nearly perfect feedback.
- Once you find a mechanic in the map, it shows up at all times on the mini map
- Ascendancy Trials function differently (Sekhemas no honor requirement as to ease newer players into it but letting them know that if you reach Zero honor you fail the run/ Chaos Trial modifiers are toned down to match the scaling up to Act 3, No heavy hitter modifiers like statues or impending doom)
- Melee skills that make you stand still can actually move while using them to give you ease of dealing with constant moving abilities that track you so you can still use a charge up ability like Charge slam or basic attacks more consistently on moving enemies
- Change Uniques that are Vendor Loot so they are more meaningful and allow most uniques to scale for end game and higher level drops depending on the iLvl unless its a leveling item exclusively (Shackles of the wretched - most leveling uniques)
Have a few ideas.
1: Have an omen tree in the hideout that works like the crafting bench in poe, a list of omens to use that have an omen cost. Add a new currency called omen that is used on the omen tree.
2: Allow 6 portals but use them as a way to juice waystones.
A:With 6 portals selected you have 0% rarity to the waystone and 5% exp loss per death.
B:With 5 portals selected you have 25% rarity to the waystone and 4% exp loss per death.
C:With 4 portals selected you have 50% rarity to the waystone and 3% exp loss per death.
D:With 3 portals selected you have 75% rarity to the waystone and 2% exp loss per death.
E:With 2 portals selected you have 100% rarity to the waystone and 1% exp loss per death.
F: With 1 portal selected you have 150% rarity to the waystone and 0% exp loss per death.
3: Remove rarity from items.
Nah, leave rarity alone. Stop whining about an optional affix
I honestly think it would be very funny If there was a death feed for high ranked people.
Also I think it would be really useful information if it did tell us what we were actually killed by. I can't tell you how many times I said "what killed me"?
De biggest thing from PoE1 I want ported over is the Maven Crucible, which is a boss arena system where you gather bosses you kill in maps to fight them one after the other in the arena. With such an emphasis on bosses in PoE2, its such a shame the game is way more of a grindfest than an awesome boss battler.
Why is poe2 so punishing for group play.
So I mean by that, that when in group play the loot amount stays the same, and if the game decides it all the best loot can drop for one person especially on rare mob kills and boss kills, its a fucking joke.
Also if the host player dies, you can't finish off secondary or tertiary objectives, because only host can place explosives or some other such utter ridiculous bullshit.
For a game that has 6 player grouping available to it, the punishment for playing in a group is too much to out weigh the benefits, for instance only the host gets waystones.
Stupid decisions like that just leave a sour taste.
I want to love this game but fuck me they make it hard to even enjoy the game sometimes.
Maybe individual loot from bosses would be helpful but I know the purists out there will just start crying about it.
But there are things they could implement that would undo this, perhaps being able to revive a downed mate in map would be a way to encourage group play instead of discourage it. I mean it is possible in group play to revive a downed team member in the campaign, so why not?
Anyways that's a couple of things that I believe need changing.
Second suggestion can take care of price fixing, that is annoing.
Console also has a huge issue reading buffs. You can't scroll over the buffs/debuffs on your bar (the boxes above the xp bar) nor can we see advanced details in game easily. For instance I can't see what gemcutters do for each skill so if I don't look it up online I'm rolling things I can't even see.
But I think this will be fixed as they add in the mouse keyboard option later. It's still really annoying
I agree; the death detail screen does not need to be perfect. Just knowing what damage type was responsible for my death will give me enough information to think back and go over the death in my mind so I can figure out if the attack was avoidable or not. I agree with Ehnonamoose; all three points would help most players tremendously. Having a build-test mode in the game would help players more directly understand how each affix on gear and the passive and ascendancy trees affected each other.
Not every player should be required to understand calculus or trigonometry to understand the math going on in the game. For the players that do, good for you, but not everyone is good at math but can still enjoy the game. They want to know how something is going to affect their build. Then there are the players who do understand the math that is going on but don't have the time to actually do the math and still play the game in the time they have during the day due to real-world obligations. Or the strain on the PC from having a browser open in the background while playing could affect the game's performance they are trying to avoid. If the build mode was in the game, it doesn't mean everyone has to use it. Nor does it guarantee the drops will make the changes permanent. As of now, every piece of gear, regardless of being a crafted item or an item dropping with six affixes.
Completely agree. Death recaps should be #1 priority. I would be happy even knowing the most basic of info.
Off topic a bit, just venting a little but I just may be unlucky. I'd hope someone would make a chart of each map layout frequency because I swear that all the most rewarding league mechanics (breach etc) are ALWAYS in Augury or some other maze like map. Even while doing my best to configure maps with adequate precursor tabs, god it's frustrating sometimes.
But overall the endgame is going in a good direction, lots of love in that game and it shows. Long live GGG!
Stashtabs for all "league" content is a given or just create the "lockers" for each content and have it work properly with affinity.
Skill cut window from stash: Press "open gem cutting window"-button, select the skill you want, window pops up with your available uncut gems, selecting it also indicates level/attribute requirements, press "cut" and it goes into inventory. Done.
Also; cut skill gems, sort them in the levels please.
As for new things:
More gold sinks. Alva gambling ain't it/enough.
Deterministic crafting options using Expedition mechanic (not meta crafting options though! perhaps add enchantments too from 3.25 as additional min-max).
Expand on runes and soul cores using Expedition mechanic (runewords for white items, combined runes (enchantments?), combined soul cores resulting in item being corrupted when used with some random behaviour (more risk and reward then just soul core -> vaal orb), etc)
Add more variety to Breach mechanic (different breach types and endgame bosses, like PoE1)
Delirium needs something more.
Let us continue after a failed map... no one enjoy running maps without "things" on it. It is bad enough you sometimes have to, dont punish failure with tedium!
I think that LE screenshot was from 1.0. The current LE death recap now shows the amount of damage the killing blow was for, how much was overkill damage, damage type and if it was a crit or not.
Thx for your work Men 👍
to me I think classes and weapons are REALLY important but they are avoiding being overwhelmed with bugs and balance issues i think
as an SSF Hardcore enjoyer I think the current pause button is really bad game design. It dumpsters the entire immersive experience. I like that you can pause, obviously real life responsibilities pop up and it's good to be able to tend to them. But I think there should be a 3-second delay like in DOTA and other games. Any time I watch an SSF Hardcore streamer and they pause the game every time that they shit their pants it makes me sick to my stomach. Would love to see people try and press you know the flask button or dodge roll or a defensive ability but instead they just spam the ESC key and it makes me giga cringe every damn time. I love how they were worried that teleporting to check points would ruin immersion now we have these clowns pausing the game every 5 seconds. I'm not mad at them either, It's GGG's fault for their game design. Idk who came up with the idea of instant invincibility in a game that's supposed to be hard but I hate it and hope they change to a 3 second delay!
The killing blow only matters to players when health goes down so fast it looks like a 1 shot. How hard would it be to pick whatever damage source took the largest % in the last second, and show that one source at death?
Allow Equipping of Charms in Flask Slots for builds that don't use flasks. (Chaos Inoculation, Internalist with Infernal Flame instead of Mana, etc)