Gameplay and QoL issues
So, I have about 600 hours in the launch league (across 5 chars) and around 130 in DotH league. These are my most persistent gripes with the game-play that I don't see repeated too much in forums (I will skip all the loot and crafting stuff, although they DO have tons of issues):
- Aim. For some reason, PoE (1 and 2) decided it was bad to aim at where your cursor is at, instead it makes this weird directional calculation where its aiming at where the "head" of the mob would be and then ray-casts it to the terrain. Its nuts and unpredictable, especially around non-flat terrain (steppe is a nightmare to aim, and ramps are just a dice roll). Aim at where my mouse is at. - Terrain occlusions are out of hand. Small brushes, pools, terrain height: all of them hide ground effects. Then the big foreground stuff like tall walls, statues, set piece trees, castle towers, don't become invisible or only become invisible when the game detects a players occlusion. But what about the mobs? I need to see the mobs too. Remove set piece/aesthetic rendering on proximity of combat, not on player occlusion. - Performance is horrible on useless aesthetics. Corruption ground effects with all the wormy things, corruption trees, the lightning glowing, the chill displacement map details, the boils and insane high-poly details on mobs. This all adds up to terrible performance. If your GPU can handle it then fine, keep them, but lower end GPU's needs options to remove things that don't effect game-play. Add rendering options to remove ALL aesthetically effects (corruption effect very urgent). - Timed ground explosions have a weird timing gotcha. I might be losing my mind but I swear them are faster when you are standing on them and slow to a crawl when you are outside them. This leads often to situations where I charge in thinking there is plenty of time since the effect just started and get blasted immediately, and others when the effect is about to blow up and I am timing it to charge back in, only for it to hold... and hold, and hold... until I charge in and it blows right on queue. Effects timings need to me consistent, they can't show down or speed up during the effect. - Directed slam tracking. This is by far the most annoying thing about combat. You know the moves, you know the timing, you know the trigger and you know the effect. You wait for it, you dodge roll... only for the mob to cancel its follow through, spin around 180 degrees and hit you right as you finish your roll. This cannot happen on any mobs. There are a few well designed ones, that when they lock in their slam they don't turn any more, but most mobs and bosses just turn, and turn, and turn... and completely screw up your timing. All mobs and bosses need to lock in their follow though, they can't keep turning after they finishing their wind up. (Edit) - Forgot one last one, however more game design oriented. I really dislike the cast+interrupt system of PoE (both of them). It just feels bad and laggy. I press a key, I have to wait 0.5 seconds to see if it went off or I got interrupted and react to that. But if I keep my key pressed it queues skills and they become "fast". I have to constantly expend brain power to predict what might happen 3 seconds from now on each key press. I understand this is a design choice, but its one of my worst feelings I get in PoE combat when coming back from other games. It takes a week to re-adapt. Последняя редакция: CaerbanogWalace#2169. Время: 20 апр. 2025 г., 11:18:33 Last bumped20 апр. 2025 г., 10:02:42
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