Things that need to dissapear. Things that are crucially needed for playerbase.
Things that need to dissapear or get nerfed
1) Exploding bodies This thing is more atrocious than off screen one-shots. When entire screen is filled with bodies and there are two-twin bosses spawn, who explode bodies, and also have close-proxmity aura, makes battle too much hardcore. Put a timer/cooldown on those dead-pixel explosions. 2) There are too much post-death aoe effects. Boss post-death summons lightning or corrosove/poison clouds - puddles. Ridicolous to die to already dead entity, dont you think? 3) Boss in second act has too much resistance/armor. Being on global and reading all those complaints, make me wonder, do you weed out weaker playerbase? Things that are crucially needed for playerbase. 1) Death log. Who killed. What effect/spell/skill. Damage number. Overkill number. Damage mitigation by players armor/shield. 2) Auction. You already have currency trade mechanic. Whats the problem to implement auction. Using website to search items is so 2000. Grow up. 3) Crafting. Not gamblecraft. But real crafting. You can do it, i believe in you. (Spend x exalts to improve this stat seems reasonable.) 4) Better explanation of skill and effects. Sometimes skill explanations are so comlicated, that even google search cant help you. Ease up on that. 5) Atlas for mobs. Story/lore wise. Its not that hard is it? Vampire Survivors have one, so POE2 a bigger game with bigger budget can allow a little piece of npc-wiki. 6) REMOVE other players animations/effects When you play coop with friend or randoms there are so much animations, that my eyes are starting to hurt after short time. Furthermore in all that chaos you cant see npcs aoe animations and die like an idiot to a cast which you normally WOULD have EVADED. Give option to ENABLE/DISABLE ally animations. Последняя редакция: greifait#3332. Время: 20 апр. 2025 г., 13:34:44 Last bumped21 апр. 2025 г., 12:24:14
|
![]() |
" Spend X exaltx to improve an stat would improve a lot of the issues with the gear. Последняя редакция: Sulik7#2502. Время: 20 апр. 2025 г., 12:01:39
|
![]() |
" |
![]() |
" This would almost never be useful. Worse, it would mislead players and they'd likely react by trying to solve for it while ignoring the real problem that took 90% of their hitpoints. This has been discussed extensively for years with PoE1. It wouldn't be useful without being a huge combat log... An experienced player will know why their character died well enough to make meaningful changes. |
![]() |
All it needs to do is add a death review like WoW/Details does.
It shows the last 12 seconds of healing and damage. That gives the player all the information needed to improve. |
![]() |
" 1) they already have this but only for when a player dies from a self-inflicted effect (infernalist burning themselves / mana flask of doom). If that last 1hp is done by the player it announces it as a form of death log. 2) death log can include more than the final hit. It could show debuffs / dmg taken in the last few seconds before character death (think 3-4seconds is more than enough for poe) 3)I can understand new players being confused by an overloaded combat log, but being confused from knowing nothing of what just happened isn't much better. There's already been issues with players misreading enemy damage types assuming the viper boss was dealing chaos dmg when it was physical. That being said, I could take it or leave it. It borders on making the game too analytical and less of an rpg. Prefer to keep PoB separate to PoE. "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
|
![]() |
" There is no ARPG on the market that qualifies as "more analytical" than PoE1 and, its fans hope, PoE2 will be. :) Any build with decent info about its construction along with a player's testimony of "wat happen" that is posted in the PoE1 forums can be correctly diagnosed by most experienced players without any need of anything more than the build and a brief, even inaccurate, explanation of what the player was doing at the time. The problem is that PoE(et al) has so very much going on at any one time that a build's most significant problems can be masked by effects that are rare or very situational. So... my character died last night in an Atlas map. I don't die my way through Atlas maps. I almost never die in even juiced up Atlas maps. "Wat happen?" Well, my resists suck, but I know that wasn't what killed me... What killed me was that I couldn't see the ground effects through all the particle spam and I was standing next to a mob that had an on-death explosion effect that is specifically targeted at players who hug mobs in melee range... That would not have shown up in a "log." But, if I had told an experienced player my story, they would have pointed out that any build would have been hard-pressed to survive that situation. The fix? "Don't stand in the lava." :) But, let's say I lost half my health several seconds before? What would have killed me? The failure to press the potion button or to react by dodging out of there as soon as possible or to play more defensively. Again, that's not going to be in a log. Other games put in death-logs not necessarily because they're useful, but because players expect the dramatic issue to be revealed to them. It is a standard inclusion in many Eastern releases as those audiences demand it... even if it's just there for hype. WoW implemented a bunch of data feeds for creators writing overlays and mods during WoW's preeminence. It is also a VERY different game and combat model. It's much easier to make such data available and sensible. For PoE1/2, the number of variables contributing to any given situation are orders of magnitude more complex. PS: My only strong opinion on this topic/request is that those asking for it must understand exactly what it is they're asking for and know that it may not yield the benefits they may believe it will. That's all. If the game had it, I would only ever find it of passing interest and wouldn't rely on it for anything more than its entertainment value. :) |
![]() |