Some feedback on PoE2 So Far
The campaign experience is bad:
Context: I started with softcore trade league 0.1.0 the campaign was long but it was new so it felt fresh. Moved into HCSSF with warrior it was fine since warrior was tanky and I was able to go through without issues to endgame then into a pathfinder character (My only surviving HC character haha). Things takes a turn 0.2.0, I started strictly doing HCSSF and I wanted try the new class since I have done it with pathfinder I thought it wouldn't be too bad. But random essence rare just starts to pop off out of nowhere (I ignored all essences after). Was doing Rake build, did some strength stacking like everyone else until I got a good weapon to push into bleed. Here is a list of improvements I think would really improve that campaign experience: - Need to recalibrate essence mods in campaign. - Artificer orbs are good additions but without new gear to use it on it's useless. - Need to have at least one guaranteed exalt orb per act, this will help players to craft some important gear in between big fights (ex. I have 25% movement spd boots with 100 max life but I don't have any exalts to craft resist on it for all cruel acts). - Minion white mobs still have insane HP compared to regular white mobs. This will need to be recalibrated. Build improvements: - Need way more defensive options (Especially early game since gearing feels really bad), this is not just a HC thing, but it's very annoying to have to glass cannon on the right side of the tree because there aren't much defensive options available. We cannot just depend all on gear for defenses that's just a RNG fest especially for SSF. - Right side of the tree needs a lot of help, evade and block are both mechanics of chance. You can still die to one shots (Not talking about bosses). In the end, you need to spec into ES/evasion for defense and ghost dance. This is very boring in the build perspective. - Herald of Blood explosion not that great compared to other heralds. I think I rather have a proliferation of bleed than a delayed bleed explosion, whereas herald of ice just pops the monsters right away. Also, explosion based on blood loss feels really bad, just make the explosion based on monster max life since it's unscalable anyways, unless you are really end game that 15% unscalable blood loss feels like doodoo. - The recommended gem tabs are useless, especially for the new gems, you cannot be recommending new players to use the support gems unless you have tested them and fly through the campaign using those combinations. Itemization (Edit): - Need to remove T1 mods from the item mod pool once we get into maps, or I rather not get them at all in Cruel but you probably won't do that. Or just remove the T1 mods lol, they are just so bad when there isn't a deterministic crafting option. - Once you made the changes that lower grade runes get removed from the drop pool I haven't been getting any resist runes (This was throughout Cruel). Something is wrong here my drop chance for attribute runes are way higher. - accesories (belts, rings, amulets) do not appear often enough on the merchants. This makes me need to go gamble all my gold away instead of just going to the merchant to get a good magic accessory to craft. - Lastly, if you are not planning to implement deterministic crafting, it is very important to provide a deterministic pool of crafting currency (in campaign) for crafting progression so players don't get stuck with the same gear pieces for hours. That's it for now died when I just reached maps for Amazon time to make a warrior to go through maps lol. Probably my last character this league until some of these build changes gets implemented. Последняя редакция: Koloxus#2282. Время: 20 апр. 2025 г., 15:02:13 Last bumped20 апр. 2025 г., 14:48:06
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