Critically Endangered: Rantless Feedback from Spark Ritualist

Hey everyone,

Just wanted to share some thoughts and feedback on the game. Quick intro: I'm playing a Ritualist, almost level 97, 300k full DPS, abusing rings and cleared all content with Spark + Archmage (one of those overbuffed meta builds you forced to play to enjoy the game to any margin, you know). Wanted to chime in, especially seeing some of the feedback floating around.

A lot of the negativity and complaints on the forums feel a bit off base sometimes. People often ask for things without seeming to grasp the consequences. For example, the constant calls for more deterministic crafting – do people realize what that would do to item value? The market's already flooded with near-perfect items for 1 Divine. If you play self-imposed SSF in standart league and hit level 90, you could probably triple the power of every single gear slot spending exactly 1 Exalt on each slot. What happens if crafting gets even easier? Same with drop rates. Even now, the market is full of incredibly powerful items that can clear all content, yet nobody wants them even for 1 Exalt.

Another common complaint is that the game is too hard. Personally, and for pretty much everyone I play with, the feeling is the opposite. By day 3 of casual play, you're already farming T15 maps, blasting through earlier tiers without even noticing them. Make the game easier? Really?

Anyway, enough preamble. Here's some actual constructive feedback and ideas, focusing on things I can actually imagine solutions for (actually a compilation of my road notes, raw, not really structured and somewhat repeatative, sorry).

###Critique & Concrete Suggestions

* Ritual Visibility: Rituals absolutely *need* to be highlighted on the minimap like Bosses or Breaches when under 200 monsters remain on the map. Period. Searching every corner of an empty map isn't fun.
* Ritual Monsters: Monsters shouldn't burrow or despawn during a Ritual. It feels absurd when this happens.
* Atlas Passive - "Isn't it tempting?":** This seems like it might not be working correctly? I've tried it about 20 times with no noticeable effect, unless I'm misunderstanding something.
* Map Node Persistence: Atlas nodes shouldn't disappear if the map instance closes due to a server reset or crash. Is preventing some theoretical abuse (players timing resets to re-run juicy maps?) worth the frustration? Honestly, farming two normal maps is faster than trying to game the system like that. It feels like unnecessary punishment.
* Atlas Camera: Allow zooming out further on the Atlas map.
* Gold: Gold feels almost useless currently. Needs more sinks.
* Chests: Opening chests on maps feels tedious and unrewarding. Opening thousands yields maybe 1 Exalt worth of loot. They need a pass.
* Delirium: Bugged? Doesn't end even if button is pushed. Minute+ wait for the rewards on clear map is a new standart.
* Rogues & Wisps: Kinda obvious. Non-functional atm. Rogues vs player encounters could use some elo system so player could meet sensible opposition (with better rewards for higher elo).
* Ritualist's Ritual Spell: This spell is... a joke. It might be the only spell in the game that actively makes you weaker. (My only death at level 96 was testing it, randomly getting the blink mod, and blinking right into three rare packs including hedgehogs). Seriously, how did this make it into the game in its current state?
--- 3-second cast time? Check.
--- Completely useless mods? Check.
--- Need to stand *exactly* on a corpse (and find it in the visual clutter)? Check.
--- It's easily the worst spell in the game. Only 10% of "Ritualists" even take this spell, and maybe 10% of those ever actually use it in difficult maps. Absurd.

###Broader Ideas

Here are some more 'out there' ideas and thoughts on systems:

Item History/Identity:
* Could we get a "Found by [PlayerName]" tag when pressing Alt on an item? Maybe even a craft history log, or an NPC service to reveal an item's past for a fee?
* Items need more unique identifiers. We see the same base names (Kraken, Rift, etc.) too often. Adding 200-300 more evocative words could help.
* Give items more personality! Maybe add minor, low-impact implicit stats that don't take up a prefix/suffix slot, just to make them feel more unique. I remember selling a wand once, and the buyer messaged me later saying they Exalted it to +72 spell damage. I congratulated them and showed them mine, saying theirs might even be better now. That moment of comparing "wands" was awesome, but items need more of that uniqueness. Right now, most good items look very similar (e.g., sorcerer rings often just stack Mana and Elemental Damage prefixes; adding 2-3 more useful prefixes would be great).
Economy & Crafting:
* Item Base Value: Raise the value of finding rare items vs. just using an Orb of Alchemy/Regal Orb on a white base. Maybe top-tier mods can *only* roll on naturally dropped rares?
* Regal/Alchemy Rarity: Regal Orbs feel too common, especially since you can get them from vendoring rares. Making any white base rare almost for free devalues dropped rares. Drop rates for Regals should be lower (maybe 100 rares vendor for 1 Regal?), and maybe allow dismantling rares directly on the map. Alchemy Orbs also should be a little bit more rare.
* Exalting Bases: Increase the chance of finding good bases (e.g., higher tier mods on magic items), but slightly decrease the chance of hitting high tiers when using an Exalted Orb. Make finding *potentially* good items more common, while crafting the truly great ones remains hard.
* Low-Level Uniques: If level 10 uniques are still dropping in level 82 maps, give them *some* use beyond vendoring for Orb of Chance shards. Maybe they can be used as a crafting resource in some other way?

Gameplay & Systems:
* Training Dummy: We need a training dummy/target dummy (maybe a rare mob or boss with no damage output) to test DPS. Ideally, it would have finite health so we can see kill times. We need a DPS meter showing damage breakdown by skill, damage type, etc.
* Hardcore Variant: Maybe a mode between Softcore and Hardcore? On death, a random equipped item gets "cursed" (e.g., all numerical mods halved, excluding attributes). Removing the curse requires a very rare/expensive orb.
* Staff Identity: Staves need unique stats unavailable on wands to make them competitive with wand + focus. For example, maybe the spell damage cap on staves could be much higher (300-350)?
* Souls-Like Elements: If we're leaning into Souls-like difficulty, add events/bosses that aren't meant to be beaten on the first try. Encounters you prepare for, maybe attempt over several days (like Malenia). Make it clear that failure is okay, even expected (like Sanctum). Unique, challenging events on maps could provide that amazing feeling of overcoming something tough (like beating Sanctum for the first time, or finding your first 10-wave Ultimatum). The key is making these *special*. Having 10+ Ultimatum maps pile up isn't great; maybe reduce the drop rate but increase the variety/challenge?
* Map Event Variety: More diverse encounters on maps!
* *DPS Check:* A structure activates on screen, requiring a certain amount of damage within a time limit (visually showing progress through 5-10 stages, each with better loot).
* *Mobility Test:* Chase something/someone across the map, maybe while dealing damage, maybe just reaching a point.
* *Reaction/Awareness Test:* A timed closing door to a treasure cache; requires quick thinking to get inside.
* Meaningful Choices: More situations like Breach, where playing too safe means you lose. That balance of offense vs. defense, deciding when to push DPS vs. dodge, combining approaches – we need more of that flow state gameplay.
* Attribute Scaling: Give attributes small, universally useful bonuses beyond HP/Mana/Accuracy. E.g., every 5 Strength gives 0.1% resistance to all damage, every 10 Dexterity gives 1% cast/attack speed, every 5 Intelligence gives 1% crit chance/multi. This adds complexity and compromise to gearing.
* Combined Affixes: Introduce affixes with trade-offs: "-5% to all resistances, +1 to socketed skill gems"; "-5% movement speed, +100 spell damage"; "-50% crit chance, +120% crit multi", etc.
* Affix Balance: Prefixes and Suffixes need better balance. E.g., "+5 to all spell skills" is giving like 5 times more dps than +120% spell damage prefix. Mana cost never balance it enough.
* Implicit Balance: Ring implicits feel very unbalanced (e.g., 30% resistance vs. 30 mana? Really?).

**Atlas & Progression:
* Atlas Passive Clarity: Needs a visual indicator (e.g., in the map mod list on the right) for passive "Unstable Energies" – is the map harder or richer.
* Atlas Map Highlighting: Permanently highlight significant objects (Shrines, Rituals) once revealed on the map, maybe allow a 3-second cast to teleport to them from any moment.
* Ultimatum/Sekhema: These should feel like late-game activities. Currently, you collect relics... and then likely never use them again? We need level 81/82 versions of these encounters.
* Meaningful Atlas Progression: Create natural goals and obstacles in the Atlas that players need to prepare for and overcome (e.g., a 'gate' encounter needed to unlock a new region).
* More Atlas Objects: More unique things to find, both rare and ultra-rare (like the 'Moment of Zen' traveling merchant - finding him was cool!). Add different tower types: large range, small range (stronger, easier setup), standard?
* Clearer Map Mods: Visually distinguish prefixes and suffixes on maps (maybe by color?), including in the mod list on Tab-map.
* Clearer Atlas Node Info: Separate Corruption/Cleansing buffs/debuffs from other effects when hovering over Atlas nodes.
* Slower Experience Gain: Slow down leveling significantly, maybe: 2x slower from 30-50, 3x slower from 50-70, 4x slower from 70-90 (adjust numbers as needed). Rework map tiers so there's a noticeable difficulty jump every few tiers, maybe requiring specific boss kills to progress. Overall map progression should feel more meaningful and paced.
* More Atlas Goals/Strategy: Add more activities and maybe light strategy elements to the Atlas (e.g., specific nodes that generate currency over time like 1-10 Exalts per hour, with upgrades?).

Skill Tree & Late Game Goals:
* PoE 2 Skill Tree: The new tree feels MUCH better than PoE 1's. It's genuinely interesting choosing paths, saving points, deciding what to cut. Maybe an unpopular opinion, but I think it could be *even more* complex. More options, non-obvious pathing, etc.
* Level Milestone Buffs (90/95/100): What if at levels 90, 95, and 100, you got a small, permanent buff chosen randomly from a pool (unique pool per class)? E.g., choose 1 of 3: "20% increased Crit Chance", "3% Movement Speed", or "+3% to all Resistances". These small choices could make characters feel unique and enable niche builds, breaking the meta of just copying top builds 1:1 (assuming you have the currency). If the randomness feels bad ("my character is bricked!"), add an *extremely* rare orb (1/10th Mirror rarity?) for a full reroll, or a very high gold cost (100M+?) to reroll.
* More Late Game Goals: We need more aspirational content. Bosses designed to be roadblocks, requiring specific preparation, build tweaking, and farming attempts. I *want* to gear up specifically for a tough fight.

Quality of Life & Cosmetics:
* Alt-Highlighting Tiers: When holding Alt, make top-tier mods slightly gold-colored, maybe second-best mods silver?
* Auto-Pickup Bags: Allow equipping maybe two specialized bags that auto-loot specific currency/resource types they're attuned to (breach, simulacrum etc). They function like stash tabs internally. Rare bags could pick up 2-3 types.
* Item Cosmetics: Expand cosmetic item effects like Foiled, Chromatic, Negative. Make them purely collectible drops at varying rarities (1/100, 1/1000, 1/10,000?).
* Corruption System: Evolve the Vaal Orb/Corruption system. Maybe Veiled mods could help make fully upgraded/corrupted items truly unique, but we'd need like 3x the number of Veiled options from Poe 1 for it to work well.

Mob Design Ideas:
* Shield Mobs: Bulky mobs with 95% damage reduction from the front, but vulnerable from sides/back.
* Whirling Mobs: Monsters that spin with weapons constantly (or 70% of the time), dealing damage in an area.
* Attack/Rest Cycle Mobs: Mobs with short (1.5s) phases of intense, dangerous attacks, followed by longer (3s) passive phases. The active phase needs to be genuinely threatening and reactable.

Extraction Mode Idea (Tarkov-like):
* Enter a high-difficulty map zone.
* Several extremely dangerous unique monsters roam or hunt players. (Maybe multiple players could be in the instance, non-PvP, allowing for spontaneous cooperation?).
* Goal: Find an extraction point and survive there for a minute against waves of strong monsters.
* Separate inventory for this mode: 2-3 bags with unique grid shapes (some simple 3x4, others 20 slots but weird shapes making fitting large items tricky).
* Death/failure to extract means losing everything *except* items in one designated "safe" bag.

Addressing Playtime Disparity ("Casual vs Hardcore"):
* Maybe a "Lucky Map" counter? Every 6/8/12 hours of inactive, you gain one charge (stacking up to 20-50). Spending a charge makes the next map grant double loot and triple XP (numbers adjustable). This lets players with less time (weekends only, few hours a day) catch up somewhat without trivializing the game for dedicated players.


And in the end...

My Vision for PoE 2:

I want Path of Exile 2 to be a game with a living, breathing economy (with controlled inflation, ideally where players find at least a third of their gear themselves before the true endgame), sprinkled carefully with Souls-like mechanics (even more forgiving than Elden Ring, focused on variety and the feeling of overcoming challenges), and a game where you always have multiple short-term goals alongside one or two truly epic long-term objectives.

Thanks for reading if you made it this far. Curious to hear what others think.
Последняя редакция: to1R#7567. Время: 25 апр. 2025 г., 10:07:57
Last bumped26 апр. 2025 г., 06:24:57
one of the best feedback i ever read ,

thank you for your awesome work and ideas


love : trainning dummies
Alt-Highlighting Tiers
Bumping for developers to see this!
I don't think drop rates should be balanced around trading. Especially if there is no auction house.
"
darrenrob82#3531 написал:
I don't think drop rates should be balanced around trading. Especially if there is no auction house.


One of the cursed problems. Solutions might be:

--- Different drop rates in SSF and Standart
--- Some kind of trade-limits for players playing too much and farming too much.
--- Balance it around Standart and let SSF (actual league or self-imposed) suffer.

Balancing around SSF is not an option - it will make Standart league - cheating league where you buy everything for 1 Exalt, so basically it means deleting all leagues beside SSF.

Auction implementation is problematic as I see it. Bots already spamming 100 messages on any unique listed under its actual price. So any item listed in auction for more than 3 minutes = overpriced (probably heavily). Not sure it will make the trading much better. I personally had no problems trading this league, a couple of unanswered requests - that's all. No idea where all that rage comes from, yeah, if you see amulet worth of 10d and listed for 1 Exalt - probably they won't invite you.

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