Silenkiller's List of Suggestions/Notes

After playing for a good 15 hours or so, I figured I'd make some comments. Foremost, the game is incredibly promising. The graphics are great and the sound is outstanding. Really need to pat someone on the back for the sound track.

1: Passive Skill Page: This system is well received and is working great, but it needs some polishing in the form of better organization.

2: Mini-Map: Issues with transparency and visibility in various zones.

3: Quests: Obviously the quests are not all implemented yet, so this may be null, but often I find myself wondering what quest I'm on, why, and who to turn it into.

4: Level up graphic could be a little more obvious. When you level up, it seems more like my car is backfiring instead of me leveling up. Obviously you don't want to take away from the dark grim feeling, but I think a slightly brighter leveling graphic/noise would help make everyone feel more accomplished :)

5: Passive Skill Point Icon Graphic: It is not all that obvious when you first start that you have a skill point to use. Maybe make the new passive skill point box stand out a little more somehow?

6: Mini-Map Terrain: I've noticed this mostly in underground areas, but often it is kind of hard to tell on the mini-map where the "path" is vs. lets say the water. I'll find myself looking at the mini-map scratching my head as to where to go for a few as I can't tell the difference between the path and the environment.

7: Armor vs. Evasion vs. Shield: I kind of feel like it is not very obvious as to what is better to use in given situations. Maybe I'll figure this out more in time? Still could maybe use some better explanation.

8: Questions Questions Questions: I find that I keep seeing a lot of the same questions being asked over and over again in global chat. This is partially because the game isn't finished and sometimes there is a bug, but other times it is on how modifications apply with skill gems or if you can remove passive skills later on, ETC. At some point I'm hoping you'll include some basic tool-tips or beginning help dialogs to flesh out some of the concepts to completely new players.

9: Chat Box: I find that the text is hard to see in the chat box depending on what area I am in. This could be fixed by adding some kind of black background, lets say 50% opacity to the text lines?

10: The Cursor: Refer to above, the cursor tends to get lost in the fray.

11: Graphics: I'm sure there are plenty of graphics that are not finished yet, but some things Ive noticed: Town Portals def need work, and different icons for the different potions.

12: Potions: I love the potion concept, it really keeps you in the action. I'm questioning though how balanced they are, as at level 20 I can pretty much never run out of potion and take on areas that are +2-3 levels a head of me.

13: Monsters: Unique monsters I would suggest should have some kind of color difference or maybe a special aura that makes them slightly obvious. Also, the sheer number of monsters in some areas: While I understand the idea is to be epic and intense, a good example of this being a little too extreme would be Alira's Camp (Seriously, there are like thousands of bad guys lol) It gets repetitive and frustrating, ESPECIALLY if you don't have an AOE.

Alright, this is growing long, next time I'll make just a bullet list ;P Hopefully I'm not just beating a dead horse.
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Good observations overall... I'll comment that rare monsters do have a gold aura... perhaps it's too subtle.
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zeto schrieb:
Good observations overall... I'll comment that rare monsters do have a gold aura... perhaps it's too subtle.


Doh, well I was mostly on a laptop so it could have been that. Everything looks so sexy on my desktop with max settings ;p
My annoyances — They are not too hard to fix, but are currently very annoying with regards to the game play (oftentimes causing life threatening situations)

1.
The mouse cursor is too small and/or not unique. This is almost certainly due to the beta, and fell like there's maybe even no point in putting this one on here due to the fact it will be changed. Personally I'm typically a fan of default/windows cursors, but here I just can't see it all the time.

2.
Enemy archer units shoot their projectiles too fast. At least at low levels (lower movement speed) they are impossible to dodge at a certain rage, seemingly/virtually impossible to dodge at longer range, yet they still deal a relatively huge chunk of damage compared to enemy melee attacks which doesn't seem fair.

3. Players' projectiles (and even abilities like charge) unrealistically end abruptly near entrances and walls (and chests) in a rather illogical faction.
It makes it extremely difficult to shoot through (open) doors and other entrances, or hit people with ranged attacks even if you're just near a column, let alone behind one.

I'm not sure if this is the case for all projectiles, (some might be more narrow) I haven't tested, but I know for sure ice pulse is very problematic at least (if I'm beside a wall facing away (at maybe a certain angle) from the wall, the attack will instantly dissipate)

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Other little things:
• Transformation orbs seems to drop at like 5-10 times a slower rate than transmutation orbs. This doesn't seem to make any sense to me at all, because both these orbs have essentially the same utility/effect/value. If anything transmutation orbs are even more valuable, since finding whites is generally more common than finding blues.

• Seems like the improved critical rating attribute is too common (not necessarily more common than another arbitrary attribute though). In my opinion critical strikes are a dumb gimmick anyway unless it has special mechanics involved (such as guaranteed hit like D&D has, or gaining charges for abilities from critical hits, or dealing a % of enemy health as extra damage, or something).

Critical strikes are just another lame-ass way to make increasing DPS by a simple flat-out (and even unoriginal) method. There's already attack speed and damage... why add critical strike at all?
Also, it would nice to at least have a floating text notification each time a critical occurs if you're going to keep critical hits.
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Xapti schrieb:
• Seems like the improved critical rating attribute is too common (not necessarily more common than another arbitrary attribute though). In my opinion critical strikes are a dumb gimmick anyway unless it has special mechanics involved (such as guaranteed hit like D&D has, or gaining charges for abilities from critical hits, or dealing a % of enemy health as extra damage, or something).

Critical strikes are just another lame-ass way to make increasing DPS by a simple flat-out (and even unoriginal) method. There's already attack speed and damage... why add critical strike at all?
Also, it would nice to at least have a floating text notification each time a critical occurs if you're going to keep critical hits.

In PoE, when combined with elemental damage critical hits result in some status ailments.

  • Critical hit with fire damage causes the "burning" status ailment, which causes damage over time.
  • Critical hit with cold damage freezes the target
  • Critical hit with lightning damage causes the target to become "shocked".
    This can be stacked up to five times on one target. In this state, the target takes 20% additional damage per instance of Shock.

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