General feedback from 0.1.0 and 0.1.1

Perspective for feedback: controller play on PC 3 characters, Lvl 3 Monk release night, Lvl 30 Sorc and Lvl 86 witch infernalist.

Act II normal felt like a big difficulty spike, Act III not as bad but still a bit of a bump, cruel was straight forward for the most part. This was in 0.1.0

Like the currencey auction house, I'd trade items if a similar system existed for them but current trade is too much of a hassel so 99% SSF.

Controller UI is missing the charm slots vs keyboard and mouse layout.

Controller layout change in 0.1.1 prevents the ability to L stick click for advanced info tanges teirs of affixes, could we get a game option to have these values always display this detail?

Wisdom scrolls can probably go the way of portal sacrolls, as they are a gold sink until you get the identify all option during the campaign. If the use of them is to give the excitment of checking an item mid map or area, then by having the intial boss drop a quest reward item that grants identification as a 5 or 10 mana ability you retain the the existing interface well for controller at least and could have a r-click to identify for keyboard and mouse.

Like the info tooltips, please add as many as you can they are very helpful.


Gem tab: filters buttons didn't work as I expected, e.g. activating support shows only cut support gems not uncut, activating the uncut button in addition shows all uncut types in addition to the cut support. would have expected this combination to just show uncut support gems.
USing controller to move a gem into inventory the cursor moves up to the top would feel better for it to remain in the row the item was removed from if none left in that row then either drop to the next row.

Looking forward to the map tab, expidition and other tabs like splinters for breach items to transition across.

I like the disabling of non working supports for Gems feature and the tooltip explaining why. Having a warning like level where the addition of this support would not improve the primary effect would be a noce to have. Other noce to have would be nice to see the dps/defense change for minon gems when upgrading it to a higher level as currently it looks like it does nothing if only simple +dps to +++dps style.

Did run chaos witch with minions initially but chaos skills felt lack luster.

The change to teleport in minions instead of revive counter has made the choke points in maps slightly less painful but in mire, augry and seepage in particular the distance to trigger this could far smaller if the pathing issue remains difficult to solve, deadlock seems to occur when enimies are spotted, perhaps a try if stuck let another try to move is a starting point for a solution.

Being able to change control scheme from controller to Keyboard and mouse would be very handy for stash and inventory management or possible encounters where having that level of control fidelity would feel nice, might require a default keyboard/mouse setting so it drops to wasd when switching.

Reforge interface is unpleasant when wanting to bulk 3-1 perhaps an bulk toggle on that to have the disenchant style/poe1 vendor window style might work.

I like having the option of not having to always kill a boss in endgame and having means of adding more bosses seems a decent compramise.

I like that it is not needed to run rare maps to progress the atlas skill tree points.

Though it can be hard to know how to improve or what you are lacking perhaps a dynamic option to boost defenses or other stat(s) where the game sees a possible general flaw. It can also be tricky to know when and what are good tablets to as a new player.

A reorder tab/inventory action like Grim Dawn has would be a nice to have to reduce inventory tetris.

Dying suddenly without knowing how or why you died, some on death ground effects are very hard to see too with all the character skills i expect this to worsen over time. On death effects feel a little to over used and can be lethal f5rom a rare, prhaps rares lose on death effects.

Maps the afformentioned mire, augry and seepage are my least favourite to run, in fact I actively avoid mire.

The addition of checkpoints to quick travel helps a bit when having to backtrack, more checkpoints would assist more, though perhaps an increase on rare detection radius perhaps increased further by light radius would reduce the need for extra checkpoints.

Waystone drops getting low level waystone drops in high tier waystone maps feels terrible, there should be a range limit that is much closer to the current map tier used, say no more than -3 or -4 tiers.

Chests feel very anticlimatice so feel no need to use the atlas nodes to increase them.

Trials feel very RNG for success, not run 4th yet though likely that will be done in sekhemas as there are relics that offset the trial difficulty. Trap rooms are very unfun in that. If you hate Sekhemas trial then having to wait another act before being able to run an alternate ascendancy trial seems anoying, and even further in for the third trial type. Only possible solution I can suggest would to have the trials from a hub that has portals that activate for that trial if you are carrying a key in your inventory.

I like the feel of the new atlas, an ability to re-roll maps like mire somehow would be nice. The one go on a map or lose all the map effects feels a little harsh perhaps lose 1 addition at random, so if corrupted, boss, irradiated, expadtion and 3 tower mods. lose 1 at random on death that hasn't been triggered or cleared so all tower mods on first death, all breaches on another and on sixth death clear all to the base map as is the current method.

Would it be possible to have an account configuration to set the default names, folders, affinities and order of stash tabs, so when I think this is per league it uses that instead of the by added flat list, could be done via the stash it self as a save as defualt and a use saved order button in the interface?
Zuletzt angestoßen am 02.02.2025, 07:25:13

Beitrag melden

Konto melden:

Meldegrund

Weitere Informationen: