Regarding Raxx's new youtube video discussing the current and future of PoE2

I think him pointing out the largest problems are incredibly spot-on:

1. The obvious gambling-crafting without any meaningful player control
2. Extremely punishing and not well telegraphed on-death effects
3. Waypoints on maps not actually helping much
4. Defense balance (OP ES, trash armour and life in general)
5. Polarizing mapping strats (go in a line to find citadels VS stay in one spot forever with multiple towers)
6. Ritual boss not being accessible enough in a SSF environment


So I came up with a few suggestions to solve some of the above problems.

1. Additional types of ritual omens could serve a similar function as fossil crafting: they could increase the chance of certain types of mod being exalted. The availability and strength of such omens should be fairly balanced ofc. It could temporarily stay there until a new mechanic (delve?) which introduces fossil-like currency comes around.
Furthermore, the chance of Audience with the King appearing could be doubled, while the drop chance of Ingenuity could be halved at the same time.

2. Rather than straight-up nerfing ES, armour could be buffed up in a meaningful way. The reason why armour is so bad is that it only applies to phys dmg and not ele dmg or dots. So why not make armour apply to ele dmg at 50%-ish value, and make life regen much more accessible and powerful for strength armours and warrior-side passive nodes?

3. Basically the problem with maps is the large size that requires backtracking. How about adding 1~2 additional rare mobs to all maps and count the maps completed if there are 1~2 rare mobs left?




That was my two cents, hope at least some of them gets a dev's attention.

Good day!
P̯̹̙̥̉̏ͦͯA̠̝̰̣̯͕͚̲̭͈̥̠͑̓̿ͦ̾ͯ̍ͅͅȚ̜̦͕̞̞̠̮͎͔͙͔̺̺͉̟̿̿̏ͬ͛͋̍ͮ̌̚H̹͕͚̟͍̘̤̱̻̬͓̬̮̫̦͖̳̹ͮͨ̒̉ͮ̿̈ͪ̇̿͆ͭ̃ͭ̃ͭ̚ ̲̫̞̤͓̳͑ͬ̾͌ͯ͐͂̿͗ͨ͋͑̍͐͗̾̄O͕̮̻͔̳̠͉͖̳͖͈̻͇͈̣̙̪͈ͨ͐̒̽ͣ̋ͅF̣͎̞̞̯̝ͦ͌̆ͥ̈͐̾ͣ̔ͮ̐̀̏ͪ̚ ̟̩͙̙̩̮̻̼ͬ͑ͥͦ͗̿E̼̭̩̜͕̱̤̭̞͖̳͍̝̤̼͓̗ͩͫ̌ͬ̊̋̄͑͗̽X͕̰̪̱̲̩̙̦͓͓̯̠̤̝̝̯̣̥̀̋̌̍̚Ȉ̖̟͔̩̝̊̿ͪͅL̺͓̻̰̀͋̅ͮͧE̎̑͆̏
Zuletzt bearbeitet von Sielin#6713 um 09.02.2025, 06:17:48
Zuletzt angestoßen am 10.02.2025, 01:50:10
For Ritual(and all endgame mechanics) they should move the points that buff mechanic drops off the individual trees to the main atlas tree to replace some of the bland stuff there. It would let folks sort of specialize in a couple mechanic drops to increase their chances of actually getting further in those areas.

The solution for maps is to cut the size of maps by almost half. Get rid of checkpoints. And add bosses to each map as the means of finishing them. I know they tried hard with making bosses a special feature of some nodes and even created tablets...but this needs to change.

Not sure what they can do with the polarization of endgame mapping goals. I'm not really a fan of the whole tower thing to begin with. And the fact that a bunch of nodes are basically trash/time wasters. Maybe cut out half the nodes on the atlas and make all nodes worth running somehow? Then if someone wants to stop and juice with a cluster of towers it doesn't take nearly as long to setup.
Zuletzt bearbeitet von FruitLord#0833 um 09.02.2025, 00:52:47
"
FruitLord#0833 schrieb:
For Ritual(and all endgame mechanics) they should move the points that buff mechanic drops off the individual trees to the main atlas tree to replace some of the bland stuff there. It would let folks sort of specialize in a couple mechanic drops to increase their chances of actually getting further in those areas.

The solution for maps is to cut the size of maps by almost half. Get rid of checkpoints. And add bosses to each map as the means of finishing them. I know they tried hard with making bosses a special feature of some nodes and even created tablets...but this needs to change.

Not sure what they can do with the polarization of endgame mapping goals. I'm not really a fan of the whole tower thing to begin with. And the fact that a bunch of nodes are basically trash/time wasters. Maybe cut out half the nodes on the atlas and make all nodes worth running somehow? Then if someone wants to stop and juice with a cluster of towers it doesn't take nearly as long to setup.


I don't want smaller maps. Better layouts maybe. Anything smaller than what we have now would feel arcade-y and boring for the complete opposite reasons.

Less chokepoints and dead ends and the maps would be fine.

Please don't lower the map size. I already move through them too quickly and think if anything there should be a larger size of map I can really explore at endgame.
The map size is half the problem.

The other part is running around the same map twice, sometimes three times.

Checkpoints don't work very well.

I've never actually wanted a map to be bigger except for sandspit.

"
Tyrsonjsp#2390 schrieb:
The map size is half the problem.

The other part is running around the same map twice, sometimes three times.

Checkpoints don't work very well.

I've never actually wanted a map to be bigger except for sandspit.



Again, no. Map size is good. Incentives for exploring maps being not there is the problem.

Take the large jungle maps.

Imagine if like Crypt, there were "switches" you could discover, markings carved into trees that said "up here" and when clicked on, vines came down allowing you to traverse up into an upper canopy that could be one of a few things;

1. A rough survival enclave made by one of the "doomer explorers" next to a skeleton holding onto a chest. You open the chest and the skeleton of the explorer crumples away while you loot his valuable last possessions.

2. An upper canopy featuring a large jaguar rare enemy or some other creature that has made it's home among the trees. You kill it and it drops some loot.

3. A treehouse featuring a Witch doctor (like the benevolent Witch entity we encountered in Aggorat). She sells randomized loot (like jewelry or whatever) bases with at least 1 good modifier on them and has a bubbling broth from which you can refresh your HP/Mana flask like a Well.

These are just things off the top of my head.

We could have subterranean levels to maps with similar caveats and all sorts of hidden areas that would really compliment the map size that I think is already really good and worthy of being explored by adding things of this nature.
Zuletzt bearbeitet von GnMQDMLmWZ#3336 um 09.02.2025, 04:08:59
"
Sielin#6713 schrieb:

The reason why armour is so bad is that it only applies to phys dmg and not ele dmg or dots.

That's not true, have you watched Kripp's videos on that?

The main issue is that it functions very different than resists. For armor, they created a system where it reduces less % of damage, the bigger the hit is.

See https://www.youtube.com/watch?v=mw-uD-vz_5s
and follow-ups.
Zuletzt bearbeitet von Solmyr77#1930 um 09.02.2025, 04:26:00
"
Solmyr77#1930 schrieb:

The main issue is that it functions very different than resists. For armor, they created a system where it reduces less % of damage, the bigger the hit is.


I'm a veteran PoE 1 player and I know how armour works, even Kripp says the formula is similar for both games.
If one stacks armour high enough it being weaker against larger hits becomes comparably negligible. But armour being useless against ele dmg and dots while ES by means of raw EHP covers them both, is why ES is far superior.
In PoE 1 there are many sources of +max ele res and endurance charges to work around that for armour builds, and there's spell suppression as well. In PoE 2 that is not the case.

They already changed evasion to work for both enemy attacks and spells. Why not change armour as well to work on most damage types?

.
P̯̹̙̥̉̏ͦͯA̠̝̰̣̯͕͚̲̭͈̥̠͑̓̿ͦ̾ͯ̍ͅͅȚ̜̦͕̞̞̠̮͎͔͙͔̺̺͉̟̿̿̏ͬ͛͋̍ͮ̌̚H̹͕͚̟͍̘̤̱̻̬͓̬̮̫̦͖̳̹ͮͨ̒̉ͮ̿̈ͪ̇̿͆ͭ̃ͭ̃ͭ̚ ̲̫̞̤͓̳͑ͬ̾͌ͯ͐͂̿͗ͨ͋͑̍͐͗̾̄O͕̮̻͔̳̠͉͖̳͖͈̻͇͈̣̙̪͈ͨ͐̒̽ͣ̋ͅF̣͎̞̞̯̝ͦ͌̆ͥ̈͐̾ͣ̔ͮ̐̀̏ͪ̚ ̟̩͙̙̩̮̻̼ͬ͑ͥͦ͗̿E̼̭̩̜͕̱̤̭̞͖̳͍̝̤̼͓̗ͩͫ̌ͬ̊̋̄͑͗̽X͕̰̪̱̲̩̙̦͓͓̯̠̤̝̝̯̣̥̀̋̌̍̚Ȉ̖̟͔̩̝̊̿ͪͅL̺͓̻̰̀͋̅ͮͧE̎̑͆̏
Zuletzt bearbeitet von Sielin#6713 um 09.02.2025, 06:15:44
All this already been told by countless number of people long time ago.
"
PaintMaster#2396 schrieb:
All this already been told by countless number of people long time ago.


For sure everyone knew what the problems were by week 1. What matters are the suggested solutions.

If you're not willing to give feedback on the suggestions why bother commenting lul
P̯̹̙̥̉̏ͦͯA̠̝̰̣̯͕͚̲̭͈̥̠͑̓̿ͦ̾ͯ̍ͅͅȚ̜̦͕̞̞̠̮͎͔͙͔̺̺͉̟̿̿̏ͬ͛͋̍ͮ̌̚H̹͕͚̟͍̘̤̱̻̬͓̬̮̫̦͖̳̹ͮͨ̒̉ͮ̿̈ͪ̇̿͆ͭ̃ͭ̃ͭ̚ ̲̫̞̤͓̳͑ͬ̾͌ͯ͐͂̿͗ͨ͋͑̍͐͗̾̄O͕̮̻͔̳̠͉͖̳͖͈̻͇͈̣̙̪͈ͨ͐̒̽ͣ̋ͅF̣͎̞̞̯̝ͦ͌̆ͥ̈͐̾ͣ̔ͮ̐̀̏ͪ̚ ̟̩͙̙̩̮̻̼ͬ͑ͥͦ͗̿E̼̭̩̜͕̱̤̭̞͖̳͍̝̤̼͓̗ͩͫ̌ͬ̊̋̄͑͗̽X͕̰̪̱̲̩̙̦͓͓̯̠̤̝̝̯̣̥̀̋̌̍̚Ȉ̖̟͔̩̝̊̿ͪͅL̺͓̻̰̀͋̅ͮͧE̎̑͆̏
Yeah, I think Raxx was right. The only point I might disagree with is on-death explosions being a problem. I think they are serving their purpose, but then, Raxx is a blaster, and I do more of a slow meander.

In regards to ritual, I think they should remove the crafting omens completely. Ritual, being a side content, should not be gating crafting. Instead, it should focus more on situational omens, like losing less exp when you die, or gaining life when you are at low-life, or even "A rare skeleton you fight will be stronger, but it will drop a rare armor/eva gloves with lucky mods when defeated." That last one would actually be an omen.

All the current omen crafting options should actually replace the current functions of essences. Each essence you find should do things like "When used on a rare item, adds two affixes, to a max of 6 affixes", or "Use on a magic item to give it a suffix and upgrade it to a rare item". That would make essences exciting to find, because they're basically better versions of existing crafting orbs, like regals and exalts.
IGN: Royal_Princess, Princess_of_Wraeclast, Vaal_Princess, Diamond_Princess
Zuletzt bearbeitet von ac429#4687 um 10.02.2025, 01:53:46

Beitrag melden

Konto melden:

Meldegrund

Weitere Informationen: