Big+Small Feedback Thread (Long-term notes/ideas, not immediate expectations)
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Big
1) Monster Combat
It's been said before that "Players are playing POE2 but Mobs are still playing POE1" and this isn't just a problem with Mob speed, but how they fight in general. We see some Mobs with more complex attack patterns but I think the Mobs need a bit more group dynamics or something. Like when they're in the same Pack they will have certain attack patterns or behaviors (or skills?) that they wouldn't perform if they were on their own. Basically, just like Player Skills need to have better/stronger interactions (and payoffs) for combo'ing, this game would benefit that much by gaining better/stronger interactions (and payoffs??? jk y el oh el) when encountering different Mob combinations.
Thought Process.
I just think there needs to be some reason for players to engage in "meaningful combat" over lay/spray n prey or 1shots.
Small
1) Merchant Shop Lock/Edit Mode
I would like some way to lock the un-occupied slots in the Merchant Shop so I can add items to the page, maybe rearrange them, and price them, *then* list/update/unlock those slots/the shop. This way I don't throw a handful of items in then go "oh shit, I wanna move this" or "I would really have rather priced that another way," etc.
2) Search History
Just like item filters are client-side txt files, please allow there to be Search Histories available for Player Management to: Stash, In-Game Vendor Shop, Online Trade, Merchant Shop, and Passive Skill Node. (was there anything I missed?)
3) In-Game Item Search
You can copy/paste an item from in-game to a text. You can enter an item from in-game into chat. But you can't simply enter an item from in-game into the in-game item search feature. This needs a smooth integration. (I know I'm repeating others here as well.)
4) Merchant Shopping
Just like there's in-game item search filter. Now there can be Merchant Shop search filter. Players keep complaining about buying things they didn't mean to and ignoring regex. Just give them a built-in filter so they can easily set a price range to view listings at. I am talking about when they are looking directly at a Player's Merchant Shop, not at the Trade Listings. (This may have already been asked for as well in some way.)
5) Abyssal Depths Entrance
Needs more animations for when you enter. On the floor doesn't make sense if you're returning to it after clearing it. And just in general each of those situations (Fresh abyss and returning) should/could have 3-5 different possible animation/voice-overs, and probably not even odds of getting any specific ones. (I think this has been mentioned before in some form. I understand this one is a bit time/resource intensive.)
I'm sure there are some other things I'm missing, like maybe an alternative way to modify your maps to compete w/ instilling delirium, but I wanted to try to keep this to concise ideas. Any thoughts or additions? Don't get lost by being so focused on the target that you forget to enjoy your surroundings. Last bumped on Mar 25, 2026, 9:40:28 PM
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Necro rez up in this bihhhhh
I see there's been some recent discussion (*cough*NRFTW*cough*) around Monster Combat/design and wanted to highlight my thoughts on it. I don't have much new to add, but this post slid hard and fast when I originally posted it because it was timed poorly. So hopefully it can get some more eyes this time and maybe even some constructive ideas. I also don't really want to try to solve the problem too specifically. But it does seem like GGG genuinely wants to go in this general direction (well, not necessarily my take on it, but I mean "meaningful combat") and it also seems like they need a little bit of help finding their direction.
Spoiler
Though it can be argued they're already on their own path with Regular, Magic, Rare mob balancing w/ Toughness:Player Skills:Passive Tree:Gear and they just need more time to iterate on the mechanics to get everything where it feels good.
Actually I do have something to add to this and I don't want to edit the OP (and change the last edit time).
Skill/Support Gems Interactions and Payoffs
Currently there are very limited Skills or Support Gems that create unique Interactions or special Payoffs. I think more Skills and Gems should be designed to support Interactions when used together. The issue, I think, is that currently they're designed in too specific a way when they should be a bit more broad. Not generic, just broad. As in the Effect shouldn't be boring/lame/simple. But the ability for Players to access the Interaction should be designed more in-line with the rest of the game, such as Tags. Rather than being very limited to a specific combination to achieve the Interaction/Payoff, it should be designed with Tags in mind to access the Interaction/Payoff. Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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