0.5 Wish Lists GO!

Stop turning POE2 into POE1.

(I know, thats a wishful thinking but still)
Fix the GL Ascendancy and rework it from the Start with a whole new shape that helps all builds.
Swords/daggers and missing ascendancy for monk and ranger :D
- Swords. I'm actually not like a "how can you have an RPG without swords" person. I do like the idea of a Chronomancer with a sword though. Curious to how they'll play since weapons in this ARPG have playstyles as opposed to being stat sticks. Spear and Mace actually feel different from each other and I expect Sword to feel different than those.

- A couple of new skills in existing categories. Just one or two. Doubt it happens but would be nice. I like the Sorceress but have done most of the existing Elemental skills.

- More touch-ups on Ritualist. It's missing a node after the desperate attempt to save the "headhunter at home" node. The nodes it does have either aren't really thematic or even that great. The art for it looks so cool and is the most interesting part of the ascendancy.

- Hoping those leaked/guessed ascendancies for Ranger and Huntress are 0.5. They seemed pretty neat.
ALL for upgrading Skill/Support Gems

Permanent, One-Click Access to the Gemcutting Menu

“Upgrade All Eligible” button

Make the Gemcutting screen a persistent workspace

"Last used" sticky state, The menu remembers which skill and which tab you were on. Reopen it and you’re right back where you left off.



- Stop gating important endgame progression mechanics by making them a reward for beating pinnacle boss fights that are centered around dodging multiple 1-shot mechanics in quick succession.
Spoiler
Rare precursor tablets are so much more powerful than Magic ones it's basically worth risking every single level 90 hc character you get to kill Arbiter. Losing the character because it's elbow was 0.1mm into the red during the hallway phase or was body blocked on the way to a meteor safe-zone feels incredibly terrible and unfair and it's quite common. All of this incentivizes building a glass cannon that can kill the boss and circumvent his mechanics because if messing up means instant death whether you have 50k armour or not, you might as well not. I know you can technically build characters to tank this but this goes back to the mechanic gating - every player should not have to prepare to play a similar handful of builds to unlock important progression mechanics in hc.


- Reduction at the top end of achievable ES numbers and make it more accessible to get 600-1000 more life
Spoiler

- CI is over represented in general because the accessibility to high ES numbers is ridiculously over tuned.
- Right now the only way to be truly "tanky" as life-based is by using things like cloak of flame/lightning coil or defiance of destiny or similar lynch-pin uniques and that just makes the top-end capability of life-based builds feel boring and limited because it invalidates rare gear potential in those slots.
-Watching someone's level 90 Shaman with a CoF, Saffels, Hollow Mask, Sacrifice of Flesh, and 1500 life and 400 es with recoup tech stand as an immortal god in the middle of Juicy LogBook Zekoa and Lachlann slams while simultaneously being bombarded by 40 rare monsters with crit and added damage modifiers until they get bored enough to cast essence drain/contagion to clear the screen feels bad compared against watching someone's level 99 Titan with 65k Armour, 120k applied to ele, 79 all res, 4000 life, 50% block, get deleted by a singular map boss slam they were 0.2ms too late to dodge because they didn't cancel the animation of sunder fast enough or dodge roll got stuck on a rock.

- The spectrum for allowance of counterplay error feels too narrow in the endgame progression and this contributes to pushing players into building ES-centric characters over life-centric characters.
Spoiler
You are either an immortal with a small handful of specific uniques or 10k+ es who doesn't need to be perfect with counterplay, or if you're using any of the other zillion gear combinations without stacking ES, you better counterplay perfectly and even then you might be unlucky.

- Better incremental difficulty through the endgame.
Spoiler
Often times it feels as though if I am powerful enough to run juicy t5's, I am probably just as well to run juicy t15's. The changes experienced from leveling up are not as impactful as upgrades to gear, so it is often the case that while farming t3-5 maps I can find a powerful weapon and farm for ok enough gear to skip every other map tier or only do 1-2 of them just to drop the next tier, all the way to t15s.

- Atlas nodes should not persist across all characters.

-The reward and xp disparity in temple across specific builds compared against endgame mapping on literally any other build is way, way, way too large. There are lots of levers to pull to deal with this. Figure it out.
Spoiler
- The ONLY reason temple was able to behave the way it did this league is because of spammable crit-stacking comets by way of Bloodmage/Oracle mechanics or exploitable oil-grenade ignites, or the existence of HeadHunter belt on any other build. Otherwise the huge effectiveness of monsters and zone layout prevents efficient clearing. Fixing those kind of aspects would help alleviate this issue.

- Hulking Form is too juicy man. I can not pass this up when I roll Titan. I don't think it's OVER powered, just more powerful than the other ascendancy options.
Spoiler
I say roll it into the 'inbetween' nodes of Titan somehow and make the actual ascendancy nodes feel like real choices based on playstyle. Every Titan I make ends up with the exact same ascendancy nodes. Lich feels kinda similar, and to some degree, Oracle and also Witchunter. Won't mention much about Ritualist lol - that one was clearly pulled out of the oven too soon. I think the Shaman and Varashta ascendancies are masterpieces and that Varashta is over represented due to ES-related issues, not ascendancy ones.


- Excited for endgame and atlas rework, and release of additional classes/acts/basetypes/skills.

- Further performance improvements.

- More "normal" or classic MTX.
Spoiler
Currently feels like my choices are between using the "stock" armour for the classic look, or paying $40 to become a glittery eldritch space crab/demon. I mean it's creative, and I'm sure lots of players like this, but I really just want to mix and match some cool, relatively normal looking armour without necessarily making my toon look like it fell off the runway of an avant-garde intergalactic fashion show in an anime-themed Douglas Adams novel.


Skill Adjustments:

- Skill spam with skill power at the level of something like current CoC Comet should not exist at all imo.
Spoiler
Burst damage is okay, but should be built around somehow. Keeping it sustained and turning the absolute hardest and rewarding content into a walking simulator needs to be left in PoE1.


- Some skills do feel kind of bad or as if they limit player autonomy
Spoiler
The wyvern magma balls, super charged slam, and sometimes the disparity between using a skills "bonus" aspect vs not feels like it makes something "required. An example here is fragmentation rounds bonus vs frozen enemies. That's a cool mechanic, but it also means that if I want to use fragmentation rounds without freezing enemies, I'm probably just leaving damage on the table. Maybe move this to support gems, or something similar to how talismans can let you choose between bear/wolf/wyvern form. Maybe not on the cross bow, but on the skill - or wherever it fits best - be able to dictate whether you want bonus vs bleed/ignite/frozen/electrocuted enemies instead of feeling shoehorned by the skill. Similar idea for elemental skills and infusions. Let my fireballs drop cold infusions if I want and my ice nova's drop fire infusions so I can build a fireball ice nova sorc without feeling like the rest of my build is dictated around generating the appropriate infusions. I'm sure there's clever ways to figure this out. Currently the degree to which it feels like developers are choosing the player's skills for them is too large in quite a few cases


- More ways to consume endurance charges other than warcries or jagged ground or the one spirit buff.
Spoiler
Maybe already solved in other skills that aren't out yet.


- Warcries that grant player buffs shouldn't ALSO empower a limited typeset of skills.
Spoiler
Seismic cry only empowers slams, it's fine - you use it with slams. Infernal cry grants any attack added fire damage - this is fine, it has multi-use potential. Fortifying cry grants guard and only empowers shield skills - it makes it so that if all you want to do is get a guard buff without a shield, it's an inefficient use of the skill. I almost feel like the "fortify" functionality should be a support gem for any warcry or work like ferocious roar where you can insert seismic, infernal, or "shield" whatever.

- Speaking of that, the technology around skills like "Ferocious Roar" and "Pounce" where you are inserting a skill within a skill to change how the whole package functions is under-utilized across the board of all of the skills.
Spoiler
Aside from being used as a tool to address a lot of the above issues I've mentioned, I also think expanded use of that concept across other skills could be something that really opens up the potential for the kind of janky build shenanigans that feel right at home in something like PoE and a way to expand the build/skill autonomy capability for player's while keeping the necessary opportunity costs inherent instead of requiring them to be explicitly and directly tossed into the player's face, which just feels bad.


- make some elemental attack skills toggleable between damage types.
Spoiler
- Another solution which could utilize "existing tech", like how we can switch between bear/wolf/wyvern on a talisman
-There was a recent thread where someone expressed negative sentiment around the options for enabling a "fire arrow" ranger because all of the obvious tools point to focusing around lightning or poison. I'm imagining on certain skills themselves like "lightning arrow" it could become "elemental arrow" where you can do all 3 types, and either by toggle or by use of support gem, choose to specialize in or even two types of elemental damage. The skill can even work exactly the same mechanically no matter which element you choose - it may involve colour/animation effort, but I think it would be worth it.


Other things I remembered and came back to add:

- Changes to the trials.
Spoiler
Nearly a whole redesign to the affliction/boons in Sekhemas as well as the choices in the chaos trials and give it proper bosses too. No one likes being bullied into bricked Sekhema runs, or going through the Chaos trial deciding if you'd prefer to be kicked in the nuts or punched in the face. I think a better route to go here is to decide how to make the content harder, not how to make the character weaker. Also hopefully we get ToTa


- Better "flow", enhancements and attention to some parts in the campaign would go a long way to help with the immersion and storytelling.
Spoiler
- When taking the hooded one down from the tree: Go back to town to make spikes, back to the tree to stab them, back to the town to talk to Una (who was already at the tree), go to the grim tangle to talk to Una (who was just magically back in town) --> too much waypointing and Una teleporting faster than us makes no sense.
- Going to the Halani Gates just to see that they're closed is pointless as hell. It's likely almost everyone has 0 context for why we are going to the gates as well, or why they might be closed. It's basically an "oh.. okay.... so now where do I go?" situation that feels pointless.
- Jamanra feels like he comes out of nowhere as a boss. Generic scary desert boss man. OooOOoo. The lore in the mines is too vague and the first fight on the gates feels lame that he can just float away. The act-end bossfight itself is awesome, I just don't really care about him. It's probably because the fight against Geonor feels massively epic in comparison. The opening cinematic does a lot of work to make me feel like Geonor is an actual BAD guy and scary boss. Maybe there is a place for more cinematics in game to help make the players feel more immersed in the story beyond act 1.
- I feel like more could be done with the camps you find in the wild in Act 3.
- Fighting the Chimera for the chaos trial token and then again as the boss in the trial itself feels half-baked and low effort.
- Being able to skip the "power up" walk back towards the boss or even the other generator in Jiquani's Sanctum by using checkpoints should be changed. What a cool moment in the campaign totally circumvented because of checkpoints.
- The Matlan Waterways are way too fucking long and when you pull the crank at the end the map pops up for what seems like no reason and it even interrupts the player's voiceline. It's just the same shit over and over - little platform, same monsters, same monkeys that you need to wait to come out of their cage, pull a lever, fight the red waterdogs, then repeat until there's an area full of chained animals you can literally just sprint through.
- Drowned City has the same problem. Too large and feels like you're just repeating the same tiles and packs over and over.
- The part where you open the portal to go back in time needs a breather mechanic implemented prior to entering. The pacing in act 3 starting from the Matlan Waterways all the way until you get to Doryani needs work. It is fatiguing.


- Sprint changes
Spoiler
- The option to only start sprinting if at some time during the dodge roll you tap/hold left Shift or the controller equivalent would go a long way towards stopping people from accidentally sprinting. A lot of unwanted deaths happen this way.
- Sprint totally invalidates a lot of boss mechanics. I don't really think that's appropriate. Either redesign the boss mechanics so that they are designed with sprint in mind, or disable sprinting in boss arenas. Being able to just forever run away from Doryani's big tracking-slam or the fire-grenade swing of the Faridun Mine's boss is cheating lol.


- Rune/Augment Changes
Spoiler
- Helmets, Shields, Boots and Gloves should be able to have two rune sockets by default. Boots and Gloves for sure, at least. Getting 4 sockets should involve corrupting exceptional bases or double luckily corrupting normal bases.
- more augment drops in the campaign
- bonded modifiers seem really interesting and I can't believe they're locked behind one specific class ascendancy.


- Expedition & Recombinating
Spoiler
lol cmon guys.
Who am I to say anything, I don't respect my time either.
Last edited by karsey#2995 on Mar 30, 2026, 12:01:07 AM
1) ES nerf across the board.

2) Inventory management qol fit for 2026. Either make currency aoe lootable, or stop increasing the amount of crap dropped on the ground. DO NOT make another clicker game out of this.

3) Rework how item tiers work, so that ground loot can be manipulated without affecting crafting.

4) Either limit omen crafting power, or make EVERY omen target farmable (tons of ways to do it, e.g. omens can show up in fragments that need to be combined, manipulate the amount needed based on rarity).

5) Choice in which maps to run/ignore.

"
karsey#2995 wrote:
- Stop gating important endgame progression mechanics by making them a reward for beating pinnacle boss fights that are centered around dodging multiple 1-shot mechanics in quick succession. Rare precursor tablets are so much more powerful than Magic ones it's basically worth risking every single level 90 hc character you get to kill Arbiter. Losing the character because it's elbow was 0.1mm into the red during the hallway phase or was body blocked on the way to a meteor safe-zone feels incredibly terrible and unfair and it's quite common. All of this incentivizes building a glass cannon that can kill the boss and circumvent his mechanics because if messing up means instant death whether you have 50k armour or not, you might as well not. I know you can technically build characters to tank this but this goes back to the mechanic gating - every player should not have to prepare to play a similar handful of builds to unlock important progression mechanics in hc.


Amen brother. the feeling of dying here being unfair and terrible describes it exactly. I absolutely don't mind to die in HC, I take it sportsmanlike. But the fact, that the the only difficulty of this fight lies in getting oneshotted or not feels so damn cheap...it's incredible. I've seen so many deaths of real good players as well, who were surprised by body blocks, by spawning of circles bein too far away and so on. Almost no HC player (even godlike players like Ben doesn't) fights this boss like it was designed...they fight him, when they can nuke him to oblivion.

The devs even admitted it in an interview in S2, that it is a lousy mechanic In Zizarans interview, when I remember correctly). And they still decided to gate full juicing tablets with beating this boss. That was one of the worst moves ever for the HC community. Make the fight hard, make it, that you spend all of your life flask before the boss is dying, when you fail too often... But these oneshots really drains out all the fun for me. And I don't know anyone, who enjoys this fight in HC. Lots of us think, full juice has to be earned, yes. But not like this.

But I'm really excited about the endgame overhaul. I have to admit, that I even like the endless atlas, as it is. But I'm excited, how the new endgame will look like-
Last edited by Supercow_X#7071 on Mar 29, 2026, 8:02:13 PM
Awesome feedback, karsey! I especially like this part:

"
karsey#2995 wrote:

The wyvern magma balls, super charged slam, and sometimes the disparity between using a skills "bonus" aspect vs not feels like it makes something "required. An example here is fragmentation rounds bonus vs frozen enemies. That's a cool mechanic, but it also means that if I want to use fragmentation rounds without freezing enemies, I'm probably just leaving damage on the table. Maybe move this to support gems, or something similar to how talismans can let you choose between bear/wolf/wyvern form. Maybe not on the cross bow, but on the skill - or wherever it fits best - be able to dictate whether you want bonus vs bleed/ignite/frozen/electrocuted enemies instead of feeling shoehorned by the skill. Similar idea for elemental skills and infusions. Let my fireballs drop cold infusions if I want and my ice nova's drop fire infusions so I can build a fireball ice nova sorc without feeling like the rest of my build is dictated around generating the appropriate infusions. I'm sure there's clever ways to figure this out. Currently the degree to which it feels like developers are choosing the player's skills for them is too large in quite a few cases


So much variety can be added to the game by taking advantage of "gameplay-oriented" support gems (pretty sure it was one of the stated goals of PoE2 to make support gems less like direct buffs and more playstyle-directed). The sad part is that GGG is probably reluctant to make too many drastic changes because they're afraid of the very vocal part of the community that treats this game as a finished product and can't accept imbalances, complete overhauls, and occasional bugs.

On a different note, when you say that the atlas should not be shared between different characters, do you mean for the points to be reset too? That would be way too tedious imo.
"
On a different note, when you say that the atlas should not be shared between different characters, do you mean for the points to be reset too? That would be way too tedious imo.


This is probably a non-issue because the rework of the endgame will include a rework of the atlas. Currently there are some weird aspects - like when rerolling characters in hc or ssf means stepping into a t1 waystone with a +5 difficulty boss. That's usually totally inappropriate for the gear and level of the character and if you forget to un-spec the nodes it can literally turn into the sweatiest 10-minute fight of your life.
Who am I to say anything, I don't respect my time either.

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