0.5 Wish Lists GO!

Entirely Rework the core designs of the game.

Rework all Defensive Layers:
Spoiler

Armor, Evasion and Resistances should use non-linear scaling. Something basic like DR = Armor^0.7 / (Armor^0.7 + (100 * Level)^0.7) would work fine. This means a moderately invest character would have 30% DR while a heavily invest character would have 50%. Getting 90% should be impossible. This makes baseline damage intake far more easy to manage.

No need for Big hit Vs Little hit here. Exponent scaling for resists would be smaller while evasion would be slightly higher. Now we can add other more sensible global mechanics.

Block Value: When a Shield is not raised you will block total damage equal to this value.
Resilience: When taking hit damage you take damage equal to this value over 4 seconds.

Finally, halve the value of ES recovery reduction. The whole downside of ES is the recharge.
Stun / Stagger would of course be considered after all these other layers.



Rework all Offensive Layers:
Spoiler

This is mostly numerical changes. Most of all +All Skills. There are mechanics like Armor Strip Vs Elemental reduction which need to be normalized given the new defensive systems. Stripping Armor should be no more difficult than applying Exposure.

Personally I would remove Armor Strip and simply use Armor Pen. Elemental Pen and Armor Pen would then be ideal for any single damage type user while Exposure now works for Physical and is more ideal for rainbow damage. This helps mix together different resist reductions.



Rework Combo and Payoff System:
Spoiler

GGG failed in this regard by forcing a combo system. That's not how it's done. You want to make combo payoff strong enough so that players want to do it and even add additional steps if they have an opening. Of course our damage output didn't help the situation.

Elemental Infusions: Either remove them or add an elemental combo for every single spell. I would prefer removing them and relying on natural synergy of different spell combinations.



Rework Movement and Avoidance System:
Spoiler

Unlimited Dodge rolls is stupid. It should have a cooldown and players should rely more on natural movement for majority of attacks. Dodge should be for "Oh Crap" attacks or if you messed up.

If you're assaulting the player so much they feel the need to dodge constantly you did something wrong. Look above at Defensive layer reworks for an idea on how to fix this.

A lot of skills are comically slow compared to simply moving. This needs to change.

Sprinting is bad and you should feel bad.



Modern Melee Attack System:
Spoiler

This one isn't hard. Weapons have hitbox collision. When you hit an object it deals damage to that object. This helps drastically improve the difference between a "Strike" and a "Slam". A strike will hit any number of targets given the hitbox while a Slam does it's AoE, one and done.

No need for Melee Splash or similar. Just use moderns designs.



I'd also mention stop with the On-Death effects and %Max HP scaling but probably a waste of time. I don't understand why GGG likes these flawed designs so much. That and AoE Layering. It causes damage to go out of control when grouping enemies. Stop it.
"Never trust floating women." -Officer Kirac
- remove ascendancy from TOC and sekhemas. we hate it, you know it.

- get chilled ground entirely out of maps. it adds absolutely nothing but annoyance, its like a mosquito buzzing around your ear while you are trying to sleep.

- get rid of the party rarity nonsense. we all know who is using it and why.

- some alternative to campaign length AFTER 1st character per league.

- less convoluted crafting, 0.3 level determinism. we shouldnt need a phd to make sense of things.

- higher boss difficulty through campaign. 0.1 had some things that were too hard but we have gone pretty far in the other direction. had a friend try poe2 last expansion, never played an arpg before, basically just spanked every one of them.

- higher difficulty options for end game bossing. the ones we have now are fine but some additional tiers would be sweet.

- MASSIVE reward buffs for the highest end content. things such as t3 arbiter feel like a waste of time/effort/resources compared to just running a map.
Last edited by JODYHiGHR0LLER#6171 on Mar 30, 2026, 7:57:48 AM
poe2 shat down, all in poe1
1-Divination cards
2-Fragment stash tab
3-atlas tree similar to POE 1
4-Sword play
5-Mines and traps play
6-Delve (with the option to skip campaign on 2nd character - Level in Delve)
More fighting pet skills like Wolfpack. Add some also to warrior and Merc class. Eagle, Hawk 🦅, Rhino 🦏, wardog, etc.
1. Bring more clusters to P.tree.
2. Fix all broken/bugged Ascendancies
3. Fix bugs that still remaining unfixed from 0.1.0 patch.
4. Strengthen common and magic mobs
5. Remove XP loss or change it with innovative way.
6. Make Unique items stronger but rare in drop rate.
7. Reward players more above 95 level.
8. Give more chances in Recombinator Machine.
9. Some skills need more support gems and an alternative way of cost than ONLY spirit.
10. Bring more Lineage gems.
11. Put taxes to Marketplace.
12. Balance some skills that are OP.
13. Lower ES points and give options for Live flat points.
14. Make Tame beasts real worthy.
15. Allow us to instill corrupted and sanctified items.
16. Bring daily missions and rewards to game.
17. Implement more MTXs including Presence radius.
18. Of-hand gear for Xbows or make grenades seperate gear part.
19. Implement new items such swords etc
20. Fix lags,spikes and servers.
1) More skill slots/ways to have more skills on our character other than stacking them in meta gems.

2) Let us turn down the bloom/glow on all skill effects so I dont end up buying more mtx to reduce eye strain.

3) A better way of crafting a quarterstaff than teleporting out of maps 3-4 times to store bases because they take up so much inventory space.

4) more appealing hybrid defenses (besides energy shield + evasion)

5) ways to invest in life without picking specific ascendancies or unique items.

6) cleaner looking passive tree / Masteries.
"Beidat honored the pact, though Beardat wouldn't take off Doryani’s prototype."
1. equalize the effectiveness of ES, EV, AR. none should perform better than the other by default except for when people get creative.

2. increase the amount of life STR points give us, add more life nodes

3. accuracy is horseshit, already i need to point and click to where the enemies are and still the system "decided" i missed when i for a fact clicked on a monster's ass. change DEX to give EV, or Crit Chance.

4. if temple remains the same effectiveness, then normal mapping should bear the same yield in currency / items. OR nerf temple.

5. add hair customization, or gender mtx ( they already got goblin mtx ), i know for a fact i can have my witch to have white hair, some of the monster modifiers from headhunter turned my witch's hair white and that is so damn cool ( i died often while admiring the white hair, but its worth it )

6. i want Asala's armour, be it an ingame or mtx in a pack i will buy. Atziri's too, and Queen of Filth's armour looks nice too.

8. let me get different NPC to do what doryani does, let me have una playing music in my hideout bcs i saved ogham twice and i retrieved her lute. let me have Risu in my hideout because i saved her just like letis.

9. let me switch ange for different npc, or at least make ange portrait to look less sour and angry.

10. please do not nerf the build that you showcased, you showcased a build like it was "oh thats a really creative discovery" then nuked it like its not supposed to exist. wtf jonathan???

11. more map encounter, like if we in desert biome we can meet faridun npc like risu or asala doing a mini side quest with decent rewards.

12. 11's mini side quest that progress through several maps, could be bounty quest or something.

13. if poe 1 dont have character customization, poe 2 should haave it. Jonathan may say each class has a backstory that tied to it. but its not that significant, there is not a single aspect of each class "backstory" affected the campaign in any way. not a single speck of dust even. so just give it to people, simple character customization would suffice. ( i can finally play female titan then )
Quick comments on SELECT *edited/changed* parts.
Spoiler

"
karsey wrote:

Skill Adjustments:

1 - Skill spam with skill power at the level of something like current CoC Comet should not exist at all imo.

2 - Some skills do feel kind of bad or as if they limit player autonomy
Spoiler
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

3 - 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.

4 - 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.

5 - 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:

6 - 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.

7 - I feel like more could be done with the camps you find in the wild.

8 - The Matlan Waterways need a redesign.

9 - Drowned City could use a design review as well.

10 - 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.

11 - Sprint changes
Spoiler
- 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.

12 - Rune/Augment Changes
Spoiler
- more augment drops in the campaign

13 - Expedition & Recombinating
Spoiler
Could use a strong design/implementation review.

1 - I always thought the way CoC generated charges seemed OP compared to the other methods. If that part of the system were reviewed/reworked, I think things could be brought into a nice balance. *Maybe* something along the lines of can only generate Charges once per X seconds *AND* Magnitude of Charges gained is relative to Crit Dmg%. The first part is because I don't think you can generally gain charges as fast on literally any other method due to how those mechanics work, and the second part is so A) Maybe there can be build diversity that focuses a bit more on Crit Dmg% than Crit Chance? B) There's some interaction w/ the "Crit Resistant" Mod.

2 - I've thought about this issue a bit and think they're maybe going about the designing wrong. RN they're making these specific A->B interactions when things should be more [TAG] based. Just like there's a PAYOFF or DETONATOR Tag, they can make specific Tags for specific interactions, so skills can have a basic effect and also a more robust design if you want to build that way.

3 - I think this issue can also be addressed, in a way, by designing cross-interactions between skills or supports w/ [Tags] in mind.

4 - Sounds cool. It would be nice for every weapon to have that kind of utility/diversity in some way.

5 - I want your Plan B. Not every Skill/Spell needs that treatment. But I think there are a good number that could go that route. Some w/o even needing too much new assets to be created.
Especially when some can be like the Talisman choice and others can be accomplished through Support Gems.

6 - See edit/highlight

7 - See 6

8 - ""

9 - See ^

10 - I think for 0.5 I'm going to make notes on every area in Campaign and give Feedback on what I think works, what doesn't, and any other thoughts. Pacing is definitely something I think would ease a lot of complaints on Campaign being a "slog" (though I recognize some people will never be satisfied).

11 - NGL, I half-think sprint was intended from the start because of how it fits w/in boss fights. It seems OP if you know what you're doing, but you're also risking messing up and getting knocked to the ground if you don't. Should things be reviewed and possibly rebalanced/reworked? SURE. Because I think too much gets trivialized too easily in some cases.

12 - C - 6

13 - Sure. ;) What if Expedition bombs were placed on a Map/UI you access from the Expedition NPC instead of going around the Area trying to place things just right?
Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
Last edited by freudo#0225 on Mar 31, 2026, 4:36:38 PM
1. Wolf pack minion + companions buffed, justice for wolves!
2. Melee made less painful, certain mobs are just cancer when you're melee and not an issue at all at range.
3. Game made less like poe1 in terms of combat, I don't personally want screen clearing in one click to be so easy. From an interview I think they mentioned making us able to tailor the mobs better to suit what we want in endgame, so I am hopeful there.
4. Further improvement of sorc spells and the comboing around with them.
5. Drops and crafting solo made to feel better. I'd like crafting as a solo player with a modest playtime to be better compared to just buying gear.

Report Forum Post

Report Account:

Report Type

Additional Info