0.5 Wish Lists GO!
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Integrate Tablets into the Maps Stash Tab.
Expedition Storage Box. Better integration of other Currencies into existing Tabs AND/OR more fixed options/ability to use regex to set Tab Affinities. maybe i'll add on to this if i think of more in this vein. Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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Increase mob life 5x times and make them defending like players. Also increase char life the same to actually have a meaningful combat and not just one tap button clearings for both sides.
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I got to lvl 100 and I'm in the 0.5 waiting room since a few weeks ago, so might as well leave my feedback here with you guys. Since we have no idea how the endgame will change it's hard to wish for anything end game related, but here's a few other stuff
1)
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I complained about how overpowered crafting was on 0.3, and many other people too. However, between 10 and 100 there can be a 50, no need to go from extreme to extreme... We went from "90% deterministic with a few exalts" to "only deterministic if you're willing to spend a mirror on materials"
I do agree homogenizing had to go the way it was but not leaving a replacement, even if weaker, is really a bad move. Right now crafting is essentially most of the time just chaos spam with something fractured, desecration and sometimes essence. No one likes that 2)
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I like Temple and I'm pretty sure it's going core. I won't talk too much about it since it's most likely changing a lot if it does go core. One thing I would like changed though is the removal of paths
There's not much point in paths aside from doing some janky techs with rooms (that are obviously not intended). So maybe reduce the size of the temple as a whole and give us only room cards instead Another thing is a button to accept changes or not after placing rooms and seeing what happens. Simply a "accept the changes" after placing the rooms and before pressing "run" would already do it. Much better than having players using an external tool just to plan their temple and see if it breaks or not 3)
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Visual clarity. Seriously, it's bad
4)
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Making info more visible in-game. Had a whole discussion about this before and I think there's no one who disagrees that way more stuff should be visible in-game rather than only available as some cryptic data mined info on 3rd party websites
Boots should show that the t1 affix 35% mov speed is only attainable on ilvl82+, for example 5)
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A crafting UI. This kinda ties to my point 4. It should show what can go where, what doesn't go, what the possible results
I dislike Last Epoch for many reasons, but if there's one thing that game does right is the UI for crafting. It's good for try hard players and casual, old and new 6)
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more options for skills, less restrictions or forced choices. Right now it feels like every skill comes with a pair, and the game pretty much tells you what you should and shouldn't play
This is especially the case with elemental spells. There's no such a thing as a Fire mage. If you want to play a mage, you have to use ice just so that you can get fire infusion, and vice versa There are ways to circumvent or ignore this in the late game, although barely, but I still feel like restricting builds to such an extent that they feel unplayable without the on-rail dev choices is a bad idea If I made an ice mage, I didn't make an ice mage because I want it to use fire and lightning spells sometimes. That's a multi element mage. Call me petty if you want but I partially play a roleplay game because I want to roleplay, and punishing me with a skill that is 10 times worse without what the devs want me to play is a bad idea The same thing goes for many other skills that aren't related to spells. You pick X skill and you *have* to use Y skill or you feel like you're crippling yourself by default I sincerely hope this is just a lack of gems right now rather than a solid design choice 7)
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better cosmetics. I understand many people don't care about cosmetics and it shouldn't be a priority, but after playing so many other games I really feel like poe2's mtx are just.. bad
Maybe bad isn't the exact word, but they're very bland. I always end up feeling like the next cosmetic is just a different shade of the one I was using before. Many times I ended up not buying a supporter pack simply because the armor mtxs looked so uninteresting that I really couldn't be bothered |
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0.5 my wishlist:
More Beacons on all over the end game at las maps and rewards 5 crystals Add a button to destroy temple (your mess up temple), reset to 0 . More beacons on campaign maps earning 5 crystal points. You can accumulate the crystals and keep it up till 77 points. Like passive skill tree. End game at las node can be replay again with another waystone , when you die and left 0 revive. End game at las map, while doing mapping, give abundance of crafting mats and currency. Add mentor and apprenticeship. Low level players get exp boost 500% faster in campaign, temple and end game at las map. Preferably to stay at starting point, for safe and fastest leveling. Temple loots increase divines, locks, mirrors and other useful stuff. I know it may be silly but hopefully can consider Last edited by kang#9720 on Apr 2, 2026, 3:58:12 AM
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" +1 " +1 Last edited by CharlesJT#7681 on Apr 4, 2026, 4:13:58 AM
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