Path of Exile 2

Path of Exile 2

Red_Mag1 2024 年 12 月 21 日 下午 11:38
The experience so far 100+hrs.!
Wow, last time i posted i was at 50hrs. now I've bumped those rookie numbers up and here is how the experience has been after a 100hrs. All play time has been on a monk bouncing between many of the quarterstaff skills and the witch, and sorceress spells. YES you can slot spells on Monk people! currently pushing level 90. evasion rating 78%, with phys. res. about 65%. fire and lightning res are at 100, frost is 65, and chaos is 30. just to give references for my stats later. My primary skills i use are ice strike, flicker strike, with herald of frost and thunder while mapping. and swap to a double bell beating machine for easy boss nukes. i also have weapon swap with a bow and arrow barrage on bosses. again all for referencing later.

Now having played over 100hrs I must say WOW! this game is amazing even in its current state! That being said what follows is changes and concerns I have about my experience so far. Some of what follows are opinions others are suggestions I see commonly among the masses. So here goes:

Campaign:
Awesome experience cant wait for the other acts! However heres some things i felt need attention.
Act 1: Geonor the wolf..... is over tuned man he needs some small touches, Its just really early in the game to have a boss of that caliper thrown at you. This fight honestly felt more Rng than anything because depending on loot drops up until him this fight could be a cake walk or a nightmare....

Act 2: Confusing layout... just alot of confusion. where am i going? where should i be going? trial of Sehk is here but when do i do this? these questions and more i was constantly asking myself.

Act 3: seemed long but I am assuming it leads into acts 5 and 6 to be a little shorter.

Zones: In general the maps were ALL HUGE! its ok to thrown in some smaller maps... I mean gawd damn.....

Ascending:
The trials while very cool and amazing in-game features, but the Ascendancies (which are class diffinning buffs/skills) feel LOCKED AWAY! behind an RNG heavy annoying gimmick... I don't think this is how ascendancies should be earned. I've literally paid for a carry on my third ascendancy! And have been scammed twice currently trying to get my fourth.... RIP divine orbs........ There is just to much RNG involved in this where some runs are literally toast due to the buffs/debuffs that are received while in the trial. Not sure how to resolve this but ill be buying carries for the later ascendancy every time, huge time wasters....

Trials:
I think the trials should be used as more of a tool, then a game changing boost to characters. What i mean is these trials should be sought after as farming locations for end game loot! Ex: as you progress thru the trial more and more high tier gear drops should be earned from completing each level of trials! as in higher trial levels drop higher tier gear allowing for more concentrated gear crafting for the endgame! I feel this would help both noobs and experience players as a strong place to farm gear and practice working with the in game mechanics in place within the trials respectively.

Crafting:
Tutorial: I feel there should be a "tutorial to crafting" after opening the salvaging bench mechanic the character Renny?? should introduce this by dropping: 1aug, 1 transmog, 1 regal orb, 2-3 exalts (Specifically tied to the first character created per account). this would both introduce new players to how crafting works within the game and guarantee one rare drop to help players thru that first act boss.

Salvage bench: this should be a ONE STOP SHOP! where all break downs and disenchanting should happen. just a quality of life suggestion.

Reforge bench: This should be a desired tool and less RNG nuisance. Ex. if i drop 3 pieces of gear containing max life or evasion percentage the piece that pops out should reforge with the SPECIFIC modifier. and the more MATCHING modifiers(max life, max mana, Dex, all elemental resistance). between pieces the stronger chance to earn each modifier. Creating a much more refined way to craft end game gear. this should be specific cases though in that all three pieces being reforged have the specific modifier. just a little quality of life bonus.

Feet: ALL BOOTS SHOULD HAVE AN INTRINSIC MOVE SPEED BUFF!!!!!!!!!!!!! move speed is critical to avoiding many boss mechanics. I personally delete all boots without this buff, they are just a waste of time with out this modifier.

Teirs: i've seen multiple pieces of gear drop with a specific tier notation. i imagined these would have a tighter modifier pool to choose from when you slam orbs into them. but i don't really see any difference here to other gear drops.

Mapping the endgame:
the experience lost on death....: wow that sucks. I feel this should be implemented at later tiers and be noted on the waystones as an intrinsic modifier that scales with the level of waystone. Ex. waystones T1-4 shouldn't lose exp. However T5 and up should implement this mechanic scaling based on the tier of the stone.

MAP DROP RATES: I do not understand how maps are not dropping in my zones..... I have all nodes in the atlas tree for drop rate and tiers on drop, and slotting precursor tablets with waystone drop rate modifiers, and maps still will not drop in zones OR when they do they are TIER 1! this is a problem. currently at my level i NEED T15 MAPS! they are not dropping i cant even find T10-14. but i have found many T1s wtf!!!! not to mention farming any of the lower tier maps give me zero exp............. 10 maps and im still on the same exp bar.... and my god... if i happen to die!!!! boy I get mad. This is frustrating and needs looking into! I need some T13's at least....

Biomes: while mapping the Biomes should be more encompassing and interactive within the game. Ex. biomes should be more consistent thru the endgame where you are stuck in snow areas, or jungle zones for these map nodes, and the maps we load into should reflect these specific biomes. Just some immersion for thought.


Monsters:

On death affects: now... i feel this is important to have on some mobs. But the frequency these affects are used is astounding..... And furthermore why are there multiple on death affects...... let it be one and done. A homonculi monster shouldnt explode on death with fire, creating burning ground. Throw out blood pools with a staggering bleed DoT, AND ! sprout those damn chaos flowers. all of which consuming the entire screen meaning there is no escape there is only death......... and exp lost on death.... RIP in chat pls.

Random one shots: Many mages and archer mobs can LITERALLY one shot and there is no chance to avoid it. Why? Well its because they are no where on my screen They are somewhere randomly off the screen off to the side. We need more zoom out FOV. This may fix this problem.....


FIRE SPELL REWORK:

Fire fullminn...?(second fire skill in elemental): this skill currently can be charged and launch a barrage of small fire balls. This should be changed!!! in that ON CAST spawns the barrage, then after a short delay fires the barrage. starting at 4 fireballs and adding a fire ball per level of the skill respectively, up to say 10 where it would instead gain damage. currently this is a dead skill in the game it just kinda flops....

Solar orb: should cause exposure for those in the AoE. OR cause burning ground for a time after the orb expires.

Fireball/firebolt: this skill should be charge able where at full charge causes an explosion and splintering fire balls. And on cast just shoots a FAST fireball.

Firestorm: should have a conditional modifier. Ex. At Boss fights the AoE becomes more compact with stronger tracking with lower damage. Now the reverse could be used while mapping where the AoE has less tracking, maybe more damage on hit.

These reworks are more for quality of life andd to play into the power fantasy of being a fire slinging MADMAN! frost and lightning spells seem very well balanced and suiting the power fantasy in their current state.

MONK STAR PATH REWORK:

theres 3/4 nodes on the Monk star path that give spell damage while holding a meelee weapon. These should be changed! the change should be "spells scale off xyz or Physical damage from the current meelee weapon held" or something to that end. I've been playing with all the spells and these current nodes DO MINIMAL scaling with spells, making them invalid and a waste.

Character and movement:

Frozen character: currently there is some kind of bug in the game where your character can't do any skills and can only move/kite. I have died constantly to this possible bug. what happens is my character freezes up and will not cast skills and can only run around until i am swarmed by mobs and die.


Roll dodge: roll dodging doesn't maintain the movement speed modifiers. when you roll your character slows right down to a glacial crawl.......


Wow that was long winded... To date these are the things i would like to see changes to or adjustments made to smooth en the experience of playing the game. Still enjoying it despite this long list of complaints Maybe some of you are feeling the same way about the state of the game. Tried to include solutions to my problems and hopefully will see some changes in the new year! it is more of a beta test after all. Any way check in in the next 100hrs. after farming up a new class. Until then stay safe EXILES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
发帖日期: 2024 年 12 月 21 日 下午 11:38
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