This post aims to cover less commonly raised issues in a different format. Hopefully it’s not a straight rehash of mono stability grind, item rarity visibility, total affix tiers, quest visibility, necromancer diversity, etc. I’ll also acknowledge some major improvements upfront:
- Redoing a mono/boss after failing (with some penalty) is a positive direction. Failing bosses previously could feel very punishing due to variance in farming back lost monolith progress. The more I had to learn, the harder it was to learn. That meant more pressure to “learn by Youtubing” and overpreparing for the first attempt instead of “learning by doing”. Now stability can be deterministically farmed back to required echo thresholds (or farmed in advance). Mechanically demanding bosses like Orobyss feel exciting under this system.
- Minions feel much better. Previously they would lag multiple screens behind if I spammed Transplant. Now they are at most one screen behind and catch up more quickly. They also attack enemies more often when I run past without stopping and stay focused on targets at a greater distance before running back.
- “At least X of affix” filter rule is not as flexible as total tier but still beats overly strict single tier rules. For example, I might show at least 2 T3 instead of 1 T5.
Format: the first bullet contains feedback; most sub-bullets are suggestions.
Skills
- Skill icons belong on an iPad; skill node icons belong on a PC
- Standardize skill icon size and emphasis
- S defaults to skill panel which loses value after skills are decided
- Show last opened skill tree with unallocated points
- Universal search across all skills in skill panel page
- Highlight skills with text/node text matching search
- Highlight the individual nodes when skill trees are opened
- Character passives default to base class
- Default to mastered class
- Show last viewed passive tree
Monolith
- Ragnar the Battlehungry (Bah, still no arena key!) is still basically unemployed
- Gambler or respec window(s)
- Splitting rewards between chest and the glowing orb is unnecessary
- Move all post-mono rewards to one place
- Open portal is farther away
- My cursor is usually center of screen, it’s easy to misclick there
- Over skill bar is less travel distance than edge but still hard to misclick
- Travel button is unnecessary and does not add value
- Revert to clickable nodes, with larger hitboxes than before
- “Back” button/hotkey to swap between EoT and monolith
- Mono camera position and zoom default to EoT “town” area
- Open mono in last position and zoom setting
- Instability scaling toward edge generates false choices
- Like Delve in PoE - why go sideways when the good loot is straight down?
- Scale basic mono rewards with total modifiers instead of position
- Constantly resetting to center of mono defeats the purpose of “position matters”
- Different Orobyss rewards(s) besides reset/corruption/stability
- Orobyss variant “influences” tilesets/monsters in nearby monos
- Void skill Orobyss => Ruined Era monos, void monsters
- Extend active modifiers by +X monos
- Remove/reroll active modifiers
- Orobyss variant “influences” tilesets/monsters in nearby monos
- More flavorful corruption modifiers to support “position matters”
- Higher proportion of monsters spawn as rare
- Mono preview of rare monster types and their attacks
- Defeated bosses spawn again in future monos, up to a limit (e.g. PoE Maven)
- Mono preview of boss and its damage types
- Hidden terrain features/enemies revealed as the world collapses
- Cold tileset => slippery ice patches, avalanches, Bigfoot (joke)
- Higher proportion of monsters spawn as rare
- Rename “stability” to something not reversed by corruption
- “Clues” - unlock more clues to find the location of the timeline boss
- “Visibility” - alert the timeline boss as you trespass in its extended domain
- Different Orobyss rewards(s) besides reset/corruption/stability
Forge
- Icons look fuzzy/pixellated on lower graphics settings
- Clicking tiny arrow + upgrade < clicking shard label + upgrade
- Preview affix-specific success chance for tier upgrades
- Added Health (T4) - 54%
- Increased Health (T1) - 87%
- Use entire label as its own large button
- This |Added Health (T4) - 54% |
- Not this |+| Added Health (T4) - 54%
- Preview affix-specific success chance for tier upgrades
- Glyphs and runes are still hidden behind unnecessary dropdowns
- Show glyphs and runes as buttons
- Allow glyphs to be selected with one click
- Require clicking the upgrade button for runes to avoid accidents
Inventory
- View materials is too vague to tell me anything
- Shatter count icons (I have 10+, time for spring cleaning)
- Stability and guardian count icons (I have enough to craft now)
- Gold lacks visiblity
- Gold tells me when it’s time to stop and buy shatters, gamble, etc.
- Make persistent outside inventory (e.g. bottom right corner)
- Transfer materials button is farther away
- Sort/transfer materials buttons are too close to items that can be accidentally unequipped
- Revert to old spots
Chat/Misc
- Purple “loot filter is enabled/disabled” is spammy and confusing for toggle
- Reserve for permanent toggle states (not held down)
- Chat is messy; it’s hard to focus on LE, especially technical stuff
- Global channels, possibly in tabs (e.g. “PoE”, “IRL”)
- Formal @ support (e.g. username autocomplete, new chat window)
- Ability to link items in chat
- Patch version watermark overlaps with smaller FPS counter
- Setting to show/hide patch version
- Revert to old FPS counter