A different style of feedback (0.8.2)

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
    • 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)
    • 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

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%
  • 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
1 Like

I like that it visually distinguishes between the two. It doesn’t “need” to, but I consider it QoL.

I don’t actually like either. I want a node to be selectable without immediately traveling there, but the Travel button is kind of obnoxious. I’d prefer a Left-Click to select and Right-Click to Go type of system. Travel button can stay for purposes of being intuitive.

If you’re asking for what I think you are, I think we agree on the aim here.

Would like to see:

  • |+| Health
  • |%| Health
    Since these are different shards but are easily confused.

Yes.

Also Yes.

I think these kinds of features are in the works. However, item linking is a controversial feature (thank you, WoW kiddies, for this issue). I don’t think it should be in General chat, but I would like it for PMs. It may or may not be appropriate to other channels later, depending on the nature and purpose of those channels.

On a similar note, maybe it’s better to have an option in settings that just treats items links as regular text. I just don’t want to see “Anal [Link]” spam all day here.

So much yes.

Overall good thread. I didn’t cover everything I agree or disagree with, just some highlights.

I agree thats why i put the chat of when i going to play :slight_smile:

By clicking on a map node you can read the relevant quest info. If you just teleport to the location you can’t read it

shift+ click on username is better imo for addressing a specific person

1 Like

I like the distinguishing too

You used to be able to double click on the portal & go there, which was nice.

4 Likes

i noticed to that being gone :frowning: i loved that being in the system

1 Like

I was trying to represent the little arrow like |=>| |^| |+|. Last one made the most sense to me.

I never played WoW but experienced item linking in Warframe in PoE. |Link| spam for fashionframe or build flex was definitely annoying in Warframe. |Link|{Import} build on the other would have been amazing in PoE because people would link their whole character one item at a time or use a third party program (PoB fork). Item linking was universally annoying in trade chat in both games (not that it needed the help).

I can tell when most of my rewards are idols/runes/glyphs/tomes. It’s the rare rewards that don’t stand out because they’re mostly hidden by my loot filter. Sometimes I click the ball and nothing happens, and I toggle the filter to “make sure”. If they were all in one place I might not even notice.

That explains a lot…I thought the hitbox was too small all this time :laughing:. On top of that the portal was often smaller than expected when the map zoom level reset.

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