A loooong list of feedback and suggestions on literally everything about the game

  1. Add ability to copy a rule in loot filter menu. We should be able to copy a rule and paste it to another filter to use it there. This should also allow a list of rules for third parties. We can simply copy the rules of another filter for that build and create a merged filter. The reason for this is when we want to make another builds. It is pain to create same rules or copy paste the xml. Simply add this as feature.

  2. Add ability to change loot item sizes, small, default and large in loot filter.

  3. Add ability to change some key bindings.

  • Interact with players, RMB can not be changed
  • Equip item, RMB can not be changed
  • Move item to storage/drop item Shift RMB can not be changed. This should be Shift LMB by default it is literally the default binding for every game except last epoch which is annoying when you accidently equip items because game doesnt recognize shift input sometimes when framedrops etc. Just give us option to change it.
  1. Add a button in stash that will drop all the items in that tab to the ground. This is very useful when we are clearing up new items when we change loot filters.

  2. Add ability to search by filter rule index in stash. Example: type Rule20 to search box to show items that match the rule 20 of the loot filter. Multiple rules should be also allowed. E.g. Rule20|Rule11|Rule13

  3. Add NPC outlines so they are easier to see, its specially the case for new players imo.

  4. Change NPC icons they look old and low effort.

  5. Add ability to bind multiple keys to single keybind. I don’t want to setup macros for my build one press should be able to trigger multiple skills for example inside the game. It should just give a warning and allow it.

  6. Add ability to change cursor size, color. We know Yolo mouse app is a thing but come on. Just need a way to make it a little bit bigger. Small, Default, Large, Extra Large should be enough. Color options would be appreciated.

  7. Change the blessing UI pop-up location. Either it needs to be a notification. or it should pop-up corners or something. Or add a checkbox that will say do not ask again. Next time it will show a pop-up above the center notification and once you click it it will open up the change menu.

  8. Change the selected blessing outline border color and size. Its impossible to see what I have selected.

  9. Quad Tabs and Unique Tabs. Unique tabs should have limit to amount which they can hold items and we should be able to increase it with gold. Also Unique tab it shouldn’t be purchasable instead it should be tied to some achievement in the game. Empowered monoliths or first abberoth kill of the player etc. Then we can use gold to increase limits

  10. Add a check box in stash and inventory to auto sort when new item added. Also maybe add dropdown to change the sort type. Legendary Potential. Rarity, Forging potential, base type etc.

  11. Add ability to lock items. Specially lock equipped items. Sometimes when we move items to stash we accidently equip it due to terrible choice of default keybindings. The ability to lock should also be possible for inventory items. For example you want to keep an item but you don’t want it to be sorted or dropped to ground etc. Locking should also block the sorting of the item.

  12. Fix the Level of Skills affixes tree bug.
    I am surprised how this has not been fixed yet. When we equip level of affix item and apply the points when we unequip it just removed the affixes randomly. I had to remove points and level up the skill so many times so many times.

  13. Balance the monsters, seasonal monsters and regular echo mobs strength is not even close.

  14. Make the game harder. it takes 2 days to get to aberoth come on. We are fine with power creep but it should be at very late stages. Not after 2 days of playing i feel like. Game feels harder compare to S2. But going more on here i think is better. Dont make it too grindy but you gotta find the sweet spot.

  15. Add more Uber bosses with seasonal content. Chapter 10 boss was nice yet we don’t have an Uber version. Rift beast mechanic is missing an Uber boss. Same was with the woven release. We need more uber bosses, only killing harbingers and abberoth late game thats it.

  16. Playing melee feels like dog shit. Bosses do not give any breathing room. I am playing %100 movement speed build yet the harbingers are so fast that I have to pre dodge everything. This wasn’t when I feeling when I was playing range. A lot of the mechanics feels like anti melee. When you are far away bosses just walk slowly to you which is funny you can still DPS. Consider some builds removed the evade skill these should be considered when making the boss mechanics

  17. Adding up to 19. Game encourages you to play glass cannon. Best defense is offense mentality. Like you have to kill the boss in a shorter time to not die basically. increasing HPs should help however animations speeds maybe need to be a little bit slower. Could be just my build since i dont have evade. This didnt feel like much of an issue with Falconer on S2. Just putting it out there.

  18. Add a new condition to Loot filter, Affix Shard Count.
    We set affix shard count limit and it will show all items that has that affix so we can shatter it. Basically easy filtering for shatter. Game decides which affixes you are low on and shows items that you need affix shards of. After you have 10 affix on that affix it will no longer be shown as an example.

  19. Allow for filter rules up to 200 or something should be enough. I have no idea why is this even to such a low number.

  20. Ability to group filter rules with some title and description maybe.

  21. A simple rollback button in filter menu when we accidently delete a rule. There is no pop-up confirmation and it simply applies the changes.

  22. Add a button to move all items in inventory to stash when stash is open or when stash is close ? It should account for affinities.

  23. Rune of shattering. Idk why but early on it simply doesnt exist. End game it is pretty much useless. Might as well remove it and just a button to shatter the item. The loot of the rune pretty much useless.

  24. Add some benefits of gaining gold in CoF. Stashes are getting so expensive at some point it is hard to afford them. Specially when you are playing/making more than 2 builds

  25. Dungeons and Arena is just not there. Add more unique drops there or a bit more rewards. Maybe add some deterministic reward mechanics somehow to make them farmable. Except for temporal rest is simply not there. LA, Vault dungeon only exist for MG anyways.

  26. Fix some enemy balance issues. Little monster simple attacks hitting like a trunk while even harbinger wont hit that hard it is weird and annoying.

  27. More chase items, buffs, progression stuff that are very rare. We only have Red Ring and Uber Abby goal.

  28. Game does not provide you with simple rewards with big achievements which causes those moments feel like nothing. Killing first of some bosses, finishing campaign. Hitting some corruption caps etc. could be some achievements that we could get simple rewards etc. or just let us know we did something with literally no reward would even help. I noticed this with my second character because i realized some of those moments were big yet game didnt tell me.

  29. Move the loot filter sound to new volume bar idk why it is in just UI sounds. Makes no sense. I mute every sound except the drops and i get weird ass UI sound as well as enemy ward/armor break sounds which shouldnt even be in UI category etc. Come to think of it the sound categorization should be looked at i know for a fact i was hearing sounds that i shouldn’t have with only UI on e.g Combat related stuff. Add option to mute gold pickup sound aside from this.

  30. Add ability or option to automatically collect items that do not consume inventory space runes, glyphys, keys etc. Seeing the drops should still be a thing i think but after 2 seconds or something it should auto collect. Seeing drops is fun even tho they are almost worthless except few.

  31. Ability to tp to the “hideout” and customizations to the hideout.

  32. Increase resonance drop rates. The yellow one i think is fine the purple one is so rare that it is going to be easier for that person to actually farm the item rather than me gifting one. If you dont want me to gift items to my friends simply remove the feature.

  33. Some builds are outrageously broken which can be avoided with simple math before releasing the patch.

  34. Idol enhancements and reforge limits per run should be increased, we are already limited by the amber cost. 2 per run feels like a chore when i have 50k amber saved up just for this.

  35. Rework monoliths and remove empowered monoliths. We simply increase corruption and after 100 corruption it becomes empowered or something. Or just monoliths maybe ? The reset echo node sometimes appear too early and it literally blocks you from going anywhere. I think there is a limit to which echo node constantly appears after that node count is completed it keeps appearing where ever i go. Just let me play the damn timeline i dont want to reset. A screenshot: https://i.imgur.com/TNSvdTw.jpeg and here you can see it just wont allow me to go there. i simply can not reset this timeline because i have so much things invested in here and i use it as side farm as well as some crafting nodes which i probably will not reset anytime soon https://i.imgur.com/5Rupwzf.jpeg

  36. Fix a bug where you can join normal abberoth fight later. How to: stay in party, one member goes in. Other member TPs it does not render the arena however it instantly spawns you to abberoth even if other person is still killing the harbingers.

  37. Add ability to save Weaver tree presets up to 3-5 slots or something. Ability to name those would be appreciated as well. This is needed because for some type of farming you want to do you need to change up and constantly doing that is kind of pain.

  38. Rift beast echoes should NOT be in Masque NPC shop it should be beast NPC shop.

  39. Rift beast icon should appear on map to easily find the rift beast in maps just like tombs.

  40. Cemetry maps should be just cemeteries. Not normal echo + cemetery. This feels like every other map with just different end boss which is easy as the other one. When i go in to cemetery it should just be cemetery and not a normal echo.

  41. What is the point of showing player the “discovered blessings” if i can not just switch to them without killing the boss or even killing the boss. There is so much wrong with this system.

For starters it should not show me blessing that is lower tier and values than currently i have. Blessings should be something like a drop and once you discover them you can just go kill the boss and switch to other blessing that you have discovered before not keep killing the boss all over again and farm it until the blessing you want comes. Simply changing them in menu would also work but that would be too easy i think. This would also answer the question i asked above. Seeing discovered blessing would have meaning. Maybe also add more tiers or variety with some other bosses with uber etc. more options or stronger ? idk.

  1. Ability to save preset of character appearance options. Just like weaver tree i dont want to change everything manually. Simply save it and switch i feel like.

  2. Legendary Potential chances/rates should be shown when pressing Alt Ctrl on the unique item. OR some other keybind Shift Alt ? you choose. Same can be said for rune of ascendance / drop chances.

  3. Ability to import loot filters with raw url. This would also save the URL and it can show a pop up if filter has changed or something. So it can keep the remote filter and local filter up to date.

  4. Need some tooling or in game function to check item prices when playing MG.

Given the devs stance on macros (1 key press = 1 skill), I’d be surprised if this happened.

This is a technical issue with Unity not allowing for it, there’s lots of threads about it & why.

Not a bug, again, lots of threads about this & why. Working as intended.

#16 & 17, yeah, a nalance path to smooth out the campaign has been sorely needed for the past few years.

It doesn’t, but with unlimited scaling eventually trash mobs will one shot you, yes.

Or you can execute the mechanics. Just a thought. But brute forcing it with high dps does mean you don’t have to execute yhe mechanics sufficiently well for too long.

Performance.

1.) Yes, has been asked for and utterly ignored despite not being a major ask but one with quite major impact.

2.) Nice ideas, for it obviously.

3.) A given as well.

4.) That’s prone to causing problems with missclicks, that should be alleviated from the ability of making a good filter in the first place.

5.) Also a good idea.

6.) Those borders tend to make things ugly, slight inconvenience for a bit of better design, would argue not worth it.

7.) It’s a specific style, not old-fashioned, that’s nitpicking and also has minimal impact while taking up time to do.

8.) This is specifically forbidden, if you do set up macros of that kind you should be banned.

9.) Asked for regularly, issues with the Engine make that hard. Unity has problems related to cursor integration.

10.) Yes, asked for repeatedly as well, has also been ignored.

11.) It’s actually decently clear, what exactly is hard to see there? The highlight is ok, might be problematic with some specific colorblindness though, which is a accessibility improvement and opt-in, should be done in that case though.

12.) Their system is already a mess with normal tabs and you expect EHG to make quads or unique tabs? :stuck_out_tongue: Have em fix the main ones finally at least before making more issues.

13.) Sorting type is viable, the auto-sort not. Miniscule inventory management should be a given.

14.) Hasn’t ever happened to me plainly spoken, or anyone I know. That’s a new one. But why not… nice feature.

15.) That’s actually not a bug but a feature. It’s not random at all. The only issue there - repeatedly brought up as well - is the highlighting of which nodes have actually been unspecced, which are supposed to be outlined red… but aren’t.

16.) Balance is EHG’s nemesis and as you say needs to be done desperately, optimally years ago by now.

17.) Depends on player and build. But overall difficulty should stay with what 0.9 provided initially for the first Act and for empowered. It needs to be a coherent smooth progression, currently it’s a disaster.

18.) Utterly unimportant comparatively to a myriad of other things. Systems which actually allow long-term engagement are basically non-existent. Core itemization progression is badly set up to support em as well. That needs to change first.

19.) Yes, melee is a mess, always was. And I’m not talking ‘whole screen sized AoE melee’ types… but actual melee of any kind.

20.) Which is also not quite right, DR-stacking is a major aspect. But it’s very simplistic and limiting, which is a problem.

21.) Affix shard pickup should be walking over simply… outside of rare ones. They’re just screenclutter. Or automatic acquisition rather then itemization of em in the first place. They’re badly designed simply for what they’re supposed to do.

22.) Also repeatedly asked for complex filters, has been ignored for now.

23.) Not needed but for organization’s sake very nice. Would be important with extra rules available.

24.) Yes, Undo button is important.

25.) Also yes, just RSI reduction, so a given as well for QoL.

26.) Shatterings are in a decent-ish state, scarce early on, falling off relevance as you progress. Those are actually one of the decent implementations currently for the itemization progression.

27.) You got Lightless Arbor… MG shouldn’t have Gold, not CoF extra measures. How about stopping the nonsensical double-dip mess we have rather then including more avenues?

28.) Reward in design, badly designed lackluster content won’t help with extra loot… the lizards haven’t fixed it and it won’t be fixed unless it becomes superior then Echos simply… which would be nonsensical. Also regularly asked for to rework it from the ground up with proper design, ignored completely from EHG as well.

29.) You’ve already mentioned balance, yes, a given.

30.) Mutually exclusive with implementing pinnacle bosses, there’s not enough time in each day to do both… so which is it?

31.) Eh… proper design sidesteps that. Can be done but it would only have a big effect because of the core design being lackluster.

32.) Yes, also a given.

33.) Also asked repeatedly and utterly ignored. The exception should be specific valuable items, so the rare runes and shards, simply for dopamine reasons, displaying em to provide a effect of short enjoyment.

34.) Also asked regularly.

35.) The whole system is utter garbage, it needs a complete rework, not some drop-rate changes.

36.) That’s also a balance thing… third ‘balance stuff’ notion.

37.) No, that would be counterproductive for longevity which is already an issue. You cannot have a long-term game where you get everything immediately.
But the whole idol system should be at the weaver area and you should only get charges for it upon fulfilling it.
Generally that’s a mess, charges for usage of crafting mechanics and a crafting area would be much better QoL-wise. Dunno why EHG makes such a mess with their systems.

38.) Then don’t invest that amount… that’s your own mistake. You’re not supposed to throw everything out at once but solely when you need things, so you have the freedom to reset when needed/wanted.

39.) Party play is also a mess in several aspects, has also been ignored to be fixed despite regular mentions.

40.) Yes.

41.) Also yes.

42.) Also yes.

43.) The difference would be nice, yes.

44.) It’s generally a mess still, yes, you’re supposed to be able to equip unlocked Blessings for a second character but it craps out at times, which is annoying.

45.) This one is missing :stuck_out_tongue:

46.) What char appearance? You mean the MTX stuff? I mean… sure… but how often are you switching around?

47.) Falls into crafting changes overall… and that’s one of the least important things definitely related to that. But still ‘yes’… when the important stuff is finally handled.

48.) Also yes.

49.) The comparison system is supposed to do that and is mediocre at best, really… really mediocre.

Streamlining the code then. Displaying everything should cause the highest load, filtering out should increase performance substantially… not cause performance issues. Kinda counterproductive there :stuck_out_tongue:

my problem is it just keep showing up resets everywhere i simply do not want to reset there is 15 reset nodes in the timeline. Dont invest ? I choose one timline which literally all crafting echoes are there so i dont go look for cemeteries when i need basically to save up some time by preparing the echo setup. Obviously the screenshot timeline is a bit excessive however the reset node calculation does not feel right and just annoying. Even i am placing some new nodes it keeps putting reset to next node even tho i am not even going far away from center xd

i dont see how this is a “feature” when i unequip and equip back it doesnt remove the points i added instead it removes well you said it not randomly but it just doesnt make any sense. I just dont understand this i had to lower the skill level to fix tree so many times and i feel like there is definitely something wrong with this even if its not random.

Not really. You always render every single item drop. Filter is simply whether you show a label or not. And the cost of showing/hiding them is to evaluate all the different filter types/rules you can get, which you do sequentially for every single item.

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The max size is limited which means you’ll with guarantee find orobyss at the edges, and the other nodes are pure RNG which type they are. Some webs have majorly reset nodes, some have majorly reward changing ones and if you’re not blocking em you get tons of arena and beacon nodes too.
Not to speak that orobyss already starts to pop up not even half-way towards the edge so people can reset quicker at times.
This really is not a major issue, at best a slight annoyance.

It makes sense, here’s the explanation:

There’s options out there which allow setting up your skills in a manner that you can switch between styles of a skill with a few levels. If you use them last and it would remove the last added nodes (rather then pre-invested ones all over) then you could respec freely before encountering a boss for example, or without investment to respec at all.

This is to be avoided, hence the current system is implemented.

Yes, it has downsides and can be annoying, but the engagement is actually higher with such a system, PoE 1 and 2 both struggle currently with ‘hotswap’ gems for example… which is a method of playing which has been directly linked with mental exhaustion and hence reduction in play-time. OPtimizing the fun out of the game.

Reducing avenues to allow this happening comes at the cost of those not proclined to do it but overall produces a better system in total… especially since the people prone to optimizing the fun away are also often those which have the highest amount of time investment as they’re utterly engrossed.

You shouldn’t though? That’s kinda a big thing? Removal of render saves in substantial amount of not only bandwith but also on the system’s capacity. So having it simply not render and only do so when the filter is switched over to allow rendering it (without ever taking away already rendered ones so re-rendering doesn’t happen and cost even more resources) provides a vastly better result in total.

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pretty sure LE does not render hidden items since i get frame drops when there is tons of items on ground which should not happen if client is just hiding the items but keeping the object instances in memory. however you are right about it is about evaluating maybe 200 rules is too much but i am pretty sure they can make it performant enough with 100 150 rules. i think 75 is just safe bet just so it works “flawless” on all computers/systems

Every game does it, though. LE, PoE, GD, etc.
If you don’t render stuff, then everything looks empty. So you always render the item drops and then use the filter to decide if you show the label or not.

Do you actually look at the stuff dropping? Things on the ground?
Or do you look at the labels?

The effect is minimal for a massive cost.

i see, i did wanted to do something like this but i just dont know what nodes it will remove as you said if they made it different color or something it would help.

i am aware of that i am not against web limits. i am boundries of the web however it still shows me resets even tho i am trying to circle around the web so i can still play it without resetting the web basically. also if i already have 10 reset nodes that are available to run game surely shouldnt keep popping me reset nodes unless i am forcing the web limits yet i am not doing that. i see how is the system designed but as you can see in screenshot i have reset nodes next to each other specifying limit. i go around and get a bit closer to center to place my echos so i can keep putting the echoes yet it still shows me reset nodes.

Do you actually look at the effects like shadows, water or random butterflies flying around? You rarely actively notice them, but they’re important for a game feeling better or worse. And those also have a minimal effect for a big cost.

Ever heard of something looking ‘flat’ or ‘bare’? That’s the details, which also don’t make much difference if they’re massively high quality or mediocre quality… it’s about the immersion factor there, how ‘busy’ something is.

You notice them non-stop, just not realizing what exactly you look at. Quite a difference from ‘My nice looking area has my 5 items I wanna pick up on the ground’ or 'I cannot see anything anyway since my nice looking area now is a item-landfill :stuck_out_tongue:

If the area already looks immersive and engaging you don’t need rendering of items which have no meaning to you. That’s why optimally games tend to provide you with less items which though have a value of some kind to you (quality over quantity approach) or many items which all have little but inherent value (lootsplosion approach).
This meaning entirely falls away when you combine em with the aspect of quality being needed but nonetheless wanting a lootsplosion. Nothing feels as disappointing as seeing dozens of items flying about and nothing is displayed. It has an adverse effect even.

The details of those systems have actually been fairly in-depth researched… and PoE comes away scott-free from it because you generally drop ‘something valuable’ from their loot explosions. LE doesn’t have that.

That is how PoE already is. They’re just rendered unobstrusively, so they don’t affect your gameplay or field of vision.

They do have meaning. They show you that stuff is still dropping, just not the ones you want. As opposed to no drops and maybe there’s a bug and nothing is dropping?

That would be the fault of your filter, then.
And if you’re in endgame you know that very few things will actually be useful, so you already expect them to not show.

Both have the same thing, where the “something valuable” is usually some low level crafting material.

LE even has more of it, since at this point any exalted is potentially good, with Havocs and the rework for Envy.

It does. Thats why u can still see the beams even when its filtered out. At least last season it did this. I havent paid attention to it that much this season

It does.

Those two items on the ground are hidden in the loot filter yet there’s still clearly something on the floor. All the loot filter does is remove the item ground labels.

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To be fair, the labels require more processing than the items renders do. Anything that is dynamic (and labels behave dynamically when you move) requires more processing power than static stuff.
Which is why having 200 mobs on screen reacting to you will always require more processing power than 200 items dropped statically on the ground.

Most of these are good, so I do not have much to add

5:So I will be able to search Rule34 in game?

16:I get that there are some balance issues, but this is a vague statement without a solution

17:I take longer to get to him, I disagree about difficulty, also abberath is not uber abberath

19:Yes, melee is a problem that needs to get specific treatment

20:Glass cannon doesn’t work on uber Abberath, he one shots builds without enough defences, the builds that beat him are all uber tanky

21:That sounds like a mess to code

22:The limit is mostly due to lag on the player side, but that still should be our decision

26:Rune of shattering is useful even late game, as often you have less than 5 (level of skill) affixes, and it becomes even more helpful when your best build setup calls for multiple different extremely rare affixes.

27:I think the issue is more a lack of gold sinks in general in this game(CoF relying on vault for its gold sink), I do not think MG should be trading in gold to begin with. It should be trading in MG specific currency.

31:I disagree with first kill rewards and stuff like that. Special rewards should come from boss drops and season mechanics.

36:Hahaha, “simple” math he says, you would need to do min-maxing EVERY SINGLE build in order to check their dps and even then most builds are OP for reasons that cannot be factored into simple math. It is not possible to catch every op build before it is created.

41:Maybe put it in BOTH? Also maybe have Masque sort the “league mechanic” echoes into its own pile, so that it is easy to find them.

That’s just kicking the can down the road, no matter how streamlined the code there will always be a number of rules (& the more things the rules are trying to do the more they’d impact performance) where the number of rules affects performance. That’s why there’s a limit on the number of rules in the first place.

Yeah, but in this case ‘kicking the can down the road’ means for example instead of 75 rules you can have 250 and it wouldn’t cause the performance to degrade substantially.

Which would open up a myriad of intricate filter options which currently simply aren’t available… like a universal filter which is allowing to switch states as you progress… or one which includes specifics related to all classes at once so you can display/hide cross-class drops better.

I don’t think the performance issues are related to whatever you have on the ground or not. They’re simply because for each rule you have to individually evaluate what was added and what it’s trying to filter out.

Is the rule filtering out affixes? Then we need to match the item affixes. Is it filtering out item type? Then we need to match the rarity. Is it filtering out tiers, is it filtering out WW/LP, is it filtering faction, or item type? Then we need to match those. And if we select multiple, then we need to match them all together.

For each rule, we have to figure out what we want to match, how that match is made and we have to then do that for every single rule in the filter until it either matches one or finishes the list.
And we do this for every single item as well.

So the status of performance overall in the game isn’t likely to affect how many rules we can have, because the performance issue of filters is only related to itself. Much like the stash tab limit isn’t related to other performance issues in the game, it’s only related to itself.
They’re sort of self-contained.