Necromancer:
- More Set / Unique Item support for Skeletal Mages, Abomination, Skeletons, Golems.
- Pebbles, Hollow Finger, Aaron’s Will, Blight of Lachesis are OK but could do with more skill modifications than buffs.
- A “Spectre-like” skill would be quite interesting for expanding space for builds / playstyles.
- Incorrect History is OK but the minions basically do nothing after a while. Either needs interesting native mechanics like Tyrant’s Skull or this can be a new skill under Acolyte.
- Need not actually be a Raise Spectres skill, as long as the scope of summonable minions is expanded and these do something interesting rather than being generic autoattackers.
- More minion-proc skills switched to use player’s version of the tree rather than using a default minion version.
- Minion behaviour needs leadership mechanic to focus targets
- Horde builds suffer from minions constantly running out of range of Dread Shade(s) because minions like to split targets and the targetting is now quite sticky.
- Not all builds have space to add a targetting mechanism like Rip Blood (and this is usually a waste of specialised skill slot too).
- Minion command key is useful in theory but terrible in practice because its not a skill that can be bound to the skill bar, and its particularly bad with WASD control as there are no realistically convenient keys to use for it. Also overriding native targetting with command key tends to make minions run circles for so long that its better to let them finish the job and move on.
- Simplest solution is that minions follow the targetting of minions with Dread Shade or focus enemies marked with Dread Shade. Other solutions may include having a Leadership hidden stat for minions or to redo the minion AI.
Set Items:
- Please keep up or improve the cadence of new sets.
- One metric is how many sensible and viable combinations of at least 3 sets are there to use with Legends Entwined, for how many builds.
- For Necromancer, some further mechanics that can be targetted for sets are:
- General minion damage support: Fire, Lightning, Necrotic, Physical, Poison, Void
- Own-damage support scaling off minions
- Skill modifiers (i.e., not just adding raw stats or levels): All skills
- Supporting skill modifiers: All skills; further modifiers for Dread Shade beyond Lich’s Scorn would be good.
Item Factions:
- Kind of quite clear that a third faction that buffs crafting as a method for obtaining end-game items vs trading or lucky drops would be great to expand scope of playstyles.
- Another faction that does something along the lines of “enchanting” items instead of trading or buffing crafting or lucky drops would be quite interesting also.
Forgotten Knights:
- Feel like it would be interesting if this faction could be expanded. Some examples:
- Faction shop?
- Alternative faction perks? Including options that directly alter the monolith?
Nemesis:
- Kind of related to Forgotten Knights, expand the scope of the mechanic? Examples:
- Roaming nemeses?
- Multiple nemesis / Multiple nemeses unlocked together?
- Higher-tier nemeses with further or multiple mechanics? Maybe even revival chains?
- Horde mechanics where nemeses can be further buffed with monster kills around it in return for better improvements to items?
End-Game Factions:
- Feel like more factions would help increase perceived end-game variety,
- E.g., Elders / Survivors, Chronomancers, Oracle.
- If each one is connected directly to a core end-game mechanic I think it would be quite fun,
- E.g., Already done (to varying extent): Weaver for Tombs, Forgotten Knights for Nemesis
- E.g., Potential for expansion and already in-game to some extent: Primal Hunter for Rift Beasts, Oracle for Omens, Elders for Exiled Mages
Idols:
- A mechanic to reroll affix values for idols would be very welcome
- Rerolling affixes for idols in Tombs is sort of pointless because this rerolling is neither targetted nor lucky, and finding desired combinations is already simple enough even as COF (rank 12 + spamming idol prophecies).
- Class-specific affixes should be reviewed for modernisation and new affixes.
- Consider 1x5, 5x1, 2x3, and 3x2 idols with appropriately powerful affixes to improve scope of playstyles or builds?
- Unique and Set idol design space is underutilised.
Altars:
- Good start, need more affixes and more layout and refracted slot combinations.
- Need more bases with interesting upside implicits.
Skill Sigils:
- If it is what I think it is, it would be interesting to phase it in over S5 and S6 rather than keeping it all for S6.
Servers:
- Talk to your SEA server provider. There’s something wonky going on in there where most of the time the instances assigned are OK, and then ~ 1 in 10 or so assigned instances feel like its hosted on a server rack that’s been marinated in chilli oil and vinegar for 100 years.
- I think you are using to same server provider as GGG too, because the exact same thing happens in POE1/2.