Early Access Feedback ver. 0.1 as dev review (chaos focused)
Let me describe the general state of the early access for the date of: 18.05.2025.
Point of view from a developer playing as chaos contangion lich. lets go. case: curses doesn't casts in a narrow areas if the curse doesn't fits the place but consumes required resources (cast speed, mana, ES etc). feel: build breaking, disappointment, broken fix complexity: minor existence/ignorance/blindness: since early access start case: increases and decreases of "Area of Effect" doesn't calculated directely of the skills base radius and will never gives the player clear understanding how much it will gives in real. feel: miserable, disappointment, indirect fix complexity: minor existence/ignorance/blindness: since early access start case: dying on map will force player to return on the last checkpoint and nowhere else (like hideout, another checkpoint) causing player to stuck in a even more dangerous situations even before he died. feel: idiotic, disappointment, cheap fix complexity: minor existence/ignorance/blindness: since check points where introduced case: world atlas routes are broken and not match the visuals (paths which shown as clear preventing player to go by). feel: confusion, shame, broken fix complexity: minor existence/ignorance/blindness: since early access start, just after the fix has been announced case: delirium mirrors on maps are overridden by emotion effect while mirror itself is still shown on the minimap exists in map goals like it can be fulfilled. feel: confusion, just a mess, broken fix complexity: minor existence/ignorance/blindness: since early access start case: mobs got too much vulnerabilities: proximal tangibility, periodic invulnerability, hiding in surfaces (underground, invisibility, another dimensions, initial stasis). feel: minesweeper, fun/satisfaction breaking, poe1 is ruined by overwhelmed features and content - poe2 is focused to be ruined with overwhelmed progress stoppers. fix complexity: major/from scratch existence/ignorance/blindness: since early access dev plans case: following chaos orbs like no tomorrow, like dev only knows a single prefab to work with which should be reused in every single possible corner of the universe feel: arcade, lack of creativity, annoying feel of perma stalking fix complexity: dev team change existence/ignorance/blindness: since mob insta kill after death prefab was replaced by stalking chaos orb prefab case: overlapping sound glitches in maps like forge which helps you to loose connection between visuals and reality. feel: dirty, laggy, corrupted fix complexity: normal due to more time to debug existence/ignorance/blindness: since early access start case: skill are only works with support gems if dev has been thought about such possibilities even if description/tags/compatibilities are telling the opposite. feel: too straight forward, allows follow only predefined char dev paths, self creativity is banned for existence. fix complexity: dev team change existence/ignorance/blindness: since all creativity has been spent for poe1 case: chaos is restricted to be playable on the level of top builds. feel: devs were punished in childhood by chaos enchanted sticks - now they are trying to avenge it by spending all their efforts just to not allow chaos become at least something, frustration, pityness fix complexity: normal - family psych visits existence/ignorance/blindness: since early access start Summary: While playing as chaos contangion + essence drain lich I got a strong feeling that this is not designed to be played as chaos contagion + essence drain lich. 1. Contagion got extremely hard to scale spread radius while affection by "Area of Effect" modifiers tells player a shit. For example if it suppose to be increased by 20% and if 20% our of base 1.7 is 0.1 - okay, great - intuitive as hell. welcome to reddit to check the real calculation formulas. 2. Debuffs damage over time is not boosted by shorten time duration which eliminate it from the most logical scale damage source for over time damage as it is. 4. Extra chaos/fire/lighting/cold damage is not affects damage over time while boost on hit damage which is playing at first place on the skill gem which brings a lot of confusion and unintuitive into the chaos build. 3. Hexblast requires curses to be expirable which means: no curses from passive cursing like blasphemy no curse grounds to be usable target suppose to be reachable in the right time (not in underground, out of sight, not in the other dimension) curses could be cleansed by a target by going into other dimensions 4. Debuff damage overtime is not affected by any ailments modifiers because its super smart unique "Debuff damage" which is not able to be boosted by any similar ailments modifiers commonly comes from jewels and rest of the gear sources. 5. Debuff damage overtime is only affected in a sensible way by "+ skill level modifiers" which cause your skills cost mana like your are trying to disintegrate a universe by a single use of its brilliant appearance. 6. There is no way of using any "Cast On" gems because there is just no gems which will able to normally trigger by using chaos as its source. 7. Cast on damage overtime which will provide a solid amount of energy to build something cool - is the worse devs nightmare I ever imagine. 8. 8 and it will be the last - just admit that you hate and scare of chaos as a part of your game and lets end with this shit. 最後にスレッドがバンプされた時間 時刻 2025/05/18 13:51:32
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ネタバレ
" You will, probably eat some support removals here. 最後に Alzucard#2422 が 2025/05/18 13:51:55 に編集
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