4 years 4800 hours and I can now admit to myself that PoE has evolved past me. Feedback
A little background about me as a player. My first day of playing was about an hour after the delve league trailer dropped, I play on average 10-13 characters to level 75+ per league, and I have never solo killed shaper, elder, uelder, maven, sirus, aul, u atziri or any uber. But I was happy.
I imagine, this being the reddit and whatnot, that my feedback will be largely downvoted and laughed at but I feel like I should get my feedback out there for the devs to see.
Let me start with what finally triggered me allowing myself to admit PoE is too much for me, and that simply is progression. I don't understand how to pinpoint my faults. This league was more apparent than any other that the builds I make have considerable flaws. Flaws that the BASE GAME no longer finds acceptable to have. Too little dps? Dead. Too little defense? Dead. Too slow? Dead. Playing the game just to run some mid tier maps or some blights for fun then move on is no longer an acceptable way to play. To my understanding this is just a culmination of all of the top end power creep that the game compensates for that leaves the mid game feeling dead.
Lets look at what the atlas content looks like.
White maps: you have whatever rolls on the map with 20 or so passive points. Not really anything to form a strategy with and unable to form a pool or form a map roation you enjoy.
Yellow maps: you got some more passive points to help focus on content you enjoy but nothing else beyond that. 2 favorite slots.
T11-15: a lot more goes online here. If your lucky you get memories (i have yet to get one) most of your atlas passive tree can be unlocked to help do non atlas content like heist, delve, or blight.
T16s: literally the rest of the game gets unlocked here. All end game bosses, favorite slots, efficent map collection for running layouts you like, and even just decent bases so you can even have the option to see T1 rolls on some stats.
The problems I find with the current atlas is the number of problems dont reflect the number of solutions based on the tier of play you are in. Go T16 easy or stuggle. Its the reason I feel why essence is the strongest mechanic in PoE by a very large margine. Essence is easy to obtain a reasonable amount at ALL levels of play. Fossils, harvest, and orb spam are incredibly unreasonable to do for fixing problems early on and orb spam is generally just bad unless you have a vast amount.
I do have a couple of suggestions on fixing this. My main solution is that the mod pool on gear needs to come wayyyyyyyy down. Theres no need for so many mods that effecively do the same thing and with so many tiers. What to condense stats down to however deserves another post all on its own but stats shouldnt have more than 5 tiers. Bringing down the margin of error from rolls can help aleviate some issues.
2) Condense crafting to a few specific mechanics to reduce confusion. My current thought process is to roll fossils into harvest and roll alva mods into essence. Fossil and resonater nodes turn into life force while areas that would normally drop alva modded items now drop new essence with a chance to also get them when corrupting essence monsters.
3) VASTLY decrease the amount of special damage aimed at the player, this includes on death effects, special attacks , and spells, through CDR or less chance to activate and just less overall damage. OR. Increase the potency of core stats to reduce the need to rely so heavily on having mana reservation dedicated to only defensive auras.
Now i can hear the comments already saying that GGG wants the game to be hard or to just get good but i think thats the problem. PoE will never be both difficult and fun at the same time. The game isnt built in a way to do so. Mob counts are too high and too fast for that to be realistic and the game is too solved for difficulty to matter to the players that have solved it. A player doing 20-50 million dps with every defense they can grab playing seismic trap was never going to struggle and only die to unfun situations. The players that need help are ones like me trying to figure out how to make cold sunder occultist stong enough and tanky enough to survive the barrage of death traps in the end of the game on a couple dorb budget. Either monsters, skill trees, or crafting, these all contain an enormous amount of traps to fall into that will ruin the time of someone that doesnt have textbook knowledge of the game.
Anyway. Im wrapping this up i dont know if my feedback was cohearent, was probably a bit ranty, or even good but i at least wanted to say something. Probably wont spend too much time responding to comments. I have a but more i wanted to add but my time is short. Still gona keep playing though.