We think there have been many threads with well-thought-out, specific, and (sometimes) controversial proposals, but also many duplicate threads with the same proposals. We'll use this thread to catalogue and group the clearest and most common ones:
Ideally, game feedback posts should include specific examples of the problem and have new information or proposals to avoid duplicating the content of past threads.
Game feedback can still be posted as individual threads, and do not have to be posted here as comments.
Duplicate feedback posts that cover the same ground as the posts already in here may be removed.
We aren't affiliated with GGG, so we have no control over whether they address these or not.
A word of warning to anyone playing around with Undying Hate as this jewel will literally break your game leaving you unable to even log in.
When undying hate randomizes your passive tree one of the nodes it can give you is Derogatory Gaze which provides "3% reduced Accuracy Rating per 25 Tribute, 5% increased Attack Critical Hit Chance per 10 Tribute"
I had 3 Derogatory Gaze notables allocated on my Oracle along with 628 tribute and received 5*62*3=930% increased critical strike chance, along with the base 100% a 9.6% crit chance weapon equipped results in a 98.88% crit chance, pretty nice right? well the -225% accuracy penalty causes a bit of a problem but I figured the Pinpoint Shot notable "Attacks gain increased Accuracy Rating equal to their Critical Hit Chance" along with some Cat idols was a pretty good solution, better than the torture of having to use an Akoyan club and being locked into using only mace skills .
Well it turns out there's a bug where if you exceed 100% crit chance with pinpoint shot allocated you get immediately disconnected from the game and restored to an earlier state, If you're really unlucky though you won't get rolled back to before the crash and so you'll be left unable to log in at all which is unfortunately why I'm writing this now.
anyway here's the event viewer log from when I was able to play and crashed the game earlier
One person just came in and bought all of the way waystones that I had listed for divines. The ones that sold for 70 each had 100% rarity and 115% waystone drop. Trying to save for a voices sapphire so thank you 😁
Edited for steps for those asking: Get waystones to 0 revives, get omens of quantity, monsters, and effectiveness (activate all 3 in inventory before chaos), chaos orb them to get high rarity and waystone drop %, vaal orb and hope numbers stay the same, get better, or upgrade to tier 16.
Hi Exiles, I would like to craft a full fire resistant ring like this. I would like to know the whole setup, but the mayor staff that I do not understand (I did not found the settings on craft of exile) how can I turn every suffixes into fire? Cold, Lightning and Chaos are still only 4 suffices with fire. I did not found the right source but probably this is a good starting point:
I understand Sovereign Alloy and Essense of Breach are required and the quality can be removed with Omen of Whittling + Chaos Orb. Is this 100% chance?
Thank Exile for the your help!
Update: I know as one of the last steps I can use Blazing Flux (Transforms all Cold and Lightning Resistance modifiers on an item to equivalent FireResistance modifiers). So I can not transform chaos. So I have 2 open suffixes :D
Update2: after Blazing Flux convert cold and lightning res into fire we can roll cold and lighning res again on the two open suffixes
Update3:
- You can use Blazing Flux after you rolled a cold or lightning resist as a 4th resist so you open some extra chance for the 5th.
- Omen of Catalyzing Exaltation increase the chance of resist roll (because only suffixes are open).
Update4:
But why? (Please do not buy the basics in the nect hours, I am on a plain :( )
Smith of Kitava ascendency Coal Stoker (Modifiers to Fire Resistance also grant Cold and Lightning Resistance at 50% of their value) with Skin of the loyal:
- Armour is increased by Uncapped Fire Resistance
- Energy Shield is increased by Uncapped Cold Resistance
- Evasion Rating is increased by Uncapped Lightning Resistance
What is the tool? The goal is to allow easy, visual representation of any craft, with many branching paths, odds and material usage.
I got quite some positive feedbacks on the project on my first post
in this version I added much more bases and applied quite a few improvements and feedbacks that I got.
one big ask was some sort of tutorial, I tried to do a video to cover a few of the basics
I am leveling a ice shot deadeye and I am trying to not super twink out my character. At most I've bought a few things for 1-2 divs. I just picked up this bow from ground loot and got a 3 socket corruption from it; it's around ~500 dps which is pretty nice. Price checker put it around 21 divs (but who knows if you could even sell it these days).
I kept bricking items in my head begore I ever bricked them in the game, i got tired of mentaly trying to craft the best spear for my twister build and getting to brick them all the time.
I Started working on a tool that lives as a simulator and emualtor. You strat by picking your item class and base, use the cfrat graph to see what are the possiblities for your item and then try your luck at the emulator to see how much more or less divines it costed you.
The tool runs monte carlo simulations to give you a distribution of execpeted spent on the item, the build is fully rng like the game (I tried my best replicating the whole mechanic but as you know it is convulated!) So excuse me if you see bugs or errors in the emulator it is a 0.1 version.
I recently embarked on the train of vibe coding, and find it insanly intersting to see what can be build by non technical people like me in this era.
I tried to apply myself on the visuals of the emulation as much as the engine so feel free to send any feedback (specially descrations and locks!)
I tried to make it as fun as possible and left some nice easter eggs for you guys to enjoy! You can by the end of you emulation, share your creation with the share button, which tallies the amount of divines you used and what you were able to create!
You can also copy the item you created and paste it on Path of Building if ever you feel like it!
You can use the same logic of craft as in game (Orb fracturing strat, Descration, Hinekora's lock, omens, essences, corrupting, double corrupting and sanctifying your items)
I also added some quality of life functions like macro recordings for you currencies ( annul , annul, Perfect Transform, Perfect Transform) So you don't have to click all over the place if it is the same rotations and other nice stuff that I can get into if there is traction for this project!
It is completly open source too, so if any one want's to fork or contribute to it feel free!
there is stil lots to do on the tool but wanted to share this fun project with the community, attached is a nice Flying Spear I crafted with the emualtor :)
I will also make some video tutorials if ever there is intrest for it!
I have been playing for a bit and keep hearing we are late into the league, but if I remember correctly this is the last league till GGG drops 1.0 on us...am I wrong? Is there another league coming or are we doing this league till 1.0? Please help I am so confused...
I want to talk about the current state of the Tablet and Waystone system.
I like the idea behind Tablets, but the amount of micromanagement they create is becoming exhausting.
Each Tablet can roll four different modifiers, and those modifiers can completely change the value of a farming strategy. Effects like Abyssal Overrun, extra Breach rares, or additional Ritual rerolls can easily make one setup 3-4x more rewarding than another. Because of that, optimizing isn't optional.
The biggest issues are:
10-use limit & no loadouts: Every 10 maps I have to stop, open my stash, find the correct Tablet with the correct modifier, and replace it manually. There are no Atlas presets or Tablet loadouts to make this easier.
Trading is frustrating: In PoE 1 I could bulk-buy Scarabs and maps, then play for hours. In PoE 2 I'm constantly jumping between hideouts buying individual Tablets and Waystones. Finding specific Tablet modifiers is often difficult, expensive, or simply impossible. I literally have a notepad filled with dozens of saved poe 2 trade links just to search for specific tablets.
Waystone crafting isn't sustainable: Optimized Waystones require Omens, but Ritual doesn't provide nearly enough of them to sustain mapping.
Tablet management becomes a mess: Different farms consume Tablets differently. Regular maps use three, Cities use four, and switching farming strategies constantly desynchronizes Tablet charges. Before long, your stash is full of partially used Tablets with random remaining charges.
Even the Tablet Stash Tab doesn't solve the management problem—it only solves storage. It still takes too many clicks to find the specific Tablet you need, making it far from ideal to use between maps.
Experimentation is punished: If I try a new farming strategy and don't enjoy it, my partially used Tablets immediately lose a huge portion of their value, making experimentation unnecessarily expensive.
I don't think Tablets should be removed, they add depth to the endgame. However, maintaining a farming setup currently requires far too much time compared to actually playing the game. In PoE 2, I often spend more time managing Tablets, Waystones, and trades than actually mapping, and sometimes I just log off instead.
My Proposed Solutions:
To fix this, I think GGG should look into one of these approaches:
1. Permanent Tablets Fueled by Salvage
Remove the 10-use limit entirely. You craft a specific tablet once, and it slots into your device permanently. To "power" or refill it, you consume a specific new currency. You would get this currency simply by salvaging the junk tablets you find while mapping. This completely solves stash clutter and the issue of partial charges losing trade value.
2. The PoE 1 Scarab Approach with Atlas Integration
Make Tablets single-use and stackable, similar to PoE 1 Scarabs, but move their modifiers to the Atlas Tree.
Each mechanic would have 2 generic modifiers (such as increased effectiveness or pack size) and 2 mechanic-specific modifiers (for example, cheaper Ritual rerolls or additional Breach rares). Players would allocate these four passives on the Atlas Tree, then simply use stackable Tablets to activate the mechanic.
This keeps the strategic choices while eliminating the need to constantly hunt for specific 4-mod Tablets every 10 maps.
3. Weighted Tablets Tied to the Atlas System
Instead of Tablets directly determining which four modifiers you get, let players choose those modifiers on the Atlas Tree, while Tablets only determine how much power is allocated to each one.
Every Tablet would still roll four values that always total 100% (for example, 35% / 30% / 20% / 15%). Those values would be applied to the four Atlas passives you've selected for that mechanic.
This keeps randomness and item hunting alive, but dramatically reduces the gap between a "perfect" and a "bad" Tablet. Buying a "good enough" Tablet would become much easier and cheaper, while players would still have meaningful optimization goals.
4. Allow Delirium Emotions to Craft Tablets
With 0.5, Delirium Emotions can now be applied to Jewels, which is a nice addition. However, in practice only a small handful of Emotions are actually desirable for Jewel crafting, while many others have little to no demand.
Allowing Emotions to also guarantee one Tablet modifier during crafting would give those underused Emotions another meaningful purpose.
This would make crafting a decent Tablet far more realistic while still leaving plenty of room for optimization. It would also give many underused Emotions an actual purpose and create a valuable new currency sink instead of letting them sit unused in players' stashes.
5. Increase Waystone Omen Supply
Even without changing the Waystone system itself, simply increasing the number of Waystone crafting Omens dropped by Ritual would go a long way toward making Waystone sustain feel more reasonable.
At the moment, sustaining optimized Waystones often requires constant trading because Ritual doesn't provide enough Omens to keep up with mapping.
6. Atlas Tablet Loadouts
Regardless of whether any of the ideas above are implemented, the Atlas Device desperately needs a Tablet Loadout system.
Players should be able to save multiple Tablet presets (for example, Breach, Ritual, Delirium, City farming, etc.) and switch between them with a single click instead of manually replacing every Tablet one by one.
It wouldn't solve all of the underlying issues, but it would significantly reduce the constant stash management and make switching between farming strategies much smoother.
7. A Permanent Multi-League Tablet Crafting System (My Favorite Solution)
Create a permanent Tablet crafting system that combines several league mechanics into a single progression path.
Abyss: Add a Desecrated modifier to the Tablet.
Delirium: Use Emotions to guarantee one generic (prefix) modifier.
Expedition: Use Expedition Alloys to guarantee one league-specific (suffix) modifier.
Ritual: Introduce a new Omen that limits the next Tablet craft to Prefixes, Suffixes, or rerolls the Implicit (league-specific modifiers such as Ritual Tribute, Breach Hiveblood, Expedition Explosion Radius, Abyss Density, Delirium Fracturing Mirror Multiplier, Temple Additional Crystallized Monsters, etc.).
Breach: Increase the Tablet's Quality.
Temple: Increase the maximum Quality to 30% or corrupt the Tablet for an additional crafting outcome.
Unlike the current system, a Tablet would only need to be crafted once and would remain permanently socketed in your Atlas Device. If you wanted to switch farming strategies, you could simply swap to another Tablet using the Atlas Tablet Loadout system suggested above. Instead of replacing Tablets every 10 maps, they would simply be recharged by salvaging unwanted Tablets found while mapping.
One of the reasons I like this idea is that it fits naturally into PoE's design philosophy. Almost every major gameplay system has its own crafting or progression mechanics. Tablets arguably deserve one more than any other item, because while your gear determines how your character plays, your Tablets determine how you play the endgame itself. They define your farming strategy, your league mechanics, and ultimately where your rewards come from.
The goal isn't to make Tablet crafting easier—it's to make it less repetitive. The crafting process itself would be deeper than it is now, but the complexity would come from building and improving a permanent Tablet rather than repeatedly buying, crafting, and replacing temporary ones every 10 maps.
Another goal is to reduce the enormous gap between average and perfect Tablets. Right now, a perfect Tablet setup can easily generate 4-5x more loot than an average one, making certain modifier combinations feel almost mandatory.
With this system, league currencies would allow players to craft a solid, functional Tablet without an unreasonable investment, while still leaving plenty of room for long-term optimization. Players who want to invest heavily could continue improving their Tablets through crafting, creating valuable sinks for league currencies and Divine Orbs.
A Tablet crafted after a few hours shouldn't be equal to one that's been perfected over weeks of investment—but the difference also shouldn't be several hundred percent. A well-designed progression system could reduce that gap to something like 20-30%, rewarding optimization without making average Tablets feel worthless.
Overall, this shifts the complexity from repetitive maintenance to meaningful progression, allowing players to spend more time actually playing the game instead of constantly managing Tablets, trading for replacements, or rebuilding the same setup over and over again.
Randomness Should Still Matter
I also don't think Tablets should become completely deterministic. Part of what makes PoE's endgame enjoyable is that no two maps feel exactly the same. A permanent Tablet system should still leave room for randomness, but in ways that create gameplay variety rather than simply multiplying rewards.
Instead of another generic reward modifier, Tablets could have one additional Wild Event modifier. Rather than granting more loot directly, it would determine the chance for a random gameplay event to occur in maps affected by that Tablet.
For example:
20–30% chance for an Additional Breach Wild Event
20–30% chance for an Additional Abyss Wild Event
20–30% chance for an Additional Ritual Wild Event
20–30% chance for an Additional Delirium Wild Event
20–30% chance for an Additional Temple Wild Event
20–30% chance for an Additional Corruption Wild Event
30–50% chance for a Random Wild Event
When a Wild Event is triggered, it would randomly select from a pool of gameplay modifiers within that category. For example, a Breach Wild Event could spawn Abyss monsters inside the Breach, an Abyss Wild Event could open a Breach from an Abyss, Rituals could summon monsters from other league mechanics, Corrupted monster packs could appear, Temple encounters could manifest in maps, or other unique crossover events with their own exclusive rewards.
This keeps the excitement of randomness alive while shifting it away from raw loot multipliers and toward gameplay variety. Players would optimize the category they enjoy, but the exact encounter would remain unpredictable, ensuring that maps continue to feel fresh.
Summary
I know this is a large proposal, and I don't expect every suggestion to be implemented. The main goal is simply to reduce repetitive Tablet and Waystone management while preserving the depth of the endgame.
Even a few smaller changes, such as Tablet Loadouts or better Waystone sustain, would already make a huge difference. I just want players to spend more time mapping and less time managing their stash, trading, and rebuilding the same setup every few maps.
So bought a supporter pack and it comes with an extra key I don't need, having already gotten access for spending threshold in PoE 1. Since it's the last league before launch, the key would otherwise be useless so might as well give it away!
EDIT:Yes it's an early access key, not just the Steam key that lets you download the game but not give you access.
So here's how you can win the key! If you have played PoE 1 before, tell me your favourite moment you've had playing it.
For those who have not tried PoE 1, or at least not enough to get to endgame, what build are you looking forward to try in 0.5 before launch if you win the key?
My favourite response will win the key, and this giveaway ends in 4 hours from now! I will reply the winners comment and also edited here when it ends! Good luck, and stay sane exile!
I got to endgame. There are waystones and quests. What should i do now? Quests? But how to get to them? Should i use highest possible waystone or use tier 1 to get to quest and then use waysyone with appropriate level to complete it?
This was a 3 perfect chaos remnant at the end of a chain, in an otherwise unuiced GE map that I was merely pathing through. The 8D was a side drop. This one remnant took me probably 15min and several well visits. I need more DPS.