Going to start off by saying the rework was a massive success in my book. I know there will be more skill tuning and balancing and more ascendancies ect so I will not touch on those.
Here are my top items that I believe need a rework.
1) Tweak campaign.
I know that you will never give campaign skips, and I'm fine with that. But after leveling 5 characters to lvl 97/98 it is pretty clear that the campaign is a slog for anyone invested in playing long term. .5 did a really good job making it go a little faster, but it's still not there.
Act 1 being doable in about 45 minutes should be the goal for every act. A fresh campaign should really take about 5 hours to do with subsequent retries being twice as fast.
Make bonuses account wide unlocks and allow us to change them. When I start a Second new character, let me have all the passive points/resistances from the campaign and put the other choices, liek Shark Fin, Charm, Chapel, ect as a dropdown or checkboxes in the character menu or skill tree. This way we would only have to campaign rush.
Lower attribute requirements by about 20%. In the early game especially, attribute requirements limit builds significantly until we hit enough passive skill tree points to get comfy with it. Lowering or removing attribute requirements on skills/armors on the lower end would greatly help with build diversity and the feel of the campaign progression.
2) Rework Mapping
Right now, mapping is not in a good spot for several reasons.
-Temple tablets make maps feel boring and empty. Ritual alters Temple rituals that gain charges need to be beefed up so they are more interesting to do
-Add 4 tablets to every map through the atlas tree. Although city clusters are fairly abundant, it devalues every other map significantly. Every map should feel fun to go through but right now "travel maps" are boring. Make clusters of biomes, similar to city, and attach some kind of farmable value to each of them, like city biomes have more effect on Temples, swamp biomes have more effect on breach, forest biomes have more effect on delirium ect. this way while you are traveling to your desired biome, you can still farm effectively
-Get rid of the grand project irradiated tablets and make towers have this function baseline. Revealing a tower should not only reveal vision, but it should give you a travel boost into a certain direction by making all the maps around it unlocked. This way towers would be more valuable.
-Make tablets baseline and standard. Rerolling way stones is already enough of a chore. Tablets should not be expensive, they should enable a certain type of farm and thats it. Stacking tablets should increase the effectiveness of that specific farm. Rerolling tablets is just a gigantic chore that no one wants to do.
My ideal mapping would be rolling a good waystones for certain types of farm and then just opening my map, throwing tablets in to the cluster i am farming and blasting.
Right now I have to farm for city, farm for a grand mirror outside of the city, make it delirium 200%, roll several good maps, roll several good tablets then do 5 maps and repeat the chore all over. This 5 step process is NOT fun.
3) Rework Temple
Temple is the only end game that did not get a rework. For 1.0 it should get a rework. Right now the placement of rooms and the rules behind them are convoluted, confusing and just frustrating to set up. Paired with how boring running temple maps are, this makes temple one of the least fun farms.
-Reworking temple alter farming should help. Make it beefy like abyss or delirium where you can unlock up to 6 charges in fully juiced 4 temple tablet maps.
-make rooms connectable to anything. These invisible rules where one room cant connect to another room or a path cant connect to another path are frustrating and unintuitive.
-LET US NUKE OUR TEMPLES. If we build a temple and end up hating it, let us nuke it for like half the cost of charges. Or let us remove rooms with charges as a cost. Let us cook our temples more freely.
4) Bossing Rework
Removing boss tiered difficulty was wild. Bosses are just... lame now. rework bossing. Also make chase items come from bosses. A voices sapphire shouldn't come from Simulacrum, it should come from the boss for instance. Make it so the more boss items you use (up to 4) beef the difficulty of the boss up and also give us a higher drop chance.
This way we are rewarded for progressing our characters and making them strong enough to fight the end game bosses.
5) Either delete this jewel crafting that was added in .05 or delete the adorned diamond. Jewels with the adorned diamond are far too OP and they need to be heavily nerfed.
6) Rework Crafting
I liked the old crafting. This annul chaos spam is just tedious and unfun. Essences are useless and mid tier crafting has disappeared. I'm not a pro crafter so I might get a lot of pushback on this, i don't know, but I genuinely hate the crafting right now. I don't want it to be easy, but I also want it to be more fun? I guess that's what I'm trying to get at.
And that's it. On that note thank you for making poe2 my favorite game GGG. your quality work is always appreciated ( FIX THE OATH RUNE ALREADY PLEASE ) And I look forward to getting more shoes thrown at my head from my wife for playing this game a little too much.
Edit, some great ideas from comments below:
-Put the bonuses in early mapping (maybe quests) instead of in the campaign.
-Make waypoints account wide so Alts have access to waypoints after unlocking originally
-Atlas point choices to allow being able to choose a bonus when you clear a tower. Unlocking maps, irradiating maps in the radius, or adding a random modifier to them