With 3.28 being cooked now...
| ...and after the reveal of 3.27 I'm sure the community knows better what it wants to see (the direction) going forward from PoE. Individual retention is the #1 factor for support per league cycle. Before your feedback / suggestions be reasonable with the scope or demands that GGG could implement starting with the next league. For me some of the things I can think right now (in no particular order): 1) The Website ladder is outdated or the same, it needs to be modernized with where the game is or what's popular right now, which isn't Delve or EXP race (or at least far from what it used to be). Example, most knew about Taiwanese RF enjoyer Aila. The current ladder has to be easier to navigate and showcase the best within the game, as well as track boss kills (including total kills) and record past achievements from leagues with badges / trophies, alongside exclusive MTX 2) Ruthless in its state isn't cutting it for most competitive driven players and there's good reasons for that, while in the same time does require server bandwidth / space for GGG to maintain. PoE needs to be consistently challenging while the player is engaged with variety of content, which won't happen when they're slow in the current game design. Ruthless should've been the extra difficulty that was meant to challenge some of the best within the community, especially after ladder objectives are accomplished in the default league within few weeks. 3) The "Ben" problem which I went into details on my previous thread. Now, 3.28 won't fix the "Ben" problem, but it can be the step into the right direction toward fixing it. Most of the content is streamed now, which means the experience revealed of the challenge and how to counter / overcome, and this does help some of the best or first streamers in a way to gain viewership, but this is more of a problem due to the existence of alpha testing as well as softcore. The game would need to be reworked in a way that the PoE world offers a different experience to some extent, and right now the loot farmed / obtained is that one personal experience, while in the same time how much loot one needs, how long or easy it can be obtained it's what GGG can consistently improve based on data. 4) Consistent side events that we'll know will be there, unlike now where still gets to wonder, is it worth logging next week on launch date without a Gauntlet announced event yet. Example, the last boss kill event was announced 4-5 days prior to launch, so that's also a question now. 5) I like the new approach of overcoming bosses to ascend further, similar like how ascending worked in the Lab, still power creep has existed for far too long and by now one understands its on purpose, but that's not good for the competitive player that needs to have more options to separate. I won't name some skills or builds that were left untouched, but GGG has to understand that RIPs do need to exist and at a much higher frequency for the ladder to be more popular, challenging and thus rewarding. 6) Private Leagues can be better used, especially within the third month of the league and they were made more for the streamers, because they are the ones who should take advantage of them since they bring fresh economy, ladder and advantage to those who've gained most exp through the league cycle. 7) Nerf to EXP gain past 90 and the Delve difficulty buffed early on, like at 150-200 the difficulty should be what 400+ is now. Difficult content should give more exp and that includes killing bosses outside mapping. I'll add more points later or improve some of the above. For now, I believe these are some reasonable suggestions that can GGG can implement in 3.28 or beyond. Last bumped on Oct 25, 2025, 5:44:37 AM |   | 
| the "Ben" problem lmao hi kopo Last edited by Beavith#5056 on Oct 24, 2025, 11:45:27 PM |   | 
| I'm going to drop a conspiracy theory: Ben is kopo and having fun with you all. Bye! |   | 
| Who asked |   | 






































 
                        