Why POE2’s Direction Is Worrying for Veterans and Newcomers Alike

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sartence#5576 wrote:
It is a problem because with your "slow ass" zombie that you enjoy so much, you will never get a chance to use trade features as you will never hold enough currencies to buy items. Therefore, if you are playing SSF, good luck lootting relevant gear with a normal played time with a slow build.

The problem is that you are probably talking without knowing. How many SSF chars have you tried ? If you're SSF, you don't have to compare to anyone. You're SOLO. Also, you will have to do fast and slow mechanics alike. Guess what, you'll still be able to choose yourself (Blight is one of my favourite because it drops almost everything, and you never have to leave the pump if you wanna be slow).

Also, being able to afford stuff is tied to play time and skill, no matter what. If you're still in act 2, ppl are farming stuff in T15 in PoE2. How are you able to afford the items they sell ? Guess what, you still can't, and it has almost nothing to do with the game pace.

It's funny that you say 'you won't be able" to someone who has been playing those said "slow ass" zombies both in trade AND SSF in settlers. This is the difference. I talk from experience, you talk from your fear of showing your lack of involvement and blame it on the game.

The illustration of "me me me" I was talking about earlier. Be aware of your playtime and skill, and find your fun relative to that.
Blaming the game for your skill gap to best ppl won't change that gap. You're not competing, stop comparing and do your thing, watch best ppl as inspiration to enhance your own fun.
On the other hand, if your fun is to be the best, it requires sacrifice and commitment. Being the best alone on a dead game isn't that much fun.


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sartence#5576 wrote:


It is a problem because with your "slow ass" zombie that you enjoy so much, you will never get a chance to use trade features as you will never hold enough currencies to buy items. Therefore, if you are playing SSF, good luck lootting relevant gear with a normal played time with a slow build.


i am agreed with that being slow is an option you should be available to chose or not.
Had a drop like 150d bow. and decided to test it. with EA. well that zoom zoom, is not for me. its too energy consuming.

As a totem enjoyer i chose to challenge harder content early slowly and surely killing things i want. that decision i made.

But now traversing from pack to pack is pure hell.
With no AS gem, in leapslam and being locked in animation, i used it mainly for for jumping over rivers etc. and shield charge i requiring you to constantly to use roll to stop it. otherwise you will be with a face to face with a pack.

Now movement is energy consuming... i would say that without 30ms boots game is like non-existent, and at a time that i realized that, i also realized that Roll is simply can be ignored, in terms of dodging, and thats great.
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Kaukus1#7461 wrote:
1. Slow Doesn’t Mean Better

First of all, mounts are coming in the future. Secondly, they’re adding more checkpoints and fast travel between them. That’s already more than enough to get around. Anything pas that is just unnecessary clutter.

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3. Flasks and the “Vision”

I genuinely have no idea what’s your problem with flasks. If you don’t like them there are more than enough options to build around not needing them.

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6. The Skill Tree Is Disappointing

It’s literally early access with half the weapons and classes missing as well as the passives to support them. What did you expect?

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7. The Gem System Isn’t Fun

I don’t see a problem there other than being unable to slot the same support gems in different weapon sets.

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8. The Campaign Is Too Long

Hard disagree. The first 3 acts took me 20 hours to complete on a SSF character. And now that I’m in act 1 cruel I feel like it will take half that. People with trading can speedrun it.

Other points I skipped I have no strong opinions on.

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I Want to Love POE2, But It’s Hard
As a veteran, I want to see POE2 succeed. I want it to be different, but it also needs to respect the core systems that have kept players invested in POE1 for years. Right now, it feels like GGG is prioritizing their “vision” over what actually works.

No, it’s you who’s expecting PoE2 to be the same game with enhanced graphics. It’s not, and the devs have communicated this since they have announced the game. It’s their vision and not yours. If you don’t like it, you have the option to go back to PoE1 that you spend half your lifetime on already. It’s the reason why they decided to upkeep both games because they knew there would be players that didn’t buy into their new vision.

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To the newer players defending these changes without understanding their long-term impact: you’re not helping. Ignoring valid criticism isn’t supporting the game; it’s enabling bad design. Constructive feedback is what helps games improve. POE2 has the potential to be great, but it needs to address these issues before it alienates the very players who’ve been its foundation for years.


Again, you’re projecting. You have played the same game for over 8k hours and are afraid to step out of the box. Constructive feedback is all good but don’t enforce your vision of PoE 1.2 onto people who bought into PoE 2. And I’m one of them.
Agreed, I've mentioned many times too, slow and hard is not binding.

I like it FAST AND HARD.

Give me the most difficult content, and give them to me ASAP.
That's how I would like to use my time.
I don't need to drain the waterways 30 times in a map to show I can drain a waterway.

Maps are unnecessarily large.
Slow does not mean better however too fast can result in a total disaster. When a game is slower there are many more mechanics available for use on both enemy and player side. Once a game becomes too fast you limit yourself considerably to what will actually work.

In a game intended to have a variety of options. Slower is better by default.
You have Warframe on you stream list. Both games made similar mistakes. It should be obvious.

Tedium will always be slightly different per person but for me. Tedium is a Challenge with 100k map modifiers, spamming maps to fill a literal gauge in order to fight a boss. You think leagues will suck because of the story length but you forget that leagues didn't always require these very tedious tasks. You might have also forgotten leagues were rewarding early game.

Players didn't hit level 94 in 2 days so they weren't entirely ignored till maps.

I do agree that the skill system is clunky and I continue to question the choice of only having 1 of each support gem. Skill balance is also a notable issue. I started a Warrior last night and did all of Act 1 with basic attack and rolling. Rolling now being way too easy but also because basic attack was better than Warrior early skills. I actually reminds me of my first and only run through Dark Souls 1 where my Stamina was twice the size of my HP bar because rolling was god in that game.
"Never trust floating women." -Officer Kirac
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Kaukus1#7461 wrote:

I’ve been playing Path of Exile since its beta days. My Steam account alone shows over 6000 hours, and with the standalone client, I’m well above 8500 hours.
I’ve seen every league, every major patch, and every meta shift. I want POE2 to be different. I want it to evolve beyond POE1. But it also needs to respect the core elements that made the original game successful. It feels like some fundamental missteps are being made, and they’re hard to ignore.

One of the most frustrating things I see lately is new players, many of them ex-D4 players or people who barely touched POE1, saying GGG shouldn’t listen to veterans who want POE2 to hold onto certain aspects of the original.
These players also argue that POE1 veterans "don’t understand Souls-like games" or "slower, more methodical gameplay." This is just laughable. Many of us have played and loved games like Elden Ring or Dark Souls. We fully understand what makes those games great.
But comparing them to an ARPG like POE2 is like comparing apples to oranges. Souls games are about tight, deliberate combat, exploration, and immersive design, whereas POE is about progression, loot, and player creativity. Slowing down POE2 doesn’t make it feel like Elden Ring—it just makes it feel tedious.

Here’s my Steam profile, just to put things in perspective:


We’ve been playing this game for years. We’re the players who’ve kept coming back, league after league, supporting GGG with time and money.
This isn’t about “clinging to the past.” It’s about wanting POE2 to succeed while still respecting the core of what makes Path of Exile such a beloved ARPG.

Let me break down some key issues:

1. Slow Doesn’t Mean Better
A slower-paced game can be good, but it doesn’t automatically make it better. If you’re tired of POE1’s "zoom-zoom," I get it. But removing movement skills entirely, especially in massive maps that often require multiple trips through the same areas? That’s not challenging—it’s tedious. Even with rolls and movement speed buffs, traversing the world feels like a slog.

2. Difficulty Isn’t About Tedium
I keep hearing that POE2 is “more difficult.” But is it? Difficulty isn’t about giving enemies inflated health pools and forcing players into a boring loop of poking, retreating, and poking again. That’s not engaging—it’s frustrating. True difficulty should come from well-designed mechanics and meaningful decision-making, not from artificially drawn-out combat.

3. Flasks and the “Vision”
Yes, flasks now refill on kills, which is better than the original POE2 reveal. But the addition of refill wells still feels unnecessary and redundant. The whole system feels like a solution to a problem that didn’t exist in POE1. Instead of adding depth, it just slows down the pacing. It’s another example of the “vision” overriding what’s actually fun.

4. Crafting Is a Mess
No deterministic crafting is a joke. The devs say they want us to craft more, but how? Without reliable tools like crafting benches or alt rolls, crafting feels like throwing currency into the void and praying for a miracle. If the idea is to encourage players to build items from scratch, it’s not working. The lack of control isn’t engaging—it’s exhausting.

5. Drops and Vendors
If you like the current loot drops, more power to you. But even if you do, they’re still poorly designed. Vendors have been given more power, but drops feel so sparse that crafting currency barely exists. The balance isn’t there. You can’t expect players to engage deeply with crafting when you’re starving them of the resources to do so.

6. The Skill Tree Is Disappointing
The new skill tree looks like POE1’s tree but feels hollow in comparison. The nodes are uninspired, and the restrictive layout makes it harder to create unique or unconventional builds. The inability to travel across the tree freely stifles creativity. And the absence of masteries? It’s a huge loss. Masteries gave builds flexibility and depth, allowing players to specialize and fine-tune their characters. Without them, the tree feels rigid and unexciting. Even basics like Life nodes, which helped define different defensive strategies, are missing, limiting creativity in ways that hurt the game.

7. The Gem System Isn’t Fun
The new gem system isn’t engaging. It’s clunky, and the fact that gems don’t stack just highlights how half-baked it feels. The uncut gem mechanic might seem like an interesting idea, but in practice, it’s just another layer of grind. Gems should feel like an integral part of progression, not a source of frustration.

8. The Campaign Is Too Long
Some players praise the longer campaign, but for leagues, this is a disaster. Every league, we’ll have to slog through this overly long campaign multiple times. POE1’s campaign is already considered a chore by many veterans, and POE2’s is shaping up to be even worse. A longer campaign doesn’t mean better retention—it just means more burnout.

9. Ascendancies and Trials
Why can’t we change ascendancies anymore? Is this supposed to be a challenge? It’s just restrictive for no reason. And Trials… who thought combining Ultimatum and Sanctum mechanics was a good idea? Trials are tedious, clunky, and far from enjoyable. It feels like GGG took the least-loved mechanics and doubled down on them, which is baffling.

I Want to Love POE2, But It’s Hard
As a veteran, I want to see POE2 succeed. I want it to be different, but it also needs to respect the core systems that have kept players invested in POE1 for years. Right now, it feels like GGG is prioritizing their “vision” over what actually works.

To the newer players defending these changes without understanding their long-term impact: you’re not helping. Ignoring valid criticism isn’t supporting the game; it’s enabling bad design. Constructive feedback is what helps games improve. POE2 has the potential to be great, but it needs to address these issues before it alienates the very players who’ve been its foundation for years.

I've said it in a thousand threads here, and on Steam.

The fact that the game is so slow, not only in terms of movement, but also in terms of progressing in absolutely EVERYTHING, will make it impossible for this game to work with the league and season system.

No one in their right mind will want to repeat an entire campaign with giant maps, oneshots of common enemies and tiny exp every 3-4 months.
only campain have good combat and design. End game is a joke with no identity of poe 1.
of poe 2* I like how hard game is. POE 1 is a joke even if i spent 10 years in it. POE 1 has no meaninful combat and is based only on your build and not how you play. POE 2 should stay hard.
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Kaukus1#7461 wrote:


Vendors have been given more power



I have gotten virtually every gear upgrade from vendors. That's how bad drops are from mobs. In one playthrough, didn't get a single upgrade from the entirety of Act 2 (including exalted orbs).
Just to add on the note about the "slowed down and more methodical gameplay" they have been bringing up as a core design principle for POE2, from what I have seen in my playthroughs is that this applies to the characters, and not really the enemies/bosses at all.

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