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

It looks like you want GGG to make POE2 into POE1. If you like POE1 so much, you can just go there.

I like slower pace, I like skill system, skill tree feels good, and the campaign is just amazing so far. I will love to do it again and again every 3 months or so because it's very climatic. In the last patch GGG introduced checkpoint teleport and added many more checkpoints so no more running around so much. There are omens which allow for deterministic crafting and they will probably adjust drop rate for them.

I don't want dodge roll to go, I don't want labyrinth back and I don't want tedious mechanics from POE1 to come back.
Yeah people reffering to this as soulslike just show how bad at games they are - it's nothing like souls games, just arpg with dodge roll (like many lately with dodges or evades) and enemy attacks that can be avoided by movement not just numerical. Most of the stuff you can just walk off, even some boss attacks.

Most of the stuff you mention like boss health a bit too much (though I don't really mind) will be patched sooner or later.

Walking through zones that's ridiculous, it was always like that in games now everything needs zoom for fast traversal?

Flask, gems, huge improvement, some problems but to be ironed out.

Generaly overblown post, mountains out of molehills creating a big picture of some troubled 5/10 game, when in fact those are small things and even game staying as is would be played and loved. It is great and well received, all the dramatic titles are unnecessary.

Also, go play PoE 1. Not even talking you off, I sure do and will, the higher the numbers, the better the game, it's already getting better graphics - look at Kingsmarch vs act 3 stuff for example. I wish that game one day catches up with graphics and some qol, it's one of a kind and worth it.

In the end they made the game they wanted, which is great actually, could have went easy way. Now 2 great, different games and lot of pointless pressure and entitlement.
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In my opinion the combat is a LOT more engaging. And that was the goal. It is harder, because you can't just screenclear and oneshot everything. The combat is more methodical and thus demands more attention, care and skill from the average player. Or it is what Jonathan wants it to be. Some builds just don't stick to those (theoretical) norms.


Yes, the combat is more methodical and requires more attention. But when people want this to be their new "10k hours game", where we WANT to come back league after league to spend hundred of hours running maps, you got to ask yourself; are they requiring us to pay too much attention?

I'm all for slower, more methodical combat. In isolation, it's a great change. But when we add in more aspects, it just gets too much for a lot of players.

1) Bigger and more maze-like maps in addition to the slower combat.
2) Losing hours/days of farming/preparing in the endgame due to ONE mistake require you to be on your toes ALL the time.
3) A larger, longer and more time/attention consuming campaign.

The end result of this will inevitably be that ALL players rush the most broken stuff even more than they did in PoE 1.

I've spent close to 10k hours in PoE. When it comes to my ARPGs, I only play titles that I can REALLY sink my time into, and where I feel that my time spent equals progression. I know for a fact that if GGG will be stubborn on map layouts, map sizes and one portal, forcing me to constantly be on my toes, I won't be playing a single league. And that is sad, because PoE 2 has HUGE potential, but in my eyes crappy longevity as of now.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
The currency drop rates being low and crafting relying only on rng, making getting good resists and health very scarce once you reach the end of the campaign and maps, feels like playing nemesis league.

Poe2 right now is basically in nemesis league state with an harsher punishment for dying and no way to get more health.

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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.

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An Additional Layer


All the issues I’ve outlined—slower gameplay, the length of the campaign, the lack of deterministic crafting, and more—become even more glaring when you consider that Path of Exile is a seasonal game. This isn’t a single-player experience where you play it once, enjoy the story, and move on. It’s a live-service game designed to be restarted every three to four months.

When criticizing PoE2’s slower gameplay, it’s important to clarify: this isn’t about demanding to clear entire screens instantly or finish maps in seconds. Those extremes are outliers in PoE1—seen only in highly specialized builds or as unintended anomalies—and are often corrected in balance patches. Most players strike a balance between efficiency, survival, and thoughtful navigation, and it’s that balance that makes gameplay rewarding.

The issue with PoE2’s slower pace is that it feels forced. Removing movement skills like Flame Dash or Leap Slam doesn’t just slow players down—it removes an essential layer of control and fluidity that made combat and traversal engaging. Instead, we’re left with rolls and other limited tools that feel restrictive. Similarly, sluggish fights with bloated enemy health aren’t a true challenge; they’re a test of patience. Add to this systems like refill wells and overly drawn-out combat mechanics, and the game starts to feel more tedious than rewarding.

But the problems don’t stop at pacing. The skill tree, for example, feels far more restrictive than its PoE1 counterpart. The inability to cross freely or experiment with unconventional builds stifles creativity, and the absence of masteries removes a layer of depth that allowed players to specialize and fine-tune their characters. Crafting, another cornerstone of PoE1’s depth, has also taken a hit. Without deterministic tools or clear methods to shape gear, crafting feels less like a rewarding system of progression and more like a chaotic gamble.

These changes might feel fine to players looking for a one-time experience, similar to what we saw with Diablo 4. When D4 launched, forums were filled with praise: “The loot system is great,” “Skills are balanced,” “The pacing is perfect.” Early criticism was dismissed, with many claiming the game “just needs time.” Yet within a season or two, the cracks showed. Players who initially defended the systems stopped engaging, leaving behind a core audience frustrated by shallow mechanics.

The same risks apply here. Many players advocating for slower gameplay or longer campaigns won’t stick around beyond one or two leagues. They want a single immersive experience before moving on, while veterans—those who engage with every seasonal reset—are left navigating systems that feel clunky and restrictive league after league. For a seasonal game, this is a critical problem: pacing, accessibility, and creative freedom must be prioritized to keep players engaged long-term. Without these, the excitement of PoE’s core loop risks being replaced by fatigue.


Thank you for making this post
Poe 1 is still playable xd go play it if you like it more.

Also, reading your post made me realis, you are unaware this game is not finished.
Here is my message to you Poe 2 is early access which means it is unfinished
Last edited by youshisu#1679 on Dec 19, 2024, 9:05:26 AM
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youshisu#1679 wrote:
Poe 1 is still playable xd go play it if you like it more.

Also, reading your post made me realis, you are unaware this game is not finished.
Here is my message to you Poe 2 is early access which means it is unfinished


doesnt that mean its Exactly the right time to come with these criticism ??

and saying he could just play poe1 does nothing to improve poe2, it is a dumb comment to make and was not needed. if you had nothing constructive or productive to say just ignore the post and go to another post that you wanna contribute to
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bowfer8660#2094 wrote:
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youshisu#1679 wrote:
Poe 1 is still playable xd go play it if you like it more.

Also, reading your post made me realis, you are unaware this game is not finished.
Here is my message to you Poe 2 is early access which means it is unfinished


doesnt that mean its Exactly the right time to come with these criticism ??


This, good Sir!
Yeah .not a big fan of PoE2 in its current state (I currently regret paying for early access tbh)

To sum it up from my side:

* The new gem system is dull compared to PoE1

*After you struggle through a frustrating souls-like experience to beat bosses; they hardly drop any good loot . General mobs hardly drop anything useful.

* The skill node tree is very watered down and dull compared to PoE1.

This is not what I hoped it would be. I think I'll give it a rest and check in at a later stage to see what (if anything) changed. I may play some more PoE1 new leagues and what not or just wait for Titan Quest 2...
Well said OP. I think that these key issues you mentioned sooner or later will be addressed. They have too if they want to make PoE "great again". (✿◡‿◡)
Last edited by SupremeK1te#1097 on Dec 19, 2024, 9:54:16 AM

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