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

My 2 cents - personally, I've gone through the campaign (to mid Act 2 Cruel), but not to maps (like mid 50s level). My experience was decent at the start, then slowly now just dropped off. I enjoyed the overall improvements from POE1 (sound, gameplay, gems, etc). However, I felt the "dark souls-like" components to the campaign made it a bit too tedious at times (although overall it's not a bad change). Furthermore, I felt the "game balance" wasn't really there in terms of offense/defense, and has lots of room for improvement. I feel (and some pros agree on this, like Kripparian I believe, etc) that no matter how much you put into defense (armor, life, resis, etc), you'll still get 1-shot -- so why build any defense? That's where the balance is too one-sided and it removes a critical element of the game, to be able to actual think about your build...now it's just pure offense basically. In terms of end-game/maps, again, I never got there in PoE2, but I did for PoE1 (where I did mapping a bit) -- it's just not really what I'm looking for.

I felt there were quite a few parallels to Diablo II in terms of setting and some other aspects (Act 2/3, in particular). I enjoyed that part but perhaps it was more nostalgia than anything. However, I do also remember that D2 was fun to replay and go through the campaign again. With PoE2, I just don't really feel the same way unfortunately (yes it's Early Access, but I still think some of the things mentioned in this thread are just too much to change). Several reasons would include perhaps the difficulty (still feel too many possibilities of "1-shots" in the game, and elemental aid mechanics like bleed, etc are a bit much, when there are very few ways to actually defend against it, with too few defense passive nodes, etc) and map size where D2 had a good balance in both aspects (where I remember many would replay the campaign during each ladder reset again and again -- one where I doubt will happen for PoE2 player base). Again, a large part was the aforementioned things above previously. I do feel D2 was a masterpiece and to be able to recreate an improved version of it would be an insane feat in itself. Of course, PoE2 is not necessarily trying to do that, but I guess that was what I personally was looking for. Though, again, if PoE2 campaign replayability improves just like in D2 then I do believe the game's longevity would increase for the player-base -- for now, I don't think players would replay the campaign and also not many for maps either (whole other discussion there from the PoE1 map veterans). Another bonus from D2 I remember was "speed-running" the game with friends to help them level up their characters fast. In PoE2, it's still possible but the setting for "party experience" has to be disabled in order to do this, but at the expense of the party experience -- while in D2, this trade-off was non-existent so it would be much more fun to speed-run your friends through the game, hence increasing more replayability -- again, now there's no real incentive other than to beat a boss, but with no experience during the run. Moreover, the "party scaling" was much more "balanced" in D2 I feel than in PoE2 and playing in parties for PoE2 is much less fun than it was in D2 -- again, this hurts PoE2 game longevity/replayability.

I really don't have any belief that the above will change at all in terms of patching, etc. In the end, I feel it's difficult to design a game that caters to everyone of course. So, I say just enjoy it for what you can (personally, I enjoyed the time overall but I don't think the game has any longevity for me). Good luck and have fun.
Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
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Akedomo#3573 wrote:
Go play PoE for crafting?
Why does PoE 2 need crafting? Different game mate.


How to say i never played an arpg without saying i never played an arpg.



I've played plenty, It is by far my most played Genre of game. I have 2 dozen different ones on steam. The only one with such a convoluted crafting system in it is PoE.

The only people who defend it. Are veterans. Everyone else left or stops playing because of it.



I want you to be completely and utterly honest with me. If you, as a new player saw PoE today. And that you had to pick up white and blue items, and spam orbs on them for hours to get items out of it. Just so that you could keep playing.

Do you think you would stay? Having to learn a crafting system in this game, looking up affixes, implicits etc?

I don't think you would. But hey. That's just the opinion of someone who's seen 3 dozen friends quit this game over the years because of it. What do I know?
Last edited by Akedomo#3573 on Dec 23, 2024, 1:47:41 AM
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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
The combat in PoE2 can feel fluid and rewarding, with mechanics that encourage skillful play. But everything around the combat—like movement, preparation, and pacing—feels unnecessarily slow. Removing movement skills like Flame Dash or Leap Slam doesn’t make the game more challenging; it just makes exploration and backtracking tedious, especially in large maps.

Outside of fights, systems like refill wells and limited crafting flexibility add friction that slows progress without adding depth. While combat might shine in moments, the overall pacing around it feels like it’s working against the player, rather than enhancing the experience.

PoE2 doesn’t need to be as fast as PoE1 at its peak, but slowing down the game should make it more engaging—not more frustrating. Balancing fluid combat with better pacing outside of fights is key to maintaining the excitement that defines Path of Exile.

2. Difficulty Isn’t About Tedium
I keep hearing that PoE2 is “more difficult.” But is it really? True difficulty isn’t about inflating enemy health pools and dragging players into tedious, repetitive loops of poking, retreating, and waiting for enemies to finally die. That’s not engaging—it’s exhausting.

Difficulty should challenge players to think critically, rewarding them for smart decision-making and mastery of mechanics. It should test how well they adapt their build, manage their resources, and execute their strategy. In PoE2, however, much of the “difficulty” feels artificial—fights are longer, but not necessarily harder in a meaningful way. Instead of rewarding creativity and preparation, the game often feels like a slog, with inflated stats creating frustration rather than genuine challenge.

A better approach would have been to make preparation and build experimentation central to overcoming challenges. Systems like flasks, jewels, and crafting could have been expanded upon to reward players who adapt their strategies and fine-tune their builds for specific encounters. This kind of difficulty encourages thoughtful gameplay, where success feels earned—not through endurance, but through ingenuity and skill.

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.

Utility flasks were something unique in PoE1, setting it apart from other ARPGs. They weren’t just about healing or resource management but offered strategic tools to adapt to different situations. While they weren’t always needed in every fight, they added depth and flexibility, letting players fine-tune their builds for specific challenges.

In PoE2, this potential seems to have been abandoned. Earlier reveals hinted at making flasks more situational and impactful, yet instead of refining the system, much of what made flasks engaging has been removed. It’s disappointing to see such a distinct and defining feature stripped back when it could have been evolved into something even better.

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. The lack of control isn’t engaging—it’s exhausting.

Crafting in PoE1 struck a good balance between randomness and control, offering tools like the crafting bench to guide progression. PoE2 could have expanded on this by introducing simpler, streamlined deterministic options—like locking specific mods or targeting affix pools—to make crafting more approachable without removing the excitement of RNG. Instead, the system feels stripped down, leaving players with fewer options and less satisfaction from the process.

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, especially in the early game.

Low-level progression suffers the most, with players struggling to find basic resources to make meaningful upgrades. The early game should feel rewarding and set a strong foundation, but instead, it feels barren. Later on, the problem shifts entirely, creating a different set of frustrations that make progression feel disconnected and unrewarding at all stages.

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 interesting, but in practice, it’s just another layer of grind.

The old system was one of PoE’s defining features, seamlessly tying skills to gear and rewarding experimentation with socket and support combinations. It offered both creativity and progression, something the new system fails to capture. Instead of building on this unique foundation, the new system discards much of what made it great. A refinement of the old mechanics would have preserved its depth and flexibility while addressing accessibility, without losing what made PoE stand out.

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.


well said you know the games in trouble when a bismuth flask from act1 poe is beating end game armors from poe2 :DDDD
Veteran players of poe1? They are 50 now.. a few younger exist like zizaran etc. but what is he playing?

They play poe2.. look streams.. lol. They dont complain too much but i hear always only. Push it harder.. give more endgame and nothing else.

I really strongly hear only that statement.. tune up dev, discontinue poe1 and make part2 shine. If i see new content or new ladder for poe#1 for 1000 player i vomit.... why do you delay poe2 success.. that is unneccessary developer fatigue .. and a way to hamper progress and creativity. Cut down success.. i cant believe. Company matured so much.. this is something everxone speaks sbout.. make a big move.

Currency and item progress could be refined.. merging currency (augs+trans, regal + alchemy), or adding a blacksmith functionality with an upgrade system ( gold instead exalts).

I hear alot who ask for that and i wouldnt mind..

Cheaper tree respec.. lesser clicks.. maybe 40% lesser passive tree.. refined item upgrade.. that seem to block gameflow rather being fun ..some seem to be scared even.

You want it fun and including if you want 50 million.. you dont want 1k blockers from poe1 which complaint... but you want 50 mil poe2 backers which support to move on. Im far more worried that a single meeting is wasted on part 1.. 1k players or 50 mil backers.. vision is hopefully clear. Blizzard north made same move .. and it was success..d1 was at that moment not needed any more.

Look player numbers in poe1 - 2 leagues but no1 plays it lol. its blocking the game we want. Let it progress.

See ..some people crying for d1? They are 60..not 50.. lol. But i see a trend and clever people who pressed stop to d1.. to make d2 progress. Hopefully same happens here. If not done 600 mil revenue d4 would have been released maybe in 5 years lol.. you want that.. seems not the smartest move if not implemented


If you do exactly that ill buy 500 $ mtx on top lol. Make it fun and challenging and not poe1 again.. please..so many didnt play that as it is nowadays awful.. we dont want to read a book to play.. in poe1 you could read it with no skill and win the game as no real challenge..
Let the better player win.. not clunky boring micromanagement and super easy powercreep the average weaker poe1 complainer asks for (i guess these are maybe 500 trolls ). THis is not target group. You are creating the game for the current backer generation and that you show already with so many aeesome positiv changes that it is fun to see it evolving as it feels great!!!!
Gg ggg! Gl!!!!
Last edited by Skiller2009#5689 on Dec 23, 2024, 4:41:07 AM
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Veteran players of poe1? They are 50 now.. a few younger exist like zizaran etc. but what is he playing?

They play poe2.. look streams.. lol. They dont complain too much but i hear always only. Push it harder.. give more endgame and nothing else.

I really strongly hear only that statement.. tune up dev, discontinue poe1 and make part2 shine. If i see new content or new ladder for poe#1 for 1000 player i vomit.... why do you delay poe2 success.. that is unneccessary developer fatigue .. and a way to hamper progress and creativity. Cut down success.. i cant believe. Company matured so much.. this is something everxone speaks sbout.. make a big move.

Currency and item progress could be refined.. merging currency (augs+trans, regal + alchemy), or adding a blacksmith functionality with an upgrade system ( gold instead exalts).

I hear alot who ask for that and i wouldnt mind..

Cheaper tree respec.. lesser clicks.. maybe 40% lesser passive tree.. refined item upgrade.. that seem to block gameflow rather being fun ..some seem to be scared even.

You want it fun and including if you want 50 million.. you dont want 1k blockers from poe1 which complaint... but you want 50 mil poe2 backers which support to move on. Im far more worried that a single meeting is wasted on part 1.. 1k players or 50 mil backers.. vision is hopefully clear. Blizzard north made same move .. and it was success..d1 was at that moment not needed any more.

Look player numbers in poe1 - 2 leagues but no1 plays it lol. its blocking the game we want. Let it progress.

See ..some people crying for d1? They are 60..not 50.. lol. But i see a trend and clever people who pressed stop to d1.. to make d2 progress. Hopefully same happens here. If not done 600 mil revenue d4 would have been released maybe in 5 years lol.. you want that.. seems not the smartest move if not implemented


If you do exactly that ill buy 500 $ mtx on top lol. Make it fun and challenging and not poe1 again.. please..so many didnt play that as it is nowadays awful.. we dont want to read a book to play.. in poe1 you could read it with no skill and win the game as no real challenge..
Let the better player win.. not clunky boring micromanagement and super easy powercreep the average weaker poe1 complainer asks for (i guess these are maybe 500 trolls ). THis is not target group. You are creating the game for the current backer generation and that you show already with so many aeesome positiv changes that it is fun to see it evolving as it feels great!!!!
Gg ggg! Gl!!!!



"PoE 1 is irrelevant"? That’s one of the dumbest takes I’ve seen in a while. You clearly have no idea what you’re talking about. PoE 1 isn’t just some outdated relic—it’s the backbone of everything GGG has built, and it’s still the ARPG gold standard for depth, complexity, and player engagement. Saying it’s irrelevant because you don’t like it anymore is pure nonsense.

Your argument that PoE 2 will thrive if PoE 1 just “dies” is laughable. Have you learned nothing from Diablo 4? That game launched with all the hype in the world, and look at it now: players jumped ship because it’s shallow and uninspired. You think ditching PoE 1 and watering everything down will magically make PoE 2 a success? Wrong. Without the complexity and systems that PoE 1 has refined over years, PoE 2 will end up as a flash in the pan—just like D4.

And this whole “veterans are 50” nonsense? What kind of ridiculous argument is that? Age has nothing to do with it. The players who love PoE 1’s depth aren’t just “old guys”—they’re people who appreciate a game that actually challenges them. If you want something mindless and simple, go play a mobile ARPG and stop pretending to know what makes PoE great.

Your idea that simplifying mechanics, killing PoE 1, and rushing PoE 2 will somehow lead to "progress" is just idiotic. PoE 1 is not a blocker; it’s a proven foundation. It funds PoE 2, it retains a loyal player base, and it ensures that GGG doesn’t turn PoE 2 into some shallow, cookie-cutter ARPG that people will abandon after the hype dies down.

Bottom line: PoE 1 isn’t irrelevant, and your vision of PoE 2 would ruin everything that makes this franchise special. Maybe play the games you’re criticizing before making such clueless arguments. You clearly don’t understand what makes PoE—or ARPGs in general—actually work.

EDIT:

But hey, another empty account that’s never played PoE 1, just like I said.

Last edited by Kaukus1#7461 on Dec 23, 2024, 9:37:41 AM
I treat your answer as not relevant:
- as you said .. poe1 is a relic much needed at its time, but not any more.
- d2 dev has stopped a decade ago due to focus on d3/d4. Updated d2r was discontinued/no new content due to amount of users logged in (vs 600 mil revenue game..d4 lol - success still).
- poe2 is better than d4.. what a vision.. can suck up the whole market.. poe1 (lol) cant
- lets see how many players are logged in poe1 which has huge amount of content as it has two leagues..aww.. a relic, not many right now..
- lets compare that to poe2 .. omg what a difference..so hugely in favour of poe2 that the 1k poe1 players (who like relics..) better move on to avoid stopping progress. And its early access and people payed for it
- poe1 is unchallenging.. get that. Poe1 is quick done besides delve maybe. Only a subset of ppl play it which like clunky micro management.. but the huge amount of players who played dont like it (see posts in forum from seasoned backers) but saw no alternative. In addition ssf hc and hc is just small fraction.. the playerbase is the average person next door part of the 50 mil or more gamers which want it released .. they wouldnt play poe1 for money.
- a friend said more generalized.. only a monkey wouldnt notice that all streamers play part2 and not 1.. they understsnd demand and adjust.. speak positiv and respectful about what this game now is finally capable to achieve.

- what is the reason ggg didnt stick to you.. they promised poe 1 version 2 but ditched it for the must to make it current and attract competitve and a bigger/relevant playerbase.. read news. Big publisher..right focus.
- why do you think on top of that poe#1 didnt get new content since july 24->? Mar 25 .. which is just a reset of league , recycled content or no league any more... i favor latter. Wasted effort.

I thought you wanted always boat league. Its finished product..shipped.. but not played anymore ..you see it right now on numbers.. please ship onwards... dont block progress via crafting in city..
Lets focus on the future and value add - > via great battles and fluent game with friends in poe2


Sorry :) .. this is so misleading.. it was great.. was.. now its dated and need to make space for a growing playerbase... also casual.. which dont like to plan with excel tables..
Let them play and have fun.. if you like to play micromanagement hell and spam fusings on your breastplate lölz.. no man.. no normal human i know liked that.. 1500 useless clicks in poe1 or a meaningful.. i take the poe2 meaningful click -> see jewelers.

Last edited by Skiller2009#5689 on Dec 23, 2024, 10:39:54 AM
The problem, Kaukus, is that most of the things you are treating as Core To The Path of Exile Experience are the things that will choke it and prevent it from growing.

You point out crafting as the primary example. But POE1 "Crafting" requires ~50+ divines at the minimum per crafting project, to fuel the metacrafting costs and purchase the expensive crafting subcomponents and catalysts required. A typical player, playing the way the game tells them they can/should - do the campaign, then do maps, use their Atlas Tree to enhance and enable the content they enjoy doing - might see one divine per league. They might.

In order to make use of "crafting" beyond the most basic possible level, a player must discard everything they've ever learned about POE and engage in some absurd, counterintuitive and deeply unfun currency-grinding schema - provided they can even discover what the valid/viable currency grinding schemas are, which almost no one can do outside of watching a streamer do it for them for a thousand hours. In PoE1, right-clicking a currency orb to apply it to an item the way the currency orb states it is supposed to be used is almost invariably the worst possible thing you can do with that currency orb.

It's obnoxious, it's confusing, and it makes the tiny handful of new players who've somehow managed to get even that far question why they're bothering when the requirements for "Crafting" are essentially completely opposite everything they've ever learned about how to play the game from the game.

This cannot continue. It is not a "strength". And where it gives the illusion of being a "strength", it is dramatically outweighed by its weakness.

If we do what you suggest and simply turn Path of Exile 2 into a sad bad up-graphics'd clone of POE1 with no room to grow and no room to prune what PoE1 has done badly? Then POE2 will never reach any audience beyond the one POE1 has already reached, and there will have been zero point in ever having made the new game.
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1453R#7804 wrote:
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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.


Roughly ~2400 hours on Steam myself, with most of it in the game's earlier days. My playtime with PoE the First decreased largely linearly with its growing focus on speed, scaling, and absurdity. Many people in this feedback fforum like to claim that these things - the breakneck pace of play, the absolutely absurd scaling, and the 'freedom' - in actuality an onerous requirement - to create a character that grows so powerful the entire game becomes an easily ignorable trivial chore is what makes PoE1 Great.

They never seem to acknowledge that for every person who adores that style of content, there's people who simply drift away and stop playing because the original game no longer offered anything to people who loved it for different reasons. This one, singular thing is The Thing POE Is Known For, and it's the one and only thing Grinding Gear must 'respect'.

Those of us who drifted away, and were given the unexpected gift of a Path of Exile that brings back a lot of what we loved, are not generally keen to take that sort of thing well.

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Kaukus1#7461 wrote:
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.


Most of the players pushing the points you're pushing later do not, in fact, want PoE2 to 'be different' or 'evolve'. What you all want is the same thing you already have in PoE1 - ultrasuperhyperfast gameplay, scaling that reaches past the Kuiper Belt and is absolutely and utterly unobtainable by the overwhelming majority of the playerbase, and a game designed specifically, solely, and exclusively for the tryhardest of tryhards, the neckbeardest of neckbeards, and the no-lifest of no-lifers who can get to the bottom of an invincible, impenetrable, actively hostile minefield of traps, exploits, and "gotcha!" moments designed to prevent anyone from playing at all until they've watched at least a thousand hours of Streamer Memer playing the game for them.

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Kaukus1#7461 wrote:
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.


We're asking Grinding Gear to listen to those of us whom they abandoned years ago in PoE1. Players they simply closed the door on, who left because the game was no longer in any shape to deliver the experience we wanted from it. Players like you who love and adore PoE1, to whom a build with less than 1B Pinnacle DPS and less than 1500% movement speed is an abysmal failure, to whom anyone unable to make five hundred divines an hour on TF is a useless pointless scrub who needs to Uninstall Forever, have a very difficult time understanding that this new game isn't the same as PoE1. PoE1 is just for you. The rest of us aren't really welcome to play it anymore, and haven't been for years. This new game was supposed to have a much broader base of appeal and be playable by a much wider audience. The changes you and yours keep asking for would eliminate this and shut all those players out of the second game, too.

It's why we keep telling you - you have yours. Please, let us have ours.

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Kaukus1#7461 wrote:
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.


Please see my list of Indiscretion badges. You are not the only players on planet Earth with money. The game you love, the one you spent so much money to support, is right next door. This sort of appeal to seniority is incredibly toxic, as it cares about nothing whatsoever save turning the new game into an exact duplicate clone of the old one. Your seniority is not meaningless in Path of Exile 2, but it is also not definitive. New players who've never played PoE before and are trying the new game for the first time have just as much right to want to keep what makes this game good as you have to want it to stop being PoE2 and simply be PoE1 with a fresh coat of paint.

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Kaukus1#7461 wrote:
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.


Your idea of "the core of what makes PoE a beloved ARPG" is not everyone's idea of that "core". I fucking hate path 1's bonkers, unhealthy, and utterly out of control scaling. It's horrible, and it completely eliminates all but one or two out of every thousand players who try and get into it.

I have four different friends all playing and enjoying Path 2 who - each and every one - tried Path 1 and bounced hard. They like this new game's focus on slower gameplay with more engaging combat. They like the fact that for the most part you can just play and progress without needing to aspire to some Gordian nightmare of statmongering that requires them to have a day-one farming plan capable of producing a thousand divines before the end of league Start Weekend. None of them even know what a divine is right now, and yet they're all playing and enjoying and having fun. Though that does remind me, I should tell them not to spend divines flippantly if they ever get one to drop. Hm.


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Kaukus1#7461 wrote:
Let me break down some key issues:


Sure. Let's see what horrors one wishes to wreak on this splendid, if spotty, new game.

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Kaukus1#7461 wrote:

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.


This is a recurring issue I see everywhere in the feedback forums - the word 'tedious'. It's indicative to me of how rotten and corrupt - and not in the Lovecraftian way Wraeclast is usually corrupted - PoE1 has gotten. The idea of having to move from place to place using your own two feet is anathema to PoE1 supervets. They cannot tolerate any downtime between packs, nor can they tolerate having to use build resources on things like movement speed. The ask is for Ultrawarpdrive movement skills that replace the act of walking, just like one has in PoE1, so they can absolutely minimize the time spent not exploding packs. Note - this is not minimizing time spent not fighting packs, but time spent not exploding packs. "Fighting" packs, i.e. delivering more than a single skill activation, is also "tedious" to PoE1 supervets, and yet it is the entire point of the second game.

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Kaukus1#7461 wrote:
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.


Are fighting games like Street Fighter nothing but "boring loops of punch, block, then punch again"? What you are describing are situations in which the enemies are allowed to execute actions and attempt to pose a threat to the player. This is necessary for a game to offer engaging combat. Engaging combat requires you to engage the enemy; this in turn requires the enemy to live long enough to be engaged.

This is not 'tedium'. This is actually fighting the demon hordes of Wraeclast. It is an art long since lost to POE1, where the only "correct" way to 'engage' a pack is to kill it before it renders with a billion-damage blast from five screens away. Boss fights taking multiple minutes while the boss executes its various abilities many times in succession is not a bug or a design flaw - it is a feature. It gives you time and opportunity to make decisions in the middle of combat, rather than the only decisions you ever make being the ones you do a week before playing the character, in path of Building.

Many of the rank-and-file enemies in the game are simple, yes. Not every enemy is going to be a puzzle box - if there are thirty enemies onscreen and each of them is a puzzle box, then your game might become tedious as you try and isolate each one so you can 'solve' it. But a pack of skeletal warriors charging you while a phantom in the back fires ailment-causing elemental projectiles and a River Hag denies you ground by covering it in drowning bubbles? Those enemies, each with simple mechanics, can produce situations you need to respond to. That is what we who want the game to stay true to its current vision want to keep.

You have your game where everything dies to a billion-damage nuke from five screens away before you even finish loading the instance. Why can we not have this one where you actually fight monsters?

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Kaukus1#7461 wrote:
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.


This is a nonfactor and you know it. I can count the number of times, in my ~60 hours of playtime since the EA released, that I've left town with empty flasks because I forgot to click a well on the fingers of one hand.

You want to talk about Charms being underwhelming and feeling half-baked? That's fair. I would posit that the system is new enough it hasn't gone through the same level of iteration and refinement the rest of the game has, but that does not mean Charms don't need addressing. But wells in town are a total nothingburger, and frankly I find myself enjoying the touch of each town having a different style of well and a neat little animation to go with it.

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Kaukus1#7461 wrote:
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.


And crafting in POE1 is an unholy demon nightmare sent by the Beast itself to torment humanity. The thousand and one bizarrely interdependent crafting systems of PoE1 were one of the worst offenders in modern gaming history of a counterintuitive, up-its-own-butt ultra migraine of stress, anxiety, and broken dreams. A player simply using their currency by right-clicking to apply it to an item the way the currency states it's supposed to be used in POE1 is one of the worst mistakes that player can make in that game. "Simple crafting guides" for POE1 read like IKEA manuals in the original Swedish that have been eaten by the Necronomicon, digested, and turned into indexes in the back of the book that scream in endless torment every time someone turns to their page.

Is crafting in PoE2 where it needs to be right now? No, I wouldn't say so. But people can use their currency without feeling like they've just screwed themselves forever, and that is a definitive improvement over PoE1.

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Kaukus1#7461 wrote:
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.


Perhaps some players do, in fact, appreciate not having to filter out ninety-nine out of a hundred drops in every moment of their gameplay. Again - is the balance precisely where it needs to be? Likely not, though I have also noticed little real loot-related struggle with the two characters I have started post Loot Patch. But the answer is definitively not "go back to PoE1 where every white monster drops twenty rares, fifty blues, and four hundred and seventeen whites, of which maybe one of the rares is actually shown." Note that after a PoE1 loot filter is done, ye see what happens? The actual, visible loot in PoE1 is roughly on par with post Loot Patch PoE2.

Hm. I wonder why.

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Kaukus1#7461 wrote:

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.


Reasonably sure this is working as intended. Everybody's brain is calibrated to the PoE1 skill tree where 'road' nodes were the Devil and the thing has undergone fifteen years of power creep. You are not meant to gain the same level of power from this skill tree. And even if you are, we've had it for ten whole-ass days. People aren't going to become experts in it within that time. How many people are even using the Weapon Specialization system right now, rather than just dumping all their points into a single build? The creativity will come.

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Kaukus1#7461 wrote:
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.


Facts not in evidence. I'm quite enjoying the new gem system; the Highlander Rule for support gems is pushing me to get creative and figure out new ways to combine and enhance supports on different skills. It's been a ton of fun to solve that puzzle box and find interesting new ways to use my gem options while getting the damage where I need it to be. Again, the PoE1 mindset of "everything MUST be damage, ALL damage, and NOTHING BUT damage" is hurting creativity, not the gem system.

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Kaukus1#7461 wrote:
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.


Maybe - just maybe - the campaign isn't meant to be a twenty-minute roadblock to maps, especially only ten days in? I've been enjoying my time with it and eagerly await Acts 4 through 6. Some players like running the campaign, getting some of their narrative fulfillment quota in prior to mindlessly grinding maps for more loot.

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Kaukus1#7461 wrote:
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.


Whether or not Ascendancy selection can be changed is a topic of current discussion at GGG. Right now you can't change Ascendancy because that functionality isn't in, but they may very well change it.

I'll admit, as a detester of both Sanctum and Ultimatum, it's taken a lot for me to even halfway warm up to the Ascension trials in this game. I would dearly love to get the Labyrinth back, my good buddy Izaro never let me down. Hopefully some of the coming updates will fix them and make them less obnoxious for certain build archetypes. Or at least will make Trial of the Sekhemas less obnoxious. Literally nothing can save goddamn Ultimatum, bleh.

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Kaukus1#7461 wrote:
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.


It's not "valid criticism" to say "This game isn't a clone of PoE1, therefore it's shit forever and needs to be blown up and replaced by PoE1 in a pretty PoE2-shaped dress." Many of the things you think are core to the experience of Path of Exile are, in fact, things that people hate about the original game and will abandon this one if they get brought back in.

You tell people to ignore their own experiences, their own desires, and their own wishes and listen wholeheartedly to PoE1 Supervets who despise new players, despise 'poor' players, and basically hate anyone who can't one-tap Uber Maven with Heavy Strike on a Witch for memes. Well, here's me saying that the Supervets may want to listen to the professional game designers who've been working on both games for many years now, and may have a clue where they're going.

'The Vision' is fine. They have yet to fully stick the landing, but frankly POE2 is already a stronger experience than PoE1. I greatly look forward to seeing where it lands in a year or so when it's ready to take the Early Access training wheels off and drop for real.


You deserve a standing ovation my friend, well said, the game is unifinshed but I haven't been this engaged in an arpg since the early years of POE 1.
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1453R#7804 wrote:
requires ~50+ divines at the minimum per crafting project


Stopped reading here, what a bs statement
+1 there you go.. done - i stopped reading when i notice bs. No idea of craft hell..

I hate poe1 crafting too. Its fine like it is right now in poe2.. its hard to push a group forward..you dont want to see them every 2 min in city, sometimes for 50 min

As ppl said - poe1 has as for crafting a garbage design, dated, boring,.. i prefer refined.. and i think with community love it could become quicker.. with lesser currency and 50-60% reduced passive tree.. meaningful suggestions for skill combinations. I played 1 and 2 also in group and ssf - its a huge gap. So good. You dont stand for 50 min in city.. but if you like farmville.. haha

A bit more modern. The example with 50 div is understandable to me.. that was no garbage craft but a bit towards meta.

Last edited by Skiller2009#5689 on Dec 23, 2024, 10:51:24 AM

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