Steam has a character limit so I wanted to leave my review/feedback here
1. Introduction:
This is less of a review and more feedback from a wannabe game dev to the game devs at GGG, I'm new to the Path of Exile series, and I've been playing Path of Exile 2 for about a week now, clocking around 87 hours (though about 16 of those were spent AFK lol). I've made it to Act 3 and am enjoying the game overall, but there are some notable caveats. Issues like the combat balancing between play styles, the way gems are organized, some UI quirks (including unnecessary buttons), and text inconsistencies stand out as areas for improvement. That said, it’s definitely a step in the right direction compared to Path of Exile 1. Initially, I was hesitant to pay for a game that will eventually be free, but the inclusion of coins made it feel more like an investment in the full experience. Weekend coin discounts, if they become a recurring feature, could be a great incentive for new players and help drive sales. I managed to get my copy just in time for the first one but one of my friends just missed it by a day or 2. 2. Gameplay: The core mechanics in Path of Exile 2 are engaging but come with some frustrating caveats that can detract from the overall experience. Combat Mechanics: The combat feels impactful, but there are some issues that make it feel clunky at times. For example, most characters are rooted in place when using abilities like swings or casts. This self-rooting mechanic can feel especially punishing for melee characters, who already have a tough time surviving in the middle of enemy packs. Another recurring frustration is the inconsistency with targeting spells and ranged attacks. Often, projectiles and skills don’t go where you’re aiming, especially in situations where doorways, pillars, or walls are nearby. Even when you have a clear shot, the game sometimes calculates the trajectory poorly, leading to abilities hitting door frames or sometimes doing a 180 and completely missing their intended target. This issue becomes even more noticeable when holding down the skill key to repeat an ability, the targeting doesn’t consistently follow your cursor and sometimes lags behind, making it more reliable to spam-click instead, which makes you question, why even have the feature to hold down to repeat cast in the game if clicking is more consistent? Skill System: The skill system is decent but suffers from unclear wording and a lack of transparency. Many skill and passive descriptions are difficult to interpret, especially for new players. For instance, it’s often unclear what damage type a skill deals, its range, duration, or how support gems are affecting it. New players like myself might assume that a "projectile" skill deals physical damage, but then see tags like "chaos," which creates confusion about the actual damage type. The game could benefit greatly from clearer tooltips that explicitly state damage types, skill interactions, and modifiers. Additionally, having visual feedback, such as color-coded damage numbers based on damage type, would help players better understand what their abilities are doing in real time and have this option toggleable if players don't want it. Some passive nodes also suffer from confusing phrasing. For example, the node "Deterioration" reads: "Damaging ailments cannot be inflicted on you while you already have one." At first glance, it sounds like you can only have one damaging ailment at a time, but after some digging online, it seems the intent is to limit one of each type of damaging ailment. If that’s the case, why not word it more clearly, such as: "You can only have one of each damaging ailment inflicted on you at a time?" The lack of clarity forces players to search through forums or guides to figure out basic mechanics, which can be frustrating, especially for newer players. Another passive I’ve had trouble figuring out is “Acrobatics” and why my 380 evasion, which gets boosted by +180% (by the way, 100% of 380 + 180% of 380 isn’t 1560, so I’m not sure where the game is pulling this number from). But either way, I choose Acrobatics and would expect it to knock 70% off the 180% boost I’m getting. Instead, it decreases that 1560 by 70%, leaving me with 468. It’s strange because almost every number in the game is additive, and this seems to be the only exception, with no explanation. Character Progression: Character progression in Path of Exile 2 shows improvement over its predecessor but still suffers from pacing issues. The limited availability of skill points and the slow levelling process can make progression feel drawn out, especially during extended play sessions. Spending over five hours to gain just 3-4 skill points, depending on the activity, often makes tangible growth feel out of reach. A potential solution could involve reworking the cost structure of nodes on the passive tree. For example, simpler attribute nodes, like "+5 attribute", could cost only 1 point, while more impactful nodes or keystones could range from 2-5 points. This adjustment would allow players to traverse the tree more efficiently and reserve their time for pursuing meaningful upgrades, rather than feeling bogged down by spending the same amount of points on minor nodes as they would on powerful keystones. Such changes would make progression feel smoother and more rewarding overall. Building characters can also feel unnecessarily punishing due to the high cost of refunding skill points. Even after the recent patch reducing the cost by ~45%, it still feels expensive. For example, at level 36, it costs 560 gold per node to respec. For a full reset of about 44 nodes, that’s more gold than I’ve earned in the entire game up to that point. This discourages experimentation and makes it painful to fix mistakes or test new builds. Reducing the respec cost further or implementing a more flexible system for early-level players would go a long way in making character building more enjoyable. Damage Scaling and Interactions: Damage scaling mechanics can also be confusing, especially for skills with multiple damage types. For instance, passives like "Fast Acting Toxins," which state "Damaging ailments deal damage 12% faster," raise questions about how they interact with poison duration. Some guides suggest shorter durations result in higher DPS, while others imply that reduced duration decreases overall damage. Without clear in-game feedback or an accessible resource to explain these mechanics, it’s difficult to know whether you’re building your character optimally. Introducing tools like an in-game damage calculator or more detailed skill tooltips would help alleviate this confusion. 3. Game Design: Level Design: At first, the level design is engaging and enjoyable, but once you reach Act 2, the experience begins to drag. Searching a full map can take 20-30 minutes, but it feels much longer. This wouldn’t be as bad if it weren't for the fact that everything resets when you leave. When you travel to a new waypoint or area, the map is wiped clean, slightly rotated, and forces you to start over, even though the bosses, points of interest, and overall layout often remain unchanged. This creates a frustrating cycle where players load into a reset map, think, “Okay, go right of the door, and… yep, same place as before,” only to repeat the process all over again. It feels less like a feature and more like a gimmick that adds unnecessary tedium. I’d much prefer maps to stay explored instead of being wiped. If there’s some lore reason behind the resetting, does our character have amnesia? It’s not communicated well, maybe that's why The Hooded One keeps ramping up the price of respecs, because he knows we'll forget about the last pricing lol. Additionally, the sheer size of maps starting in Act 2 makes repetitive routing a bigger pain. For example, running down multiple dead-end paths filled with generic cross-section layouts eats up time and slows the game’s pace. Spending upwards of five minutes exploring a route only to realize it’s the wrong way, and then repeating this several times in a single map, becomes exhausting. When you finally complete these large, maze-like areas only to have them reset if you leave the zone, it feels like a punishment instead of an incentive to keep exploring. Another issue is the lack of rare enemies in some areas. Fighting large mobs of white enemies with no variety for 20-30 minutes is incredibly tedious. Occasionally encountering a boss or rare enemy like Stinkjoint is exciting and breaks up the monotony, but those moments feel too few and far between. To improve this, there should be a guaranteed minimum of three rare enemies per area/floor, with a boss reducing that number to two. Adding more magic/rare enemies would make exploration more rewarding and engaging. Pacing: Beyond the map size and design inconsistencies, the pacing of Acts 1-3 has been relatively solid so far. Final bosses genuinely feel like significant challenges, and even some side bosses serve as meaningful obstacles, which is a nice touch since it gives you something to work toward. However, the issues with map resets and repetitive layouts disrupt the flow, making the pacing feel uneven. A tighter balance between exploration and combat would help maintain a better rhythm. For example, ensuring that maps are varied enough to avoid burnout and making rare enemies more frequent could smooth out progression and keep the experience fresh. As it stands, the pacing feels good in boss encounters but lags behind during exploration. Balance: Balance is arguably one of the game’s most glaring issues, especially when it comes to melee characters and witches. Playing as a ranger, I’ve been able to maintain distance and evade attacks effectively, but melee players and witches have a much tougher time. The reliance on one-shot mechanics is particularly frustrating. It doesn’t add challenge or skill, it just makes gameplay feel unfair. I'm a big advocate against the idea that “one-shot = hard” a mindset that seems to persist because of Soulslike games. True difficulty comes from learning patterns, managing windows of opportunity, or handling mechanics that reward skilful play over raw stats and crossing your fingers. One-shots feel cheap and disproportionately punishing to melee characters and witches, who lack the mobility or evasion to handle these attacks. For example, my friend, who plays a witch, constantly complains about being one-shotted by abilities that completely miss me. It’s unfair and frustrating for players who don’t have the same tools to avoid these mechanics. To address this, one-shot damage values need to be decreased across the board, and the evasion stat should also be nerfed to balance things out. Right now, the disparity between ranged and melee play-styles makes the game less enjoyable for those who don’t choose ranger or similar ranged classes. Another significant balance issue lies with the witch class and its minions. Why do witches essentially start the game with an army of 70 minions? It’s neither engaging to play nor entertaining to watch. Games like Terraria handle summoner mechanics far better: you begin with a single summon and gradually earn more through buffs, gear, and upgrades, creating a balanced and rewarding sense of progression. This approach also adds depth, allowing players to choose between one powerful summon or a swarm of weaker ones, tailoring their playstyle. In contrast, Path of Exile 2’s witch class undermines this sense of progression. Witches are handed numerous skeletons and scorpions just for equipping a wand at the start of the game, with little explanation of where these creatures come from. This feels like a one-size-fits-all solution that eliminates meaningful choice or creativity. The lack of flexibility makes the class feel rigid and formulaic. For example, I wanted to experiment with the witch by creating a tank-themed character who acts as the leader of an undead army, a commander who shields their minions while they slowly chip away at enemies. However, because of the way the witch is designed, I couldn’t achieve that concept without equipping a wand and shield. If I chose a melee weapon or anything else to fit my character's theme, I’d lose access to dozens of minions. Being forced to use a wand and shield just to retain your army is frustrating and completely undermines the customizability of the class. This rigidity makes the witch class feel less like a sandbox for unique builds and more like a template that players are funnelled into. Greater flexibility, such as allowing different weapon types or reworking minion scaling, would significantly improve the witch’s playability and open up more creative options for players. The current implementation of spirit only compounds the issue. Spirit should be reserved for persistent buffs only, not summons. The fact that witches rely on spirit for summoning makes the system feel uneven and poorly integrated. Summons should cost mana, emphasizing the need to invest in minion health, armor, or other stats, so that you actually have to think about your mana reserve. Instead, the game hands you a pre-packaged army with little room for creativity or optimization. The result is that most witch builds look the same: a swarm of skeleton bombers and scorpions, because deviating from this meta is inefficient. Players should never feel like they’re shooting themselves in the foot for trying to build something unique. Giving players more freedom to choose and customize their summons would make the witch class far more enjoyable and diverse. Fun Factor: The game plays really well, striking an enjoyable balance between hack-and-slash combat and a more methodical, Souls-like approach. The controls feel responsive, and combat is fluid, rewarding both quick reflexes and thoughtful planning. It's genuinely fun to explore and battle through the game’s world, when everything clicks, the gameplay delivers moments of satisfaction and excitement. However, the fun factor is held back by some glaring issues, particularly with class balance. Certain classes, like the ranger, feel much smoother and more rewarding to play, while others, such as the witch and melee characters, feel unnecessarily punished. For example, as mentioned earlier, melee players are disproportionately impacted by mechanics like one-shot boss abilities and unavoidable area effects, while ranged characters can often avoid these hazards entirely. Similarly, the witch's reliance on a rigid minion system removes much of the creative freedom that makes other classes enjoyable. These imbalances can make it feel like some classes are being punished for no apparent reason, which dampens the overall experience. While the game has the potential to offer diverse and equally viable play-styles, these issues create a clear gap in the enjoyment levels between classes. Fixing these disparities would not only elevate the game’s fun factor but also encourage players to experiment with different builds without feeling penalized for their choices. 4. UI/UX Design Some of the UI/UX design in Path of Exile 2 feels cluttered and inconsistent, with many buttons and menu options either redundant or poorly implemented, detracting from the overall experience. For example, the Options button in the character menu serves the exact same function as the one in the pause menu (accessed via the Escape key). Redundant buttons like these not only take up valuable UI space but also confuse players by suggesting they might have distinct functionalities. Similarly, the Atlas Skill Tree button in the character menu remains completely non-functional up to Act 3, leaving players wondering about its purpose. Meanwhile, the Event button links to an empty page, adding nothing to the gameplay experience. These buttons should either be hidden until relevant or entirely removed to streamline the interface. Including them prematurely makes the UI appear unfinished and wastes the player’s time as they investigate features that have no current value. The Gem Menu is another major pain point. It’s not easily accessible unless you already have a specific type of gem for each type in your inventory, which feels counterintuitive given how central gems are to the gameplay. Furthermore, the gem menu fails to provide a comprehensive overview of usable skills. To identify compatible skills, players must sift through all the available gems, including those from other classes, to determine if they work with their current loadout and weapons. A better design would allow players to filter gems by compatibility with their current equipment and skills, making it easier to plan builds and allocate resources effectively. The Support Gems menu compounds this issue. The default layout presents a "Recommended" tab with only a few options, which can mislead new players into thinking their choices are far more limited than they actually are. When switching to the "All Support Gems" tab, players are overwhelmed by a massive, unfiltered list that offers no guidance or context. Introducing a "Compatible" tab to each gem that highlights support gems specifically suited to the skill would dramatically improve usability, helping both new and experienced players make informed decisions without tedious trial and error. One of the most frustrating regressions from Path of Exile 1 is the handling of the skill bar. In the original game, the skill bar would automatically switch to match your weapon swap, allowing you to set different skills for each weapon set. However, in Path of Exile 2, this feature is inexplicably absent. If you’re using, for example, a bow and a crossbow or a wand and a hammer, you’re now forced to use the same skill bar for both. This creates significant limitations: you can no longer assign basic attacks or substitutes for each weapon type to different slots. For instance, if you want to have a "shoot spell" on left-click for a wand but "smash" for a hammer, it’s no longer possible. You’re instead stuck with the same left-click skill for both, often forcing you to use right-click for basic hammer attacks. This design also leaves no room for defensive options like "raise shield" or other utility actions, further restricting player customization and combat flexibility. Restoring the dynamic skill bar swap would resolve these issues and allow players to fully utilize the variety of weapons and play-styles available. This is almost handled right when holding control but it doesn't swap the bars for left click, right click and middle click. Additionally, when the character menu is open, the “Cosmetic” and “Microtransaction” buttons are located practically right next to each other, both link to the exact same store page. This is another example of unnecessary redundancy that could easily be combined into a single, clearly labelled button. Consolidating overlapping features like this would not only declutter the UI but also improve the player's navigation experience. Also, seriously, can we hold off on showing us the 'Go to Hideout' option until we actually have a hideout? It’s like taunting us with a fancy, glowing button that leads to nowhere. 5. Conclusion All in all, I’m still enjoying the ride and seeing where the game takes me, but a little bit of polish in these areas would make a big difference. So, here’s to hoping this gets taken in as feedback, until then, I’ll keep battling, exploring, and, of course, pressing buttons that probably shouldn’t exist just for the thrill of it. Last bumped on Dec 24, 2024, 8:20:02 PM
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I also forgot to mention something I'd personally love to see in the game, I'd really enjoy having a unique location for each act that functions like a side gamemode, similar to Freythorn. However, it would scale with the player's level, so when I'm not ready to progress the story (since I play with my friend and can’t continue without him), I could grind in this side mode, chasing scores or just doing something fun. This would be a great alternative to grinding the same boss over and over. I know maps are supposed to fill this role, but you don't get those until the end. Trials help a bit, but they aren't a consistent, repeatable activity.
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