Item Changes in Path of Exile 2

Trash game still trash
Maybe this has already been posted, but I feel obligated to post my opinion:
GGG sadly fails the basic criticism with this patch.
The main criticism is that this game REQUIRES you to trade items (unless running SSF) to even reach the end of the campaign. Running around with gear which has less half your level as requirement (e.g. having a body armor with level requirement 15 while you are level 40) is a significant issue.
More drops does NOT solve the issue.

We need one or both of these changes:
1. Trade must take place in-game. GGG must add features like a vendor/station where you can configure your item search similar to the webpage. Having to use an external webpage is unacceptable. Similar, we need a feature which shows you what average price an item is when reviewing your drops. When putting items for sale, the process of selling the item must be via the vendor/station and not requiring any manual item trade.
2. GGG must get rid of the whole "unidentified" mechanics and allow loot filters for specific affixes. Also item drops must not only increase in number and quality, but also usability for the character. Increase drop chance for items for the class/skill tree setup while reducing it for non-class items (EDIT: What I mean is that if you use only energy shield, drop rate of evasion/armor only armor should be reduced). Increase chance of affixes on items supporting the character skills. SSF should have that effect by 4 or 5 times higher to make real impact.

I don't understand the half-hearted changes here without addressing the real root cause while being review-bombed and shown by competitors how loot drops should work in 2025 for engaging game play.

(EDIT: And obviously: REMOVE MF completely as a player attribute. Remove movement speed as an affix but put it as an implicit on boots. Boots are the only item type which has 5 affixes for 99% of all builds!)
Last edited by Njordstar#0218 on May 1, 2025, 5:06:48 AM
I have some concerns about these new drop ratios (they seem a bit excessive to me), but it's not a major issue. In the worst case, we lose one early access league's stable economy, which isn't a huge problem.

I would like to see ways to make unique items more useful—reforging, upgrading, or something else, I'm not sure. Adding new map tiers (17, 18, etc.), even if they require challenging content to access (like drops from pinnacle bosses or a low chance from rare/unique monsters), would be a great addition too.

Please nerf Lightning Spear and similar skills; they don't even make sense.

On May 1st, a public holiday for Labor Day, you deployed a problematic patch and then failed to roll it back, leaving the servers down for hours. After making us wait this long, you could have at least brought the servers back up with the new patch. This is truly disappointing.
These changes makes me want to buy the Pilfering Ring. Make it back on SALE please?
"
Maybe this has already been posted, but I feel obligated to post my opinion:
GGG sadly fails the basic criticism with this patch.
The main criticism is that this game REQUIRES you to trade items (unless running SSF) to even reach the end of the campaign. Running around with gear which has less half your level as requirement (e.g. having a body armor with level requirement 15 while you are level 40) is a significant issue.
More drops does NOT solve the issue.

We need one or both of these changes:
1. Trade must take place in-game. GGG must add features like a vendor/station where you can configure your item search similar to the webpage. Having to use an external webpage is unacceptable. Similar, we need a feature which shows you what average price an item is when reviewing your drops. When putting items for sale, the process of selling the item must be via the vendor/station and not requiring any manual item trade.
2. GGG must get rid of the whole "unidentified" mechanics and allow loot filters for specific affixes. Also item drops must not only increase in number and quality, but also usability for the character. Increase drop change for items for the class/skill tree setup while reducing it for non-class items (EDIT: What I mean is that if you use only energy shield, drop rate of evasion/armor only armor should be reduced). Increase chance of affixes on items supporting the character skills. SSF should have that effect by 4 or 5 times higher to make real impact.

I don't understand the half-hearted changes here without addressing the real root cause while being review-bombed and shown by competitors how loot drops should work in 2025 for engaging game play.


thank you. Hey GGG if you want to ruin poe2 do what this guy says. MAke the game easy af and lose everything you've built.

No. This is a classic arpg, not a genz trash which caters to the player's every need.
Grow up, and learn the game. Look at diablo2 still thriving. We need more classic arpgs and less d3-4

poe2 is now perfect. Time to work on 3.26 :)
poe2 bad
I must be blind cause i still don't see any loot. 1 Exalt from 4 T15 maps ? Ritual gave me 2 exalts .....
"
No. This is a classic arpg, not a genz trash which caters to the player's every need.
Grow up, and learn the game. Look at diablo2 still thriving. We need more classic arpgs and less d3-4

Then maybe you should play POE instead of POE2.
I can play the same "this is not your game" card.

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