0.2.0h Patch Summary & Core System Concerns

Early Access Feedback – 0.2.0h Patch Summary & Core System Concerns

While this patch brings a solid batch of improvements—particularly in regard to UI clarity, Breach encounter pacing, and long-needed visibility tweaks—there remains a glaring omission in the ongoing discussion about core gameplay balance: the Trade system, the loot drop economy, and the inherently casino-like nature of crafting.

None of these systems were addressed in this update, despite being central pain points repeatedly raised by the community. The "grind-to-gamble" loop still defines far too much of the experience. Accessing specific gear through deterministic methods or trade continues to be an opaque, luck-based chore, rather than a rewarding extension of player agency.

It's encouraging to see quality-of-life strides, and I respect the team's ongoing work, but these deeper mechanical issues are foundational to the game's long-term health. Without meaningful reform to drop rates, crafting outcomes, and a more intuitive, transparent trade interface, many players—myself included—will continue to feel like we're spinning wheels in a rigged machine.


Brewskie
Last bumped on May 14, 2025, 1:30:32 PM
please stop cry about this i played the game on almost every class in hc / hc SSF my only hope was the private leagues to be fun due to difficulty and the possibility ot play with friends. But with those droprates right now the game is literally a joke and a 12 Yo kid could reach 100 in hc ssf, with enough time. They had poe 1 for what you expect of the game but this game should be difficult and mechanical bossfights and so on.
Its important to keep in mind that there are different persons working on different parts of the game.
And just because these are the things being implemented now doesnt mean that other issues arent being worked on or have priority.

Its better that they release improvements as they are ready instead of being forced to only do big content patches in fear of people being mad about the wrong improvements being added.
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The "grind-to-gamble" loop still defines far too much of the experience. Accessing specific gear through deterministic methods or trade continues to be an opaque, luck-based chore, rather than a rewarding extension of player agency.

I do agree with this part. After the insane amount of options for crafting in PoE1, what we have now is such a stripped down system of RNG it feels like it would have come from a game first in a series, not its sequel. I realise it's early access and things can change, but I doubt an entire crafting overhaul is coming at this point in development. Which is a shame really, because it does feel like a step backwards.
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...there remains a glaring omission in the ongoing discussion about core gameplay balance: the Trade system, the loot drop economy, and the inherently casino-like nature of crafting.

None of these systems were addressed in this update, despite being central pain points repeatedly raised by the community. The "grind-to-gamble" loop still defines far too much of the experience. Accessing specific gear through deterministic methods or trade continues to be an opaque, luck-based chore, rather than a rewarding extension of player agency.

...these deeper mechanical issues are foundational to the game's long-term health. Without meaningful reform to drop rates, crafting outcomes, and a more intuitive, transparent trade interface...


Be more specific. "The community" is schizophrenic and will always be at odds with one another about every detail.

What is the problem with trade?
What is the problem with loot drops?
What is the problem with RNG in crafting?

So much of this stops being a problem when you learn how various mechanics in the game work. Most posts on the forum can't even be engaged with properly because no one has idea who knows what about the game mechanics. There are people who don't know there is a trade site, don't know how to buy stash tabs, don't know what omens do, etc.
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plz#2115 wrote:
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The "grind-to-gamble" loop still defines far too much of the experience. Accessing specific gear through deterministic methods or trade continues to be an opaque, luck-based chore, rather than a rewarding extension of player agency.

I do agree with this part. After the insane amount of options for crafting in PoE1, what we have now is such a stripped down system of RNG it feels like it would have come from a game first in a series, not its sequel. I realise it's early access and things can change, but I doubt an entire crafting overhaul is coming at this point in development. Which is a shame really, because it does feel like a step backwards.


GGG said they slapped the endgame together in a few months. As far as I know, they're greatly prioritizing the campaign so "The Game" can be released. I would imagine many of the demonstrably good mechanics from endgame POE will make it in once the game is released and endgame/player retention is prioritized.
Last edited by YNRY#3842 on May 14, 2025, 1:31:02 PM

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