Is the primary purpose of PoE supposed to be a "slot machine"?

WoW added a 'rotation assist' - the game literally plays for you. Before that many players were using 1 button macros/addons.

The vast majority of titles that put heavy focus on loot are played primarily for that, with some gameplay on the side.

Obviously there are outliers (like m+ push grps in wow that get nothing for their effort in terms of loot), but that is beside the point and can be said about pretty much anything, poe1/2 included.

Poe2 objectively puts much more focus on gameplay than poe1 ever did; probably as much as is feasible in a game of this type, the only question to be asked is whether things get worse, not better.
"Is the primary purpose of PoE supposed to be a slot machine." I hope not. I only play the game for its gameplay and the more it turns into a slot machine at the expense of engaging combat gameplay, the less fun I'll have.
Last edited by Meril#8494 on Aug 29, 2025, 6:00:09 AM
"
"Neither builds nor combat are the primary focus of the game. The game is a slot machine.

Cool builds are rewards for the slot machine. Currencies are rewards for the slot machine."


This is a comment I saw in another post here and it's quite interesting... because this would definitely explain a lot of the weird behavior and desires of a lot of players, specifically a lot of the PoE1 veterans but not only.

If you think about it, there's literally no other game where people ask for the combat to be diminished as much as possible to the point where you don't need to press anything, if possible. Or have 0 skill involved or anything remotely close to reactive gameplay. What could possibly be fun about not having engaging combat, right?

At the same time, some people might argue that build creation is what drives them... but I'm quite sure that's a small portion of the community as stats proved again and again that a large majority of the player base copy their builds from popular content creators... Moreover, most people don't constantly try different builds either and play at most 2-3 builds in a league. So that's not it either...

And then we have that comment there... which ties everything together rather well....

Out of curiosity, I asked AI about this to find more info.

My question was "What do you think about the fact that some people play the game because they are addicted to drops in a way that slot machines work?"

And what I found out was...

Games with randomized loot systems trigger the brain’s reward circuitry in a way that’s eerily similar to gambling. You kill a monster, and maybe it drops something amazing — or maybe it doesn’t. That unpredictability keeps players coming back, chasing that next “jackpot.” It’s called a variable-ratio reinforcement schedule, and it’s one of the most powerful ways to hook behavior.

🧠 Why It Works

Uncertainty heightens excitement: Not knowing what you’ll get makes each drop feel more thrilling.

Occasional big wins: When you do get something rare, it feels euphoric — reinforcing the grind.

Social proof: Seeing others get amazing loot can intensify the desire to keep playing.

⚠️ The Flip Side For some, this loop becomes compulsive. They’re not playing for fun or mastery anymore — they’re chasing that next dopamine hit. It can lead to burnout, neglect of other responsibilities, or even financial strain if microtransactions are involved.

But here’s the nuance: not everyone who enjoys loot-based games is addicted. Some people genuinely love the strategy, the community, the art, the lore. The key difference is whether the game is enhancing life or quietly consuming it.


I just want you to notice that one line there I highlighted if nothing else. It yet again ties in perfectly with player behavior and demands.

So then, those of you that don't care about how good combat is, should seriously and sincerely ask yourselves why you're playing, exactly?



----------------------------------------



Now this next part is less important for me, personally, but I was still curious about it... so then I searched "How does this tie into possible RMT issues ?"

"Great question — and it gets to the heart of how game design, psychology, and real-world economics collide.

💰 RMT (Real Money Trading) thrives in environments where players are emotionally invested in loot — especially when that loot is rare, randomized, and grind-intensive. Here's how the addiction-like drop mechanics you mentioned feed into RMT:

🎲 Loot Addiction → Demand for Shortcuts
Players hooked on the thrill of drops may hit a wall: the grind becomes exhausting, but the desire for rare items remains.

This creates a market for shortcuts — enter RMT, where players pay real money to skip the grind and buy the loot directly.

🛒 Supply Side: Incentivizing Farmers
The addictive nature of loot means there's consistent demand.

This incentivizes third-party sellers or bot farms to grind 24/7, extracting value from the game economy and selling it for profit.

🔄 Feedback Loop
The more players engage in RMT, the more others feel pressured to keep up — either by grinding harder or buying in.

This can distort the in-game economy, inflate item prices, and undermine the integrity of gameplay.
"


That sounds rather familiar, doesn't it? It also explains why people are so desperate to screen clear and one-shot everything with one button press and move as fast as possible.


----------------------------------------


And as a follow-up to that I asked: "Between Last Epoch and PoE which one took more action against RMT?"

"Between Last Epoch and Path of Exile, Last Epoch has taken more visible and proactive action against RMT (Real Money Trading) — especially in recent months.

🛡️ Last Epoch: Aggressive and Transparent Enforcement
EHG (Eleventh Hour Games) has publicly committed to banning accounts involved in RMT, both buyers and sellers2.

They've responded swiftly to exploits, including gold and item duplication, often deploying fixes within 24 hours.

They’ve introduced mirrored item art to distinguish legitimate duplicates from exploit-based ones.

Regular ban waves are actively removing illegitimate gold and items from the economy, with plans to implement further controls like a potential gold tax.

🕵️ Path of Exile: Quiet and Inconsistent Enforcement
GGG (Grinding Gear Games) officially prohibits RMT, but enforcement is often opaque.

Players frequently report RMT activity with little visible follow-up.

While GGG may be banning accounts behind the scenes, they rarely communicate these actions publicly, leading to community frustration."

Whether the answer to this last part is correct or not, I don't know, but I thought it was interesting to see either way. Especially that right after starting to watch a few videos of PoE again after a long while, I've been immediately shown PoE 2 RMT ADs on youtube...







i will be honest with you. poe2 feels like a giant casino game with arpg elements.

any form of rng will keep the game alive longer.

if the game becomes deterministic, the game will die very fast.
34pre98qua
To OP,

IMO, I feel the problem that leads to this is totally another reason.

For example,

The balance between "meaningful combat" and "kill or be killed" is lost somewhere between act 2-3.

At first, you feel like you are really playing (especially in act 1), the mobs placement is reasonable, the amount of mobs per screen is manegable, you can dodge, you can comfortably hit a mob till its dead even if your DPS is low, you can actually dodge boss mechanics because you can see where they are going and so on.

Upon entering maps/interludes (one can argue) but its maps in general, POE2 changes totally to a different game.

From meaningful combat, actual dodging, thinking where to go next, managing the mobs you are fightning, CCing one mob and killing the other, etc, now you are facing the following:

1- Hundreds of mobs coming at you with the speed of light each with 6 or 7 modifiers.
2- Each of these hundred mobs have a chance to one shot you no matter what your defenses are.
3- You lost your ability to dodge to manage the fight as you will 99% probably roll into another 100 mobs coming from your flank. Now you are stuck with no way out.
4- The bosses now have one shots that cover half the screen with other mechanics popping all over the place.
5- You are one shot over and over again.
6- Now you are also losing progress: EXP, Maps, Tablets, Exalts etc.

So what do you think a player will do now that his progress is at stake?

He will seek alternative methods to overcome this 100 meter artificial barrier which was suddenly placed infront of him where as before he was enjoying the game and progressing normally and reasonably?

Now the alternative ways he will seek is what the game design forced him to do.

Seek overpowered builds to 1 shot those packs of mobs before they 1 shot him
Seek 1 button builds to delete bosses before they become invulnerable and do their 1 shot mechanics also.

And these builds need currency. And the currency will lose its value over time due to inflation. So he wants to get this currency faster. This will allow him to build his 1 button builds before he can no longer afford it.

So it becomes a race against time. And this is the primary issue of PoE2.

The sudden loss of meaningful combat at endgame is what drives people to seek overpowered builds to tackle this issue. And that is where the slot machine race starts exactly.
No, the primary purpose of Path of Exile isn’t a slot machine, though loot and RNG can definitely make it feel that way at times. The main goal is character progression, skill customization, and completing content, but the RNG drops give it that casino-like thrill.
"
Seek overpowered builds to 1 shot those packs of mobs before they 1 shot him
Seek 1 button builds to delete bosses before they become invulnerable and do their 1 shot mechanics also.


This is because how core mechanics are designed. Characters can differ greatly depending on what passives, skills, and supports they will use - even in act 1 already.

We have those crazy "25-30% MORE damage" supports, we have "shoot 3 projectiles instead of 1" supports. The difference is huge even with and without these. And you get them on lvl 2-3 of your character already. Then, if you take only defensive nodes in your first 10-15 levels, you will be significantly weaker than those who took only offensive. So balance disbalances itself very quickly.
I do think that the majority of PoE's visibility and reputation comes from this small minority of players, who put hundreds of hours to every league, and who indeed primarily play for the slot machine; their goal is to minimize the amount of active play and to maximize the ease at which they can move through maps/Temple and collect the loot.

Even for these players, it is of course also important that the game is visually appealing enough and so on. But I don't think these players are the majority of players. I think that for the majority of players, it's more stuff like, seeing how far they can go, wanting to get some one build to work well (even if it is copypaste from streamers), etc.

Then there's the group of players to which I belong. I do like PoE2's combat mechanics, the flow of combat, and do play off-meta builds as well. I also play only on HC. My goals are pretty simple; see if I can finally beat Arbiter, try out all the pinnacle bosses, etc.

After that I'll prolly not continue much further. If I don't reach those goals this league, I might try again next league. Or I skip a league.
Gambling and the slot machine implies you're investing money in the hopes of getting a better payout. That, right there, would be "crafting" which is why I refuse to partake in it.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley

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