Please no more leagues
Please do not add any more leagues until you address :
Trials & Difficulty -Difficulty is fine if tuned properly, but trials are currently too long and boring. -Pausing a trial doesn’t help—afflictions and debuffs keep stacking until the end, which makes no sense. -Having to redo all trial levels from the start just to reach the 4th level (e.g., Sekhema) feels unreasonable. -If I’ve already completed 3/4 trials and earned my 5th and 6th points, I shouldn’t need to repeat everything for the last 2 points. -Trials feel like extra work after real-life work, instead of being fun. -“Carry services” exist only because the system is flawed—players create specific builds to one-shot bosses and carry others. -This directly contradicts the promise of steady player power growth. -Example: I joined a service where a player carried 5 people in a 4th-level trial. Every time the boss tried a one-shot, they alt+F4’d, dragging the whole party out and repeating until the boss died. Game Balance & Curve -The current progression curve rises slightly, then drops hard. -This is the opposite of the “steady curve” GGG claims players should experience. -Early acts (Act 1 & 2) feel extremely punishing due to lack of currency and bloated boss HP. -Some players reach Act 4 while others are stuck struggling to kill Act 1–2 bosses with no gear. When playing solo: -Flask charges are fine. -Gear and skill gems are abundant. -Trials unlock and complete smoothly. -Boss HP feels reasonable. When playing at a party: -Flask charges run out constantly. -Gear and skill gems are scarce. -Boss HP pools (e.g., Jamanra, Sekhema) feel bloated. -Difficulty scaling punishes co-op instead of rewarding it. Friends quit the game in Act 2 due to frustration with these problems. Boss Fights & Rewards -Fighting bosses should feel rewarding. Currently, boss loot is often worth less than the map itself—contradicting GGG’s promises. -Boss fights should at least guarantee loot equal to the cost of the map. -Receiving worthless items that no one wants is unacceptable. -Removing experience loss in boss fights was a good step—next, loot must be fixed. Economy & Crafting Market needs quality-of-life updates: -Option to bookmark searches. -Prevent filters from resetting after buying multiple items. -Example: teleporting to buy an item clears all search filters when returning to the market. Ability to reforge socketables exists—why not orbs? -Allow reforging lesser orbs into greater orbs. -Doesn’t need to be cheap (e.g., 6–10 exalts instead of 3), but should be possible without farming millions of maps for rare drops. -Without reforging, players can’t properly test or give feedback on the crafting system. -Current orb drop rates and reliance on RNG discourage players—many quit before finishing the acts. Party Play & Drops -Party play (3–4 players) isn’t rewarding compared to solo play. -When an exalt or orb drops, only one person benefits—gacha crafting makes this even worse. -Result: most players resort to buying from others instead of crafting themselves. -New market features are locked until Act 4 forces reliance on the old trade system. -Suggestion: consider separate orb drops for each player in a party. -Overall, solo play feels smooth and rewarding, while party play feels punishing and unrewarding. Please, people, if there are any parts of the game that I have included in this post, write them in the comments and collect all the issues for the devs. Last bumped on Sep 8, 2025, 8:01:56 AM
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If even at this stage act 1 and 2 are hard... I don't really know what else they should do, maybe just gutting bosses HP by 75% and remove most of their abilities, and apply a movement penalty on them.
If carry services are flawed then that means any system in Path of Exile 1 which has this option is flawed as well, on which you will be wrong. Not really a point to be able to reforge currency (lesser -> greater -> perfect), it will kill economy faster than ever, drops won't mean that much. First time I hear co-op is less rewarding than solo. You guys must do something inefficient, otherwise I cannot see that happen. Party play has been bricked in Path of Exile 1, and is bricked in Path of Exile 2 as well, especially when it comes to economy impact and so, farming currency by the dozens. Additional difficulty scaling is necessary in party play, otherwise everyone would just bring someone for the buffs. At the eve of the end
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TLDR but basically it just says skill issue over and over again.
The trials you also get buffs. You know that right? You can get to the end with literally every buff in the game and obliterate the entire 4th trial zarkoh in under 30 minutes total with minimal effort or gear involved. |
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