Thoughts on PoE2 0.3

Hello. I would like to share my ideas about PoE 2. I'm not very experienced at either PoE 1 or 2, but I still think this could be useful to someone.

For the reference, here are the builds I've played:
0.1
Crossbow witchhunter, focusing only on grenade skills. Got to ~T10 maps on explosive grenade/gas grenade and stopped playing.

0.2
Corrupting cry ritualist without Bloodbarrier, just seismic cry spammer with lots of armour and capped block. Farmed T16 easily, albeit very slowly. Couldn't do third lab without Defiance of destiny, with it I failed twice and stopped playing.

0.3
Doryani's prototype infernalist with lightning quarterstaff skills. Finished interludes, stopped playing.


From my experience the biggest problem this game has from the ones that aren't looked into much, like endgame systems and skill balance, is itemization. Progression of character is heavily dictated by what kind of items character is wearing, and that's not a bad thing. You are encouraged to find better gear, gear pieces are important so they are able to be a big part of game's economy. This system is proven to be working, but my problem is how it is managed in PoE 2.

Through campaign and atlas progression, the monster threat is rising. You can imagine it as a linear graph of both DPS and defence demands. You can also map the 'player threat to monsters', which represents how well you used your resources.
Here's how it looks

Red line being monster threat and black line being player threat. The line that separates fun and unfun time could differ based on your tolerance, but it still correlates with a certain power level.
Here are takeaways from the graph:
1. To constantly have fun you need to be stronger than monsters.
2. Finding new and better equipment frequently is essential.
3. The stronger you are relative to the area, the more fun you have.
4. Bosses would be powerspikes on the graph, therefore to have fun bossfights means having boss encounters be at equal or easier levels than regular monsters.
There is more to it, like you can get bored from being too powerful for too long, but generally I think it correctly shows how I feel about the game.

Now, what does this have to do with itemization? Player power mostly grows in powerspikes that are created by upgrading gear. There are two main vectors of interacting with equipment, raising DPS and raising defences. DPS scaling feels fine. It is mostly contained to weapons, it has many multiplicative components, and it is calculable somewhat easily. PoE 2 loosely follows the philosophy of "stronger player gets better stuff", and it generally is clear which of two weapons is more desireable. Also most problems in PoE are solvable with hitting harder and killing faster.
Example - offence
You are playing a bow character. You pick up bows when you feel like you don't have enough damage or you know you won't have it in near future. You played through an act with well rolled 80th percentile Shitty bow, and you're looking forward to getting a new Gazebo bow base which at 50th percentile will have more DPS.

What about defence? Defence consists of hitpool, mitigation, recovery and avoidance. Most of these follow the rule "the more you have, the better", which is understandable but is not fun. While it kind of is multiplicative, effects of different layers aren't immediately useful in differing situations. Defence isn't particularly great against dedicated oneshot attacks and ground dots, bleed, ignite and poison require expensive solutions. You never have enough defences and more than that, you are often encoureged to sacrifice it for more offence. PoE 2 feels built for glasscannon-y builds because you need to collect your defences throughout your helmet, body armour, gloves, boots and jewellery, and neither of these items will give you immediate comfort boost you would get from a new weapon.
Example - defence
When I completed act 4, two of my items had Required - level 12 on them. I've spent about 10 exalts trying to roll on promising pieces, and I've gotten mana on blood magic character, some thorns or +1.2 life regen. I've also spent a lot of gold gambling, and most of it were blue items I immediately sold. My friend told me he had Required - level 3 equipped after completing interludes. This isn't about game being easy or builds OP, we just couldn't find a replacement that rolled life and resists.


Part of the problem is that there are certain stats, like life, that are necessary for an item to be good. Crafting system in PoE 2 is put in a way so every consecutive modifier exponentially increases the difficulty of obtaining such item, which means having locked stats makes finding a replacement harder. As game becomes more complex, we saw that with addition of deflect and armor to ele, getting a good item randomly becomes harder, including the fact that the standard for a 'good item' becomes higher. You still need a lot of resists to play comfortably even in campaign.

Players, I suppose, are supposed to be excited about new bases or unique items dropping, getting to higher level areas and finding higher item level items with higher implicit skill levels. In reality uniques could just drop as a chance shard, which is better than PoE 1 of course, but they still don't feel amazing, and the notion of unique weapons being bad and armour being gimmicky and bad is mostly true here too. Implicits barely matter, unless your name is Dualstring bow. And for higher item levels - you will find better items eventually, but most likely after you struggled a lot to get through the content.

I struggled a lot in acts 2 and 3 and I would've struggled a lot in act 4 if trade wasn't accessible. In previous versions regular trade in acts 2 and 3 was also limited, as I couldn't tp to storylocked locations players were at, and they usually kicked me from party after messaging about it. Having to trade for gear also feels not that great and I would like to have more instruments to progress my gear in 'intended' way. Crafting might be good, but it isn't cheap.

Other than that I think PoE 2 is moving in right direction and I'm curious what will it look like by the end of, like, 2026.

I have several solutions or rather thoughts about how to make PoE 2 more fun to play at least for me.
Solutions - Not that weird

A1. Items are dropped identified and are filterable by explicit modifiers.
A2. In-game support for item filter corrections and sharing, combined with tools like pre-built passive skill tree and vendor regex autofill.
Explanation
Wouldn't work straight out of the box, but at least will give more options

B. Blacksmith NPCs in towns (and Dannig in hideout) now can add modifiers of your choice up to two mods using your transmutes and augs. You choose which type of stat you want on item (cold res), but you still need to roll for a tier and for a value inside a tier. Also smith of kitava can just do it.
Explanation
From my point of view, random currency spam is intended to be the cheap way to get an item, and deterministic ways of crafting need to be more expencive. Something like crafting bench would kill the intended cheap way. By adding this option to NPCs you still spend a white base and a currency item, and need to go through some randomness.


Solutions - This is weird

A. Modifiers that are mostly unscaleable by passive skill tree (life, resists) are removed from gear and are gained in a separate system. Instead you can roll modifiers that are on the passive tree in corresponding sectors - magnitude of poison on eva gear, global es increase on es gear, etc. Lesser, regular and greater essences are gone. Instead imprisoned monsters drop more bases for crafting - white items and/or items with quality.
Explanation
Will massively reduce "necessities" pressure and instead of struggling for survival players will be thinking about winning more.

B. Resists reworked and formula now works like in Last Epoch.
Explanation
Will massively reduce "necessities" pressure and resistance tetris.

C. Item level restriction on tiers is removed, instead earlier item bases cannot get more than X explicit modifiers unless they drop with more mods.
Explanation
Will theoretically make obtaining new bases more exciting, you can actually get lucky and get something better than +1.2 life regen


Solutions - People gonna be mad

A. Modifiers that are mostly unscaleable by passive skill tree (life, resists) are removed from gear and are gained via ascending. Resistance penalty from acts and levelling removed. Unique items are unchanged.
Explanation
PoE becomes casual, attracts lots of tourists, most are happy.

B. Legendary potential.
Explanation
Expectation: Uniques are more viable and sought after, can force good modifiers onto low level yet build defining unique. Reality: 6LP Headhunter sold for two yachts.

C. You can give an item to NPC which will make it unchangeable, like corrupted. While NPC has this item, you can choose once which modifier slot to reroll. Completing a map will randomly reroll explicit modifier in this slot. You cannot put an unchangeable item back to roll.
Explanation
Give players a chance to fix almost good items without randomizing with chaos orbs, would lose an ability to create perfect items due to inability to vaal orb. Gamble. Run one more map and maybe it will roll something better than +1.2 life regen



Here's a quick FAQ I've prepaired, because I'm familiar with what kind of people play these games.
FAQ

This will turn PoE2 into D4
No.

Look through every blue item, transmute normal items, you have these resources
I refuse. There is barely any fun in losing in gambling, and I'm so burnt out I don't feel anything when I win.

Players are good at finding problems, but terrible at providing solutions
No.

You are a scrub, get out of your comfort zone, learn how to play properly or gtfo
No.
Last bumped on Sep 9, 2025, 8:43:23 AM

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