Passive Tree, Gear, and Skill Pages;Target Dummy;

Subject: Suggestions for Improving Player Experience in Path of Exile 2

Body:

Hello GGG team,

I am a Chinese player who really loves Path of Exile 2. My friends and I have already played through three versions, and we are currently playing on the international server (Traditional Chinese version). I have experienced the unique fun that Path of Exile 2 brings, and I truly enjoy this game. Because of this, I sincerely hope it can become even better.

Based on the experiences of myself and several of my friends, I would like to share a few suggestions:

1. Passive Tree, Gear, and Skill Pages
Overview: Add additional passive tree pages and gear pages. For example, I could save the passive tree and gear of my first build in Page 1, my second build in Page 2, and so on. Skill pages could work in the same way. Then, in town, I could switch between these pages to quickly change builds. Once I enter a map, I would no longer be able to switch pages until I leave, though I could still edit the current page. This way, the core gameplay is not affected.
Reasoning: This is a quality-of-life improvement that doesn't change the core mechanics. Creating builds is one of the most enjoyable parts of the game. However, once players finish one build and want to try another, they have to reset and reallocate passive points repeatedly, which is tedious and discourages experimentation. Adding pages would make trying new builds and returning to old builds much easier, encouraging players to explore more. In the long run, this could increase player engagement and keep each league fresh for longer. Additionally, if extra pages need to be purchased, resetting new pages still costs currency, and new skill setups require cutting fresh gems, this would preserve the game's economy while giving players more flexibility. Overall, I believe this would be a win-win for both players and GGG.

2. Target Dummy
Overview: Add a target dummy (or multiple dummies) to hideouts, or create a special training ground. The dummy's stats could be adjusted to represent certain monsters, elites, or bosses, so that attacking it would allow us to test our damage.
Reasoning: A target dummy would be extremely practical. It is the most direct way to evaluate the effectiveness of a build.

3. Toggles for "Highlight Bosses/Elites," "Party Members' Skill Effects," and "Own Skill Effects"
Overview: Allow players to enable highlights, outlines, or other visual indicators that make bosses and elites easier to see.
Reasoning: Boss visuals often overlap with player skill effects, making combat too chaotic, especially in parties. Sometimes I can't even tell where the boss is, which is critical for melee builds. Ranged builds at least need to see their target, while melee builds must clearly read boss attacks in order to dodge, block, or counter. When enemies are hard to see, "screen-clearing" builds gain an unfair advantage, and players may feel forced to choose them, which seems unreasonable. Adding toggles to control the intensity or layering of effects would make combat much clearer and fairer.

4. Adjust the "Fog" Effect
Overview: The fog effects in otherworldly areas are visually impressive, but often make it difficult to see enemies. Could the intensity be adjusted, while improving monster visibility?
Reasoning: Similar to the previous point, the difficulty of seeing monsters has surpassed the level players can comfortably accept.

5. Overly Detailed Environmental Effects in Some Maps
Overview: Some map environments, such as fields with straw or other scenery, are very detailed and look great-but they block the view of monsters.
Reasoning: This is similar to points 3 and 4. I am not saying the art is bad-on the contrary, it looks amazing-but perhaps clarity of enemy visibility should always take priority.

These suggestions do not touch the core gameplay or design, but instead aim to improve the overall experience. They would make the game smoother, reduce frustration, and encourage players to explore more builds, which would in turn extend playtime and benefit both GGG and the community.

My friends and I truly love this game, and we hope it continues to improve.

Thank you very much, and best wishes for your work.

Best regards,
tibbers.

The following is the Chinese version, with the same content.
Last bumped on Sep 9, 2025, 11:19:57 PM

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