POE2 0.3.0 Version Impressions

Let me start with the positive aspects of my personal experience:
First, in terms of monster killing this league, the experience has been quite good. The monster density has increased, loot has become more diverse, and map farming rewards have correspondingly improved.
Secondly, the fragmentation of entry tickets and the further increase in various currencies and resources have given many items a certain value, which is excellent.
Many weapon and class adjustments have also been made, and we players can see the effort you’ve put in.

Now, for the issues during gameplay:
This league, the cost of crafting gear is too low. Equipment with perfect T1 or T2 affixes, which we previously couldn’t even dream of, can now be easily crafted for just 10–20 Divine Orbs using formulas with currencies like Uniform Joyous Omen (1 Divine Orb), Abyssal Decryption gameplay (1–3 Divine Orbs), and Perfect Exalted Orbs (less than 3 Divine Orbs). There are many videos online showcasing this, so I won’t list them all. This leads to a serious problem: the value of rare items (yellow gear) dropped on the ground has drastically decreased. Identifying rare gear is basically no longer worthwhile, which greatly diminishes the excitement of the game. This league, items sold from the stash are either exceptionally good or completely mediocre. Good gear is all crafted deterministically, while mediocre gear is picked up from the ground and sold to newcomers who have just entered the endgame. The mid-tier gear market has completely collapsed—no one buys it because everyone can easily craft their own gear with minimal effort.

Secondly, there’s the issue of currency consumption. The usage rate of Divine Orbs remains consistently low, and the in-game economy simply can’t circulate properly. If Divine Orbs continue to exist as a low-consumption currency, inflation will skyrocket.
If both gear and currency experience inflation simultaneously, the league’s longevity will inevitably suffer. This is because items obtained through farming will depreciate rapidly, and players won’t need to spend large amounts of currency to buy gear. Instead, they can easily use their self-crafted, pseudo-BiS gear to quickly clear all content, then quit and wait for the next league.

Another point is about the storyline. Isn’t the plot a bit too drawn out? Have all or most players genuinely paid attention to the storyline? Is Path of Exile attracting players with its plot and cutscenes? I don’t think so. What players truly need is the excitement of dropping high-value gear, the thrill of疯狂 crafting gear and dominating endgame maps, the pride of gradually improving through their own efforts, and the sense of accomplishment from inventing an overpowered build with their intelligence. Not the frustration of struggling to reach endgame content, only to find after a few days that nothing in their stash has sold.

I fully understand that you’ve optimized various aspects like gear crafting and boss fights to accommodate more newcomers this league. But please consider this: When a new player finally enters the game, grinds non-stop to reach endgame maps, farms for several days, picks up many items they believe are valuable, lists them in their stash, and then finds that not a single item sells—what should they do? Continue farming or quit the game?

I believe that while there should be multiple ways to craft gear, it shouldn’t be formulaic. You must ensure the game retains a sufficient level of random excitement, like scratching a lottery ticket. The reason so many people love lotteries is the uncertainty—you never know when you might become the next millionaire. Path of Exile is a loot-based game. If the loot we farm isn’t treasure but rather junk that others can easily craft in their hideouts with minimal cost, then the motivation to farm loot loses its meaning.

Finally, I wish the game continued success and all players an abundance of high-value drops!
Thank you.
Last bumped on Sep 10, 2025, 11:24:20 AM
Excellent post.
"
Let me start with the positive aspects of my personal experience:
First, in terms of monster killing this league, the experience has been quite good. The monster density has increased, loot has become more diverse, and map farming rewards have correspondingly improved.
Secondly, the fragmentation of entry tickets and the further increase in various currencies and resources have given many items a certain value, which is excellent.
Many weapon and class adjustments have also been made, and we players can see the effort you’ve put in.

Now, for the issues during gameplay:
This league, the cost of crafting gear is too low. Equipment with perfect T1 or T2 affixes, which we previously couldn’t even dream of, can now be easily crafted for just 10–20 Divine Orbs using formulas with currencies like Uniform Joyous Omen (1 Divine Orb), Abyssal Decryption gameplay (1–3 Divine Orbs), and Perfect Exalted Orbs (less than 3 Divine Orbs). There are many videos online showcasing this, so I won’t list them all. This leads to a serious problem: the value of rare items (yellow gear) dropped on the ground has drastically decreased. Identifying rare gear is basically no longer worthwhile, which greatly diminishes the excitement of the game. This league, items sold from the stash are either exceptionally good or completely mediocre. Good gear is all crafted deterministically, while mediocre gear is picked up from the ground and sold to newcomers who have just entered the endgame. The mid-tier gear market has completely collapsed—no one buys it because everyone can easily craft their own gear with minimal effort.

Secondly, there’s the issue of currency consumption. The usage rate of Divine Orbs remains consistently low, and the in-game economy simply can’t circulate properly. If Divine Orbs continue to exist as a low-consumption currency, inflation will skyrocket.
If both gear and currency experience inflation simultaneously, the league’s longevity will inevitably suffer. This is because items obtained through farming will depreciate rapidly, and players won’t need to spend large amounts of currency to buy gear. Instead, they can easily use their self-crafted, pseudo-BiS gear to quickly clear all content, then quit and wait for the next league.

Another point is about the storyline. Isn’t the plot a bit too drawn out? Have all or most players genuinely paid attention to the storyline? Is Path of Exile attracting players with its plot and cutscenes? I don’t think so. What players truly need is the excitement of dropping high-value gear, the thrill of疯狂 crafting gear and dominating endgame maps, the pride of gradually improving through their own efforts, and the sense of accomplishment from inventing an overpowered build with their intelligence. Not the frustration of struggling to reach endgame content, only to find after a few days that nothing in their stash has sold.

I fully understand that you’ve optimized various aspects like gear crafting and boss fights to accommodate more newcomers this league. But please consider this: When a new player finally enters the game, grinds non-stop to reach endgame maps, farms for several days, picks up many items they believe are valuable, lists them in their stash, and then finds that not a single item sells—what should they do? Continue farming or quit the game?

I believe that while there should be multiple ways to craft gear, it shouldn’t be formulaic. You must ensure the game retains a sufficient level of random excitement, like scratching a lottery ticket. The reason so many people love lotteries is the uncertainty—you never know when you might become the next millionaire. Path of Exile is a loot-based game. If the loot we farm isn’t treasure but rather junk that others can easily craft in their hideouts with minimal cost, then the motivation to farm loot loses its meaning.

Finally, I wish the game continued success and all players an abundance of high-value drops!
Thank you.



From someone who has struggled to even get mid-level equipment on previous "leagues", this post is both tone-deaf and opined with blinders on; not only to my experience but also to the majority of players who play this game. I haven't even reached the endgame yet due to various balance issues and people like you are already asking GGG to go back to a level of the system that only caters to the "elites" and people who have no other thing to do in their day but eat sleep and play games.

A player-driven "economy", in any game, is a mediocre aspect at best and detracting factor to the enjoyment of the majority at worst. Only a niche of the entire game's population enjoy it and only because they can exploit it so they can play their inner fantasies of being Bezos, Ellison, or Musk.

You're free to vote for what you want, so I will cast my vote against it. So what if ultra rares no longer cost thousands of divine orbs? So what if Divine Orbs are not actually being used for crafting? It was already ridiculous that crafting items are considered as "currencies" in a game. That just underscores that "crafting" is inequitable and only favors the very few.

GGG, please don't listen to players like this who just want to gatekeep content by any means that only a few can get to do.
Last edited by adam_law#9913 on Sep 10, 2025, 10:23:41 AM
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not only to my experience but also to the majority of players who play this game.


How do you know what "majority of players" want ? Everyone is in echo chambers, and most people enjoying the game are just not posting.

Most people posting are those who dislike many things, so people invested in the game try to counter-balance all those feedback by saying the opposite.

Steam & reddit forum are mostly bad, and i see many fan of D3/D4 and other "fair" (and fair mean "boring" to me) arpg here. But if per exemple i watch the french discord poe2, i see many noobs genuinely enjoying the game and just asking for help or tips.

I'm not a good player, and i agree that the craft is a bit overtune. I never get a good weapon in 0.1 & 0.2, and here i got my autocrafted +6proj +150% phys crossbow at mid tiers map. I don't even try to uppgrade when i have only T2 on it and a bad mod less requirement.


We need something in-between.

About the matter of storyline, i don't care about the story, but a good lore & story make the game art direction consistent, and give weight to the global atmosphere. I'm not reading a single line, but bosses cutscenes is what allow me to understand where goes the story.
Last edited by MykroPsykoz#6286 on Sep 10, 2025, 10:58:32 AM
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Another point is about the storyline. Isn’t the plot a bit too drawn out? Have all or most players genuinely paid attention to the storyline? Is Path of Exile attracting players with its plot and cutscenes? I don’t think so. What players truly need is the excitement of dropping high-value gear, the thrill of疯狂 crafting gear and dominating endgame maps, the pride of gradually improving through their own efforts, and the sense of accomplishment from inventing an overpowered build with their intelligence. Not the frustration of struggling to reach endgame content, only to find after a few days that nothing in their stash has sold.


Massive disagree. The campaign, even after several replays, is to me a much better experience than the endgame. I get bored once I reach endgame, and honestly would rather do the campaign again.

The thing I'm most looking forward to in the future is more campaign, more PC dialogue in act 1-3, and for them to just keep doing more of what they did with this patch.

I'm sure the endgame will be fun to me once they cook with it too, but this idea that the campaign is a boring slog that nobody wants to do is just patently false. I love it, and so do a lot of other people. With some clever design they could even make the campaign feel like a joy to replay even for those who usually only like endgame.

When the GGG devs say they will feel like they've failed if they end up needing a campaign skip to make players happy, I completely understand. Because it shouldn't be a necessity, it's possible to make a campaign that's fun and exciting to replay countless times. Other genres of games have accomplished that feat, there's no reason an ARPG shouldn't be able to do so as well.

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