PoE2 has already failed on what it set up to do before it even released.

"
Aulyx#1181 wrote:
"
Bosses hit like wet noodles when compared to before and they die ridiculously fast as well.


If bosses can hit us for over 50% of our HP, we should be able to do massive damage to them, as well.


That's the worst argument I've ever seen. What do you compare this with, a PvP situation? There's a reason they're called bosses...

It would be pointless to argue on this though, so instead I'll keep asking as I continuously see stuff like this on my timeline:

https://www.youtube.com/watch?v=QGbdzj2-Mxk

How is this Good combat, GGG?
"Sigh"
"
"
I don't understand the endgame.

My character is a cold/lightning sorceress. I blasted through the campaign in great pace with some challenge, and now I'm doing fully exalted T15s. The whole process of juic
[...]



Tips for citadels : go in straight line instead of looking for tower juicing

And about end game, it's the 0.4 focus



Yeah I'll try to go in a straight line. And I hope 4.0 brings something better.

I just don't see it. They can't fix the combat and maps without pissing off all the people that grew up on playing blasting arpgs. We'll see.
"
Sadly, one of the main reasons PoE2 was made is almost no longer there. What I'm talking about?.. Good combat.

The little challenge that was there initially, at launch, has been gradually removed to the point where you can no longer die from mistakes you make almost at all... nothing feels like a challenge anymore. Bosses hit like wet noodles when compared to before and they die ridiculously fast as well. And it's just 0.3. Shockingly, I still see people complain about difficulty which is the most insane part to me.

The slapped together PoE1 endgame, as admitted by the devs themselves, is what's gradually becoming the norm and seeping more and more into the rest of the game instead, which is really sad. As you can see with abyss as more density and more enemies are added, gradually turning into the same overcrowded with mobs landscape just like in PoE1.

Funny enough, the same people that ask for visual clarity, are also those that asked for PoE2 to become more like PoE1... and that's exactly what they're doing... very ironic. You'd think that they'd figure out that screens of enemies equal in less visual clarity... but nope.. not in their heads.

"Good combat involves some level of challenge" - said Jonathan Rogers once ... And so I am here to ask you, where is that challenge now?

Just look at all the statements here:

https://www.sportskeeda.com/mmo/path-exile-2-more-difficult-than-first-game

https://maxroll.gg/poe/news/pax-west-path-of-exile-2-interview-with-jonathan-rogers

Moreover, the one thing that you sought to fix as well with PoE2 was melee... and guess what, you failed to do that as well for the same reasons... when combat becomes irrelevant and speed becomes king, you end up with the same issues PoE1 had, regardless of how fancy the melee skills look or feel. They can't compete with what becomes relevant in a game with speed and screen clears as it's priority... contagion, minions, the power of a lot of other ranged skills in general and so on...

The only thing that would make it able to compete is if it were to clear 3 screens with one tap or teleport and one tap screens of enemies instantly... and guess what... that doesn't make for good combat even if it did... and even much less feel like you're playing a melee character.

You've managed to hit two birds with one stone.. both good combat and melee took a backseat. Oh well.. actually three if we count visual clarity too.

It's no coincidence that PoE has always had low player retention.. when the combat isn't good, after you finish the campaign there is essentially no reason to continue playing. You're either wiping everything you see or struggling and dying if your build isn't working, because there is no combat to engage with by the time you reach endgame.... it's more of a stat check then anything else. Do you have all the "more" multipliers required, do you have the screen clear capabilities so you don't get hit by 200 monsters at once? And so on.

Overall, disappointed with the direction/path you took in the end, at the pressure of PoE1 community and toxic content creators.





I agree with you bro. Some poe1 players do not like to play a game. They want to do campaign in 2h, they want easy trials, tons of loot, and they want every build or idea to work. Sometimees i wonder if they wouldd be happy with starting the charactere at lvl 100 with 100 divines to start with, and the option to auto farm maps offline.

Have you ever saw fubgun farming endgame in poe1. He keeps the ''overlay map'' open all the time, moves so fast and with so much visual clutter that he does not see anything in the screen. And his only concern is '' i need to do 40 maps an hour, so i need to finish this map in 1min and 30s''. This is the concept of fun those poe1 players have. And, they usually farm the same single map hundreds of times. These people are sick
Last edited by zepberonha#9748 on Sep 12, 2025, 7:54:46 AM
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Yeah.. pretty much.. the moment I heard them introduce minions in their teasers I knew it will be a make or break moment by the way they would be implemented. Aside from that they've also made them scale in the exact same boring way as in PoE1 where everyone essentially has to go for the same nodes instead of making them scale in some way with your own stats and balancing things accordingly if you use them.


going for the same nodes is dumb.

know whats dumber?

every single minion player wants and needs the same thing. +minion level. literally nothing else matters outside of the dumb spirit resource to have them summoned to begin with.

there is a reason dialla's desire is one of the only new supports that is worth 30 divs and the rest are worth transmutation orbs.

it is because there is nothing more important, than minion+ level, or reduced reservation/more spirit.

as a minion player, literally, everything comes after minion level+, spirit, and minion dmg... after those 3. is literally... everything else.... in that exact order.

this problem is made worse, by the whole playerbase knowing it, and extorting as much div's as possible from all of the minion players for their pidgeon holed gearing choices.....

which boil down to:

resistances.
ES.
+minion level.
+spirit.
+minion dmg/attack/cast speed.

which on many and almost all pieces, have to have ALL OF THEM ON THE SAME ITEM. (or might as well be all of them)

so excuse the minion players, for only playing the op screen clearing i hate party'n with minion players annoying visual effects spectres.

they are actively screwed over by the devs, the playerbase, and the economy. every season. on both games. without fail.

there is no such thing as a 'budget minion build'

it is you either have a good minion build, or you dont. and it is tied to if you have +30 or more..... minion levels. or you dont.

and the only way to bridge that gap of dmg... if you dont have 30+ levels. is to use a handful of spectres/minions, that are so visualy terrible to play, that they cause CPU issues, and make it so you and your party will die constantly from not being able to see your left foot.

its shit.
it was shit in poe1.
its shit here.

and it isnt going to change.

the chance to do that was about 1 year ago poe2, after LE spanked them over the bottom with actual, good, minion gameplay, controls, and gearing.

Last edited by Innuendos#5095 on Sep 12, 2025, 8:55:47 AM
Would have loved for this game to become its original vision and have slower and combo based combat and all that but its too late now.

The biggest mistake they made was calling the game Path of exile 2.
Just the name in itself sets automatic expectations for people how the game should be. People cant seem to understand that poe1 and poe2 is not the same game.

They could have called it anything else and would automatically have had more freedom.

Another thing that is a problem for the slower and more impactful combat is the mob design. it doesnt feel good or work having to roll trough multiple skills when in under a second we are swarmed by 100 mobs that are 3 times faster than us.
We simply dont have the time to combo. as it is now theres even situations where if we have cast time on a skill we cant even get them off due to having to constantly dodgeroll or get oneshot. The game seems designed for 1-2 button screenclears and its getting dumbed down and easyer over time as patches roll out.

The original idea was cool. the execution of it failed....
"
Iska#3079 wrote:
Would have loved for this game to become its original vision and have slower and combo based combat and all that but its too late now.

The biggest mistake they made was calling the game Path of exile 2.
Just the name in itself sets automatic expectations for people how the game should be. People cant seem to understand that poe1 and poe2 is not the same game.

They could have called it anything else and would automatically have had more freedom.

Another thing that is a problem for the slower and more impactful combat is the mob design. it doesnt feel good or work having to roll trough multiple skills when in under a second we are swarmed by 100 mobs that are 3 times faster than us.
We simply dont have the time to combo. as it is now theres even situations where if we have cast time on a skill we cant even get them off due to having to constantly dodgeroll or get oneshot. The game seems designed for 1-2 button screenclears and its getting dumbed down and easyer over time as patches roll out.

The original idea was cool. the execution of it failed....


As i always say, the worst thing about poe is the small and loud group of poe1 players who watch streamers doing insane stuff and end up needing to finish the game in 4 hours if whatever skill they try out. They dont even enjoy the game, they literally measure their fun by maps per hour and divines per hour. They dont even see the screen while they play
"

The little challenge that was there initially, at launch, has been gradually removed to the point where you can no longer die from mistakes you make almost at all... nothing feels like a challenge anymore. Bosses hit like wet noodles when compared to before and they die ridiculously fast as well. And it's just 0.3. Shockingly, I still see people complain about difficulty which is the most insane part to me.






The advice to try SSF is actually very good option, if you feel your build is too powerful. Because in SSF your power will be crippled so much, you will actually spend a time to kill even way smaller monster packs than you do in trade league... And very soon you will see how boring and frustrating it is.
Last edited by JEE_ZUZ#0982 on Sep 12, 2025, 11:01:55 AM
People in this forum complaining you have to walk backwards sometimes.

like guys yes you have to care about positioning.

on a scale from getting dark souls to not getting dark souls we are very much not getting dark souls.
Last edited by Cult_of_Resine#3258 on Sep 12, 2025, 11:00:28 AM
This is an incredibly stupid post.

Not even released yet.

Still in beta.


Still being iterated on.


Yet "It failed what it set out to do."


It's still in active development, and how would you know, are you in on the dev meetings?


[Removed by Support]
Last edited by Lachlan_GGG#0000 on Sep 12, 2025, 11:18:28 AM
PoE2 is fail if we talk about casual player group. It looks like GGG completely lost with idea for whom this game is designed.
Creating Souls ARPG with brutal mechanics (crafting, combat, penalty) is really rare today and risky business.

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