My feedback after playing 200 hours in 0.3
First of all i would like to shoutout for dreamcore here is link for his video
https://www.youtube.com/watch?v=dcFLnJru55M i will write a little more or less in details about the content of this video as my first topic will be about rairity ------------------------ Item rarity in PoE2 is currently too powerful and feels mandatory for good loot progression. Players are forced to prioritize rarity on gear, often over offense, defense, or build synergy. Builds without rarity suffer dramatically reduced currency and item drops, making progression much slower. This limits build diversity and punishes creative or niche builds that can't afford rarity mods. Crafting systems make chasing rarity even riskier, as you can easily ruin good items trying to add it. As a result, many players feel forced into specific "rarity builds" to stay competitive or make progress. The economy suffers too, as those with rarity snowball faster, causing imbalance and inflation. Community feedback strongly supports changing this — common suggestions include moving rarity off gear, adding soft caps, or shifting loot bonuses to map systems. Overall, the current rarity system undermines buildcraft, balance, and the core fun of loot hunting in PoE2. I think that's summarize my points on rarirty --------------------------------------------------- General Feel & Gameplay The game finally feels rewarding — loot drops are better paced and more satisfying. Combat is snappier and smoother; enemies feel dangerous but fair. The overall pace of progression has improved without feeling rushed or grindy. Builds feel a bit more viable across the board — more freedom to experiment. ------------------------------------- Abyss System (New in 0.3) Abyss is a great addition — fast-paced, exciting, and well integrated into zones. Rewards feel worthwhile without being over-tuned. It helps break up map monotony without slowing you down. Love how Abyss adds an extra risk-reward layer without needing heavy prep. --------------------------------------------- Loot & Economy Currency drops feel less starved — even without full rarity stacking. Upgrades feel meaningful again, not just minor stat bumps. Crafting feels more approachable (even if not perfect yet). ------------------------------------------------------- Tower Defense (from 3.1 update) Removing tablets from towers is such a good move — less clutter, more action. Towers feel more focused now, and you can concentrate on actual gameplay. Feels less like busywork and more like progression. -------------------------------------------- Endgame Feels Shallow Right Now Once you’re juicing T15 maps, the game starts feeling too easy — there’s no real pressure or sense of challenge after a certain point. There’s not enough variety in endgame encounters or scaling mechanics to keep things fresh. Deadly Bosses are a cool idea on paper, but after investing 5+ maps just to unlock one, they feel underwhelming and unrewarding. The effort-to-reward ratio on Deadly Bosses is way off — the boss fights don’t drop anything special, ----------------------------------------------------- Atlas Tree Needs More Depth Outside of stacking map difficulty and juicing explicit modifiers or shrine nodes, the atlas tree is underwhelming. Many passives just don’t feel impactful, and you’re often picking the "least boring" option rather than something exciting. There’s potential here, but it needs way more variety and build-defining choices to make it interesting long-term. ---------------------------------------------------- Tier Bosses Become Trivial Even T3 bosses start feeling like a joke once you have a solid build going. There’s no sense of scaling intensity in boss mechanics — they go down too fast or feel too simple. Would love to see bosses scale more with your progression (gear, tree, map level, etc.) — maybe even via an opt-in system like invitations, boss keystones, etc. also 95 of the uniques they drop is meh. ---------------------------------------------------- Let’s Talk About Warriors — Ascendancies, Slams, and Why It Feels Like GGG Forgot This Class I’ve been a Warrior main since day one — I love tanky melee characters. But right now, Warrior is in the worst shape it’s ever been, especially when compared to classes like Blood Mage or Ritualist. ------ Warrior Ascendancies Feel Underwhelming Let’s start with Titan — to unlock Hulking Form, I need 20 inventory slots. Meanwhile, Ritualist picks a small node and gets debuffs like ele res or spirit and he GETS + +1 ring slot right away. Their 2nd notable is completely insane: “Increase bonuses from equipped rings and amulets by 25%.” That’s massive. Compare that to Titan — I finally unlock Hulking Form and… the bonuses are weak. Slam Aftershock and Ancestral Boosted effects are nearly useless. The payoffs just don’t match the investment. Smith of Kitava is even worse — it’s not clear what role this ascendancy is supposed to fill. It feels like a filler pick or meme option. The only Warrior ascendancy that feels truly good is Warbringer. I love it. Great tanky notables, solid block chance, and great armor scaling. But even then — the class suffers from one major problem… -------------------- Slam Skills Are in a Bad Place Slams are the Warrior’s core identity — but right now, they feel awful to play: Leaping Slam: Slow, clunky, bad clear. Rolling Slam: Long wind-up, tiny AoE. Feels bad even when fully charged. HODG (Hammer of the Gods): My favorite skill — but being stun-locked behind enemies makes it situational. Still, it’s the only one that feels satisfying. Supercharged Slam: Disaster. Charging to Stage 3 takes forever and the damage doesn’t even justify it. Stampede: Why do I need to not hit enemies to go full distance? It’s an engage/clear skill — why does it punish me for doing damage? The result? Even Warrior players are abandoning slams for crossbow totems, because it’s the only way to make the class feel powerful. That should tell you everything. --------------------------------------------------- The Bigger Problem: GGG’s Design Philosophy It feels like GGG is afraid to let players have fun with simple, powerful builds. Why does Firebringer need five buttons to function properly, while another class clears with one button and does more damage? Statistically, every league, the most played builds are 1–2 button builds — and it’s because they’re fun. People like to feel powerful, clear fast, and not wrestle with a piano to enjoy the game. Instead of nerfing strong builds, buff the weaker ones. Let every class have powerful, viable options — and let people decide how they want to play. ---------------------------- Please Give Warriors a Chance Rework or buff Titan — Hulking Form isn’t worth the effort right now. or just remove it if u are dat affriad that ppl gonna abuse it . Fix Slam Skills — increase damage, reduce animation locks, make them flow better. Simplify builds — let us enjoy strong builds with 1–2 buttons if we want. Add Life nodes on the Atlas Tree, especially for Warrior-focused builds. Witch/ES builds get theirs — why not life builds? I don’t want to abandon Warrior. It’s my favorite class in PoE2. But right now, it feels like no one on the dev team has seriously played it. Please — give Warrior some attention. Try to actually play a slam build and see if it feels good. I don’t think it does. Let players have fun. Let them be powerful. That’s the whole point of ARPGs. Last bumped on Oct 6, 2025, 5:28:04 AM
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" I might agree with some of your points, but I disagree with the need for Warriors to get any stronger. I think Warriors are in a very good position this season. Damage-wise, they're already doing well. (Wait, since you mentioned everything being easy, that means Clear's speed and boss damage are excellent.) Armor's ability to defend against elemental damage has also been added. OP is trying to deify the Warrior even more. I think making the entire game easier or harder by playing a single class is a very bad move. It seems like you're not entirely sure what you're asking? Some of your statements contradict each other. |
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It’s funny how people dislike rarity and are saying it’s forcing people to do this. Both you and Dreamcore sound ridiculous to me.
I’ve played without any rarity on my gear and have not had any trouble with loot or progressing. So dont make sweeping statements and say players can’t do this or that as if you speak for all of us. You just latch onto an idea that you don’t like, but the reality is, its not actually forcing anyone to do anything but consider their gear progression. It’s just like the 6mod requirement argument, that we’re forced to play 6 mods to get the best loot. People complain they can’t run them and fail to realise they’re the ones imposing this on themselves. Last edited by HowToGusta#6151 on Oct 6, 2025, 4:45:40 AM
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" +1 |
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" hi sorry if i wasn't clear it's my first time posting feedback i did play warrior but the character i cleared the game on is bloodmage since warrior slams felt so bad i am not saying the warrior is weak in terms of defense but he lacks skills that feels good to clear with like ppl play leapslam it's clunky af or volcanic fissures is the only viable build in my humble opnion i am not here to say warrior is weak it feels bad to play warrior with slams that's my whole point stampede , leap slam , rolling slam , stuff like that |
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" hello while i like the concept of rarity i don't disagree with ur opnion that if u play without rarirty u will progress u will get currency as fine but the idea of playing in trade while u are being left behind dosen't feel that good at least to me i was giving my humble opnion to the devs if they ever see the post and that's about it not like i am whining the game is bad or not like the rest of forums i feel like that rarirty should be avaliable as out sources like scraps in poe 1 or atlas heavy invesment idk the right idea |
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" Okay, okay. Warrior has great potential in the endgame, I recommend you try it. You just need to be patient. As for other things, Warrior is currently missing because he usually has to use a mace or a hammer. Other weapon sets haven't been added to the game (I think it would feel even more awesome when axes and swords are added). I hope you'll be patient and give it the opportunity to change and play different builds. I test 3 or 4 characters in each league. Each one has a special meaning for me. I recommend it. |
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