Slow and punishing repetitive gameplay with a lack of build diversity.

TL;DR

Make general gameplay less punishing, more interactive, strengthening builds and diversifying. More optional difficulty scaling options in end game, making the game more accesible to players, with a wider scale of progression, in a way that is easier for developers to make small tweaks, and focus on finishing the the classes/ascendancies/game.






Personally I think this game has it's back is up against the wall with a lack of build diversity, only half the classes released and just one third of the ascendancies. There are many more issues that exacerbate this.

The one shot mechanics. There are many bosses that dont have clear visual telegraph for their one shot attacks, which in my opinion should also have a clear audible sound. I'm an ex MMO player and for me the biggest challange in a game is PvP, and the most toxic thing which all players despised were one shot mechanics. There is no challange there because you lost the interaction, now all the players switched to the one shot mechanic.

To my understanding this is counter intuitive to what the end goal of challange is, which is in the interaction. The game is too slow without stacking movement speed, so you're chasing stats on gear out the gate, yet the boss can delete you with one hit in the first two seconds of the fight. Not only that if you want to run 6 mods you also only get one portal. I just dont understand this in a game many people are playing 8+ hours nearly every day of their lives.

In end game uber content I can understand these mechanics, but it's forced into every part of the game play I find myself getting to the boss and rolling my eyes. I dont see how this can be inviting for new players.

There should be better optional difficulty scaling which helps strengthen builds performance creating diversity, and strengthens the economy by creating more diverse rewards and active trades, essentially making the game not only more accessible to new players but also opening up the field to more experimenting and in turn more balancing options.

Early access should be fun for the gamers and easy for developers to finish the game! This I think should echo into crafting, I like that orbs are more accessible, but its as if there needs more end game scaling options so that you can experiment with these orbs earlier on. It's as if they are there, but using them is out of reach, but this is also likely stemming from a lack of build diversity from what I can see.






TL;DR

Make general gameplay less punishing, more interactive, strengthening builds and diversifying. More optional difficulty scaling options in end game, making the game more accesible to new players, a wider scale of progression, while easier for developers to make small tweaks, and focus on finishing the the classes/ascendancies/game.
Last edited by Edwardsausagefingers#0710 on Oct 7, 2025, 9:41:03 PM
Last bumped on Oct 7, 2025, 10:12:41 PM
Update: installed POE1. Ran a map, dropped a divine and a fractured rare. Lost nearly all my health multiple times, didnt die. Everybody having fun in global chat. Uninstalled POE2.
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Update: installed POE1. Ran a map, dropped a divine and a fractured rare. Lost nearly all my health multiple times, didnt die. Everybody having fun in global chat. Uninstalled POE2.


First of all, i doubt that happened but it is possible. You must be running juiced maps?

Second, you will be back to POE2, exile. POE2 is the future and at some point POE1 will be too old and too much for devs to update.

Thanks.

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