"PoE2 deserves BETTER!" - Neversink's take was based.

"
I think this point is moot and the reason is very simple. When you make a build you are not making a build thinking, I have A and B skill for this and then I have C for this situations and the I have D for another situation. That's not the point of the build or of the game when you boil it down to it's core. The point of the build is to crush everything, after all it is a power fantasy like most games are and anyone saying they want this combos and this dance between player and monster is just deluding himself.

Let's make a mental exercise here just to see if I'm right or wrong. In PoE 1 a lot of people in the past said the game was easy and it became lot more hardcore than it was in the past but these same people keep saying the same, however the moment you nerf what they play which often is the most broken thing quite possibly with abusive interactions or even bugged interactions, they get mad. If they wanted a harder game, why not step away from the meta, heck go with bad skills and don't use broken stuff. Wouldn't that fix it? But they just go from the most broken meta build to the next one and complain it's easy.

Same thing in PoE 2 with people saying they want all of this tactical combat and having to do combos and having to dodge and kite. Then they grab the most broken one button build that needs none of that and complain.

People have the tools to get exactly what they want, refuse to use them and then complain the problem is the game. The bigger question though, is why? Are these people insane? No, far from it in fact. At it's core and ARPG is a game where the single driving goal is to crush everything as hard as you can as easily as you can and get loot, then get more and more powerful. It is a power fantasy and without that element of power fantasy it's not fun. If you are not playing an ARPG and going straight for what the core game play is meant to be you are not going to have fun. Problem is that by wanting something a little different they don't even understand that they don't want what they are asking for.

Does PoE 2 deserve better? Absolutely, there are plenty of questionable design choices but the fact that one button builds and just become and unstoppable powerhouse is the goal is not a problem. That is a goal that the core game play mechanics of the genre.

What people really need is to learn to stop and really take a minute to introspect on these things and get to the root of what is causing these dissonances.

No it's not.
That's when the game ends, because I have no reason to get stronger, because I'm already lawn mowering the screen.

I have played D2 for over 2 decades and never had a character strong enough to do that in Hell Cows / Baal Runs / Chaos Sanctuary.

That is thousands upon thousands of hours of the game never being a loot pinata vampire survivors clone.
Would I eventually turn the game into a lawn mower simulator if I farmed for thousands of hours? Sure.
Is that the "end game" of a D2 character? Sure.
Do you start the game doing that? NO.

I don't know why modern ARPG games think that the game is supposed to immediately start with you as a God, because it's not. Any game that does that has failed at designing their game and taken an easy out (not having to actually balance or play test their game, not having to actually design creatures with real spells and abilities that are threatening, etc).

Is this just people being accustomed to AAA games that are mass produced yearly slop cutting as many corners as possible just to get the next big release? I think it is, honestly.

The game should not become this lawn mower simulator until you are hundreds and hundreds of hours into your character. it CERTAINLY should not be happening before the campaign even ends - which is is the case in every modern ARPG and a massive failure in game design. I'd be embarrassed as a game developer if players were Gods before even finishing my campaign, honestly.
Last edited by ShiyoKozuki#4168 on Dec 10, 2025, 2:58:39 PM
"
Not quoting the whole thing so we don't have huge walls of text.


I believe you probably misunderstood some of the things I said or possibly how I meant them so let me go over this quickly.

When you say you argue players build with abilities in mind for specific situations you are right that there are very rare cases it happens but it is very rare. It used to happen more in the past but these days it's very rare because no one wants to press more keys or do gem swaps.

Now you are also correct that the reason it isn't done is because the game is not made to force players to do that however the reason why the game isn't balanced that way is because if you do that, how many people do you think you'll have playing? It would just be a repeat of 0.2 or worse and that is because it works against the core concepts of the genre.

When I spoke about efficiency I don't mean currency per hour or how fast you clear a map because there is more involved than the build like for example, the person behind the keyboard. What I mean by efficiency is how fast do you kill enemies and how simple it is to kill said enemies. In this case, a build that uses a single skill to deal with everything and which would kill what is on the screen by simply clicking once is the efficiency that people want because it builds towards the power fantasy.

Speaking of the power fantasy and core concepts, you are right that progression exists but let's take a look at how the ARPG were, and how they are now because you see how it is evolving. D1 was much slower and methodical, you had this kind of dance to a degree and while it was well received, it was the first steps of the ARPG. As we moved forward we had the game evolve but it always evolved towards getting faster kill times, more loot explosions and so on. This is not to say there weren't ARPGs that tried to do it differently, but anytime a slower more methodical one appeared what happened? For the most part it went into obscurity because people didn't want that in an ARPG, it went against the core concepts.

PoE for that matter was the first ARPG to improve upon it. Really give power and efficiency to the players and why it became the top dog of ARPGs. Some might say D4 is the top dog if we're talking about sales alone but they live off their name, not the quality of the product they present much like WoW lives off it's early success and not of what it is today.

So the evolution of ARPGs has already shown us that the way forwards is not slowing down, it's not taking your time, it's not having a dance. The way forward is make sure the game is about blasting through enemies, getting loot and getting stronger. I will however agree that generally speaking this only goes so far as the point of trivializing the game, after that gaining power feels meaningless and that is why pinnacle content exists, so that power gain never feels meaningless even though I personally do not care for pinnacle content.

Now for a few extra points. People don't just think from the perspective of how things affect their loot acquisition, it factors in of course but it's never the solo reason. Most players don't even play very fast and efficiently even if the build itself is efficient but the build being efficient is important because the fun, the enjoyment that comes from playing the game is impacted by whether or not you feel like you are the main character (it is a power fantasy after all).

Also your exaggeration to prove the point that simply click generate currency, click kill the entire map is not a good while it is the most effective is correct and that is because at that point you aren't playing a game anymore. The point is still to be effective at killing and feeling the power fantasy from destroying everything with a click but you do have to be present to witness your action upon others for it to feel real, however it doesn't changes the fact that you do need to be killing the enemies like they were insects, vermin to be crushed under your boots. Again, it's a power fantasy and a power fantasy isn't without the power element.

As for having to work for your power vs being given the power this is probably a debate for ages which 30 different people will give 30 different answers as it is a lot more nuanced. The question here is, at what point is power worked for and is power given? To you, maybe power worked for is you having to have a hard time dealing with enemies for a month having to do the dance until you finally got to the point where you blast them. For me the idea of working for power is less about how fast I kill enemies in a map and more about how fast I kill a boss. Destroying everything in a map fast is very important in these games, you may consider it power given but I don't. Map enemies should provide some threat, not annoyance and them refusing to die or requiring a tango to die is annoyance not threat. This is why monsters still manage to attack even with the insane clears we can get and they can also kill your character but overall the threat posed by them should be relatively low because once more, power fantasy isn't without power. Bosses are where you truly measure power that has been acquired in how fast you kill them and how well you survive.

All in all, I don't believe too much in the idea that power is given. Your power comes from your level ups which you worked for by killing enemies and from your gear which again you worked for by killing your enemies. Given power would be if you could just decide to spawn at level 100 and spawn in any gear you want. Even in the worst case scenario where enemies are a joke that pose no threat regardless of what they do, if you have to put in the time grinding to get more power you are still working for it but of course, I'm not saying it should be so. With that said however, PoE 1 had the best player retention rate when players had the most power just from leveling and even map starting gear was enough to beat almost all content in the game back 5 years ago so it does goes to show that a game towards the easier side is also more popular than towards the harder side because the power fantasy is present,. it just means its available to more people.
"The heavens burned
The stars cried out
And under the ashes of infinity
Hope, scarred and bleeding breathed it's last."
ARPG's have not evolved, they have de-evolved since D2.
This current iteration of ARPG's is the worst yet, and they only continue to get worse.
This genre had POE2 as it's savior and GGG failed. They just regressed back into a slot machine simulator like all the rest.
Last edited by ShiyoKozuki#4168 on Dec 10, 2025, 3:31:47 PM
"
"
I think this point is moot and the reason is very simple. When you make a build you are not making a build thinking, I have A and B skill for this and then I have C for this situations and the I have D for another situation. That's not the point of the build or of the game when you boil it down to it's core. The point of the build is to crush everything, after all it is a power fantasy like most games are and anyone saying they want this combos and this dance between player and monster is just deluding himself.

Let's make a mental exercise here just to see if I'm right or wrong. In PoE 1 a lot of people in the past said the game was easy and it became lot more hardcore than it was in the past but these same people keep saying the same, however the moment you nerf what they play which often is the most broken thing quite possibly with abusive interactions or even bugged interactions, they get mad. If they wanted a harder game, why not step away from the meta, heck go with bad skills and don't use broken stuff. Wouldn't that fix it? But they just go from the most broken meta build to the next one and complain it's easy.

Same thing in PoE 2 with people saying they want all of this tactical combat and having to do combos and having to dodge and kite. Then they grab the most broken one button build that needs none of that and complain.

People have the tools to get exactly what they want, refuse to use them and then complain the problem is the game. The bigger question though, is why? Are these people insane? No, far from it in fact. At it's core and ARPG is a game where the single driving goal is to crush everything as hard as you can as easily as you can and get loot, then get more and more powerful. It is a power fantasy and without that element of power fantasy it's not fun. If you are not playing an ARPG and going straight for what the core game play is meant to be you are not going to have fun. Problem is that by wanting something a little different they don't even understand that they don't want what they are asking for.

Does PoE 2 deserve better? Absolutely, there are plenty of questionable design choices but the fact that one button builds and just become and unstoppable powerhouse is the goal is not a problem. That is a goal that the core game play mechanics of the genre.

What people really need is to learn to stop and really take a minute to introspect on these things and get to the root of what is causing these dissonances.

No it's not.
That's when the game ends, because I have no reason to get stronger, because I'm already lawn mowering the screen.

I have played D2 for over 2 decades and never had a character strong enough to do that in Hell Cows / Baal Runs / Chaos Sanctuary.

That is thousands upon thousands of hours of the game never being a loot pinata vampire survivors clone.
Would I eventually turn the game into a lawn mower simulator if I farmed for thousands of hours? Sure.
Is that the "end game" of a D2 character? Sure.
Do you start the game doing that? NO.

I don't know why modern ARPG games think that the game is supposed to immediately start with you as a God, because it's not. Any game that does that has failed at designing their game and taken an easy out (not having to actually balance or play test their game, not having to actually design creatures with real spells and abilities that are threatening, etc).

Is this just people being accustomed to AAA games that are mass produced yearly slop cutting as many corners as possible just to get the next big release? I think it is, honestly.

The game should not become this lawn mower simulator until you are hundreds and hundreds of hours into your character. it CERTAINLY should not be happening before the campaign even ends - which is is the case in every modern ARPG and a massive failure in game design. I'd be embarrassed as a game developer if players were Gods before even finishing my campaign, honestly.


"I have played D2 for over 2 decades and never had a character strong enough to do that in Hell Cows / Baal Runs / Chaos Sanctuary."

Lol, then what were you doing. This is clearly a you issue.
"
ARPG's have not evolved, they have de-evolved since D2.
This current iteration of ARPG's is the worst yet, and they only continue to get worse.
This genre had POE2 as it's savior and GGG failed. They just regressed back into a slot machine simulator like all the rest.
You could like, just play D2.
"
Evergrey#7535 wrote:
Yep.
It feels like they are updating player to work in the Vision-environment, but real environment is just pasted from poe1.

That creates a dissonance in receiving of how game should work. And that makes the community so damn split.
If monsters and overall environment would be closer to the vision and not poe1, the players would get the direction easier and wouldn't be so polarized.
Those who try to make poe1 out of poe2 are just confused by that. They got an impression that poe2 is poe1, so they spam with feedback around that.

Rework the environment, so characters would feel more like they belong there.


I remember QA with Mark/Jonathan (I believe it was Ziz) asked them why not make monster slower so the players are actually able to do the combos. They said making monster slower is out of the question.
"
"

There is no need for you to debunk anything because there is nothing to debunk. If you don't want to be honest with yourself and stop to think about it for a moment that is your problem, I am not losing any sleep over that. That being said this is the reason GGG will never cave in to people who ask for unreasonable things like that. They give you tools to do what you want but it's up to you to use them and fact is, they remain unused.

It's nothing personal. I think he's simply tired of responding to the same points that keep recurring. I'm willing to respond to the points you've made because your tone is considerate and far more constructive than what is often seen here.

Just keep in mind that I'm not responding to be obstinate, but to give you a clear sense of my perspective. I'll keep my answers concise, so please don't mistake brevity for dismissiveness. If any particular point seems unclear, interesting, or objectionable, let me know and I’ll expand on it.

"
I think this point is moot and the reason is very simple. When you make a build you are not making a build thinking, I have A and B skill for this and then I have C for this situations and the I have D for another situation. That's not the point of the build or of the game when you boil it down to it's core. The point of the build is to crush everything, after all it is a power fantasy like most games are and anyone saying they want this combos and this dance between player and monster is just deluding himself.

You consider the topic to be moot because players do not currently construct their builds with situational skills intended for responding to different scenarios, and you argue this is because the ARPG genre is defined by power fantasy. Lastly, you characterize Neversink and others as delusional for wanting a more tactical 'dance' with monsters, though I'll have you know some of the best dancers I've met are monsters. 🕺💃

You make 2 distinct points here.

Players do not build characters with multiple situational skills intended for different scenarios.
I would argue that in fact, players do this. But it's uncommon enough outside of the standard clear Vs single target setup that has always existed in PoE1, so we'll put that aside for the more important answer.

The reason players do not currently do this, is because the game is not balanced correctly for it. You see, we're not making a descriptive statement about how the game currently is, which I agree with you on. We are making prescriptive statements about how we would like the game to be. Right now it occupies a point somewhere between PoE1 and where we would like to see the game in terms of combat.

It is of course possible to attempt making a 'situational' build, but it is completely impractical. The incentive structure dictates what the meta becomes, and in a loot-based ARPG, that incentive will tacitly be getting loot as efficiently as possible for most people.

But notice how the incentive of the game (the goal) is not the same thing, as the process for getting there. Players will ignore considerations for the process, i.e. how much fun they are having, in favor of being as efficient as possible in order to achieve the goal.

This is the reason why most players play an efficient build. Not because, due to some stroke of luck, the most efficient possible builds just happen to be the most fun to play; but because efficiency is king. Players will always strive for efficiency, and that is impossible to change. And the most efficient way to play PoE, is to create a build which handles all content seamlessly, by reducing all the game-play down to as few skills as possible, which can by-pass any aspects of combat which would complicate their efforts, and to clear the screen of enemies before those enemies have a chance to make their mechanics relevant.

This is of course a generalization. But an accurate one, and we always speak of these things in generalities.

Now, I personally do not consider distilling the game-play down to the use of one skill for the purpose of homogenizing all combat encounters, to be good from a game-play perspective. And that is not saying anything about the great systems and mechanics in the game, the fun players have grinding for loot, or the experience of progressing a character and having them feel more powerful. Those things are all separate from the actual combat encounters, and they all would exist within a different balance that allows more interesting combat. It comes down to which you prefer as an individual. I and others like me, would like to see something different from the PoE1 that we've played for so long, and take a new direction with something more interesting.

The true purpose of a build in ARPGs is to dominate and kill everything efficiently. The genre is fundamentally a power fantasy.
So this is both an appeal to definition, and an argument from tradition. I want to impress upon you why this is not convincing, because this is a reoccurring argument that I've come across several times a day lately.

There are two problems with it.

1. At what point in time are you selecting this definition from, and on what basis are you selecting this definition.
ARPGs have not always been in the state that PoE1 is. It has evolved over time, and I see no reason why the 'buck' should suddenly stop here. Take a look at the origins of the genre. Have a look at Diablo 1 from the 90s. At the time, these would have been the common consensus of what an ARPG is.

You might correctly point out that ARPGs have changed, and made progress in many respects since then. That the genre must be allowed to evolve from where Diablo 1 was in the 90s. If that's the case, then you can understand why appeals to definition are not convincing. And that evolution, is exactly the case we are trying to make.

2. There are aspects of your definition which are not exclusive to AoE clear, and are not only compatible with engaging combat, but desired, and in some ways more pronounced.
You described ARPGs as a genre containing power fantasy and efficiency. Those are not exclusive to AoE clear. In fact I would argue that both of these are more pronounced with engaging combat. This perspective requires some explanation.

Efficiency:
No matter where you set the ceiling in terms of clear speed, it does not define the level of efficiency and refinement the player has to engage with. And I do not confuse the experience or process of honing efficiency, with the objective metric of 'time' in determining efficiency.

The process of seeking efficiency, depends upon complex interactions and problem-solving to optimize strategy. The objective measure of efficiency, is nothing more than div/hour. The objective measure is effectively meaningless, because efficient acquisition of loot, or XP, or whatever your goal is, is an independent variable that can be adjusted separately from your optimization. (i.e. they can just jack up the numbers)

Here's an example of 'ideal objective efficiency' in a game: You have a character with 5 million inc AoE and 10 million damage. They can clear an entire map without stepping away from the portal. In addition to this, you can enter your inventory, where you will find a button labelled "generate divine orb", which you can click as many times as you like. This is peak efficiency in loot acquisition, but it is not the kind of efficiency I (and hopefully you) care about. The kind we care about, is the process of becoming more efficient, especially compared to the standard set by ourselves and other players.

Power fantasy:
This is the part that involves the most explanation about perspective. I am the type of player, that believes "power earned, is better than power given". I enjoy when a game is difficult, and kicks my ass for a while early on. It makes the experience of becoming powerful later on more fulfilling, as opposed to having always been powerful from the start.

Now, with that in mind. It's my opinion, that progress in power ceases to be meaningful once you reach a point in character progression where you are already trivializing the content. You may disagree, if you believe that your sense of power fantasy involves shaving time off of your map clear. But for me, a large part of the power fantasy, and the experience of progression, comes from how we measure our character relative to the monsters we are fighting, and to have that progression in power have an impact on combat in a tangible way, beyond exceeding 'over-kill damage' inflicted on the monsters that are wiped from the screen before I can tell which monster they were, or what mechanics they would have used.

---

My reply has gone on longer than I expected so I'll briefly touch on two more points that you make below. I can go into more detail later if you wish, but I don't want this reply to get much longer.

"

Let's make a mental exercise here just to see if I'm right or wrong. In PoE 1 a lot of people in the past said the game was easy and it became lot more hardcore than it was in the past but these same people keep saying the same, however the moment you nerf what they play which often is the most broken thing quite possibly with abusive interactions or even bugged interactions, they get mad. If they wanted a harder game, why not step away from the meta, heck go with bad skills and don't use broken stuff. Wouldn't that fix it? But they just go from the most broken meta build to the next one and complain it's easy.

People get mad about nerfs, because they experience these nerfs through a narrow bandwidth of how it will impact their goal of loot acquisition personally, and not from a perspective of overall game balance. It's that simple.

If you gave players the "generate divine orb button" in their inventories, and then took it away, there would be a subset of the player-base who would be vary vocal about it.

And if you belonged to the part of the player base who agreed with the removal of this meta-defining loot acquisition button, but they reintroduced it to the game, you very likely would be one of the players participating in using it, even though you recognize that it isn't good for the game. Why? Because it's objectively superior to other methods of loot acquisition. Not because you find it the most fun way to obtain loot.

I created a thread a few weeks ago about this very topic, why the majority of players play AoE clear here: https://www.pathofexile.com/forum/view-thread/3879773

If you want me to go over the rest of your response let me know. But this is enough for now. Thanks for your message. Cheers.


My king
"
vexorian#9572 wrote:
"
ARPG's have not evolved, they have de-evolved since D2.
This current iteration of ARPG's is the worst yet, and they only continue to get worse.
This genre had POE2 as it's savior and GGG failed. They just regressed back into a slot machine simulator like all the rest.
You could like, just play D2.

You could like, just play the other 8 blow up screen slot machine simulators.
D2 is old, I want a new game.
Why am I not allowed that but you're allowed to have an entire genre of the EXACT same game?
Last edited by ShiyoKozuki#4168 on Dec 10, 2025, 9:40:31 PM
"



Hey, thanks for the reply. 😊
You explain your points very clearly, and I appreciate that.
And yes, don’t worry about using quotes if the context isn’t needed. I followed along just fine. It may be a little while before you hear back from me since the new league is about to start, but I’ll try to keep this response brief. I’m enjoying the discussion and respect how you’re explaining your position.

The main themes of your reply involve (1) your view that PoE is popular because of how it balances player power to achieve power fantasy, and (2) your definitions of efficiency and power fantasy themselves. So I’ll stay focused on those two topics.

Path of Exile is popular because of how it is balanced
This is a recurring theme in these discussions, and it is not an especially effective way to evaluate the merits of one gameplay style over another. However, you dedicate a lot of emphasis to why someone like myself should accept PoE’s current direction on the grounds of popularity. My view is that the connection between PoE’s popularity and the evolution of its endgame is tenuous. I think it requires being highly selective, and somewhat reductive, about the reasons PoE grew its player base.

A note on being selective.
PoE2 was advertised before release as a new direction for the franchise, with a stronger focus on engaging combat. Since release, and across every league, PoE2’s numbers have consistently eclipsed PoE1’s, regularly doubling its active players each league, and retaining those players despite having a minimal endgame, no MTX challenge rewards, and being paid, not free. That alone carries major implications for any appeal to PoE1’s popularity. I don't think those numbers are controversial, so what do they suggest about the prefered direction of the genre?

I believe that once GGG completes PoE2’s endgame content, makes it free to play, and begins offering challenge rewards, its playerbase will only grow. Conversely, PoE1's heavy emphasis on AoE clear-centric power fantasy, may diminish as PoE2’s new direction becomes the more popular.

Another popular ARPG that does not share PoE1’s definition of power fantasy is Diablo 2. D2R maintains a steady ~50k players, and the community mod Project Diablo 2 has driven a significant resurgence. Diablo 2 remains extremely popular 25 years after release. And if you weren’t aware, PoE was originally inspired by Diablo 2; Chris and Jonathan have mentioned this on many occasions. Early adopters of PoE like myself saw PoE as the spiritual successor to D2. While Diablo 3 pivoted toward a more cartoonish and empowerment-focused design philosophy, PoE promised a return to dark horror and punishing gameplay in the tradition of D2.

D2’s resurgence, with its 25 year old graphics, is not because it embraced a blasty AoE-clear meta. It grew because it expanded its mechanical depth, complexity, and endgame while preserving its roots.

You likely know who Mathil is. If you’re unfamiliar with Diablo 2, you should give this a watch and pay close attention to the combat, especially in later-game areas. These are the roots that inspired PoE and shaped the expectations of its earliest audience:
https://www.youtube.com/watch?v=F__YT9zof-s

What I’m trying to convey is that we shouldn’t interpret raw player numbers too quickly or too simplistically. PoE grew very early with much slower, more methodical combat. But what set it apart was its ever-increasing unprecedented depth of systems and fascinating character build potential. The blasty late-game meta was not what made it popular, and for many players, seeing that gameplay is actually discouraging if it’s their first exposure to the game.

There are other numerical indicators too. Dawn of the Hunt exceeded PoE1’s most popular league, Kalguur, and had similar retention. Dawn of the Hunt was never going to reach the hype of the initial 0.1 launch date, and had a relatively low 'day-one' player count, relative to the following league Abyssal. This is telling because the people starting in that league couldn't have anticipated how the monsters were balanced, which was supposedly the main reason it was unpopular. Incidentally, that patch offered barely any new content, with the wisps being a bit sad. It’s also interesting (though not necessarily causal) that player counts began to decline after GGG reduced monster life dramatically.

This contradicts what someone would assume by reading the online discourse. We, the forum-posting minority, are not representative of most of the player-base.

As PoE1 expanded its systems and content, it attracted new players, but many players also criticized it for becoming "too blasty." This is a major reason why PoE1 players were looking forward to the changes promised in PoE2. Not all of course, but many. Diablo 2, which has much 'slower' gameplay in terms of how monsters are killed specifically (movement in D2 is fast), does not have this internal community conflict about whether they should increase the AoE clear to be like PoE1. Their sentiment is closer to: “over our dead body.”

There is much more to why people play ARPGs than endgame clear speed. PoE’s appeal comes from its systems depth, emergent builds, and its inheritance of the Diablo 2 audience. I don’t think interpreting player counts is a productive way to argue for or against a particular style of gameplay. Game motivations are more complex than that.

Power earned Vs Power given
I don't disagree with your description of earning power through time investment. But I place more emphasis on 'the struggle' as an important part of earning power, especially early on in progression. In my opinion, endgame power levels are attained too easily, which undermines that sense of it being earned.

Power Fantasy & Efficiency
Thank you for clarifying your definitions. As I understand it:

Efficiency: Killing enemies as fast as possible, with as little player input as possible.
Power fantasy: The fulfillment of that efficiency, up to the limit where you still need to move your character and personally witness the enemies dying.

Something along those lines.

I disagree with this definition as the ideal for an ARPG. In my view, it’s an overly narrow conception of fun and not representative of what defines the genre. We should discuss this part more.

Thanks again for your reply. I enjoy reading your posts.
As I mentioned earlier, I’ll be busy with 0.4, so you may not hear back immediately.

See you later. 👋
Last edited by WhisperSlade#0532 on Dec 11, 2025, 7:00:17 AM
"
My king


I really don't understand what's 'king' here. It just explains why GGG is still a small independent studio with moderate financial backing and why they keep doing all the wrong things they've done in the past. King of what?

Can you play as a shapeshifting character using wolf form and, say, something like a shield wall, beat t16 maps efficiently enough to compete with other players? No, you can't. Because you have to find your way through the old-school, hand-written, completely static code that GGG gives you. What is this, 1990?

I'm not saying it's bad or unplayable, and I really enjoy PoE2. But people need to understand that the RPG community is constantly facing low wages because developers can't get their finances in order. I believe that if they had better conditions, they would create a much more interactive game instead of a game where it's "do you want to deal fire damage, go northwest, or just quit the game immediately."
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