Damage done to PoE 1 is unreal 3.27/0.4

It is unbelievable how bad the endgame in 3.27 has become. You get less loot from juiced duo blight with currency roll t16.5 and expensive scarabs, (I am not even sure 99% of the build can do this content) then you get from any random t15 badly rolled abyss map with 100% character rarity in poe 2.

All profitable farms have been killed (alva,abyss,blight) what is left are boring boxes with a high rng probability to give you nothing, and zero difficulty.

What is the point of making a strong build if there is nothing to farm with it? where is the difficulty/loot scaling gone for?

I am not even comparing with the temple exploit printing 1300 divs per day, I am comparing with running regular abyss in regular maps.

How come PoE gameplay and endgame has become so much unrewarding?
Last edited by GODOFWARSANCHEZ#4574 on Dec 29, 2025, 4:51:38 PM
Last bumped on Jan 1, 2026, 4:23:44 PM
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How come PoE gameplay and endgame has become so much unrewarding?


There's plenty of stuff you can farm that is very rewarding and difficult. A lot of the strats (and builds) just aren't being shared via guides anymore. Guide creators lack the time with PoE2 being a thing while others simply have lost interest because of the player behavior it attracts nowadays.
If you check the usual spreadsheets you'll just see them being mostly empty.

Blight is still very much viable for scarabs as well, you just don't roll for currency:
https://www.twitch.tv/videos/2654927174?t=2h30m21s

I have my own niche strat built around Kulemak allflames.

Loot example from 100x 8mod T16.5s


No uniques included here.






Cost per map: ~150c
Time per map: 5-6 minutes
Gold per map (without gold conversion petals): ~250k
Dust per map (without T0s): ~150k
Expected maps per Mageblood drop: ~250



As for plain containment boxes, those are just bad because they only drop generic loot. They get outfarmed by regular T16 deli mirrors at this point.
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How come PoE gameplay and endgame has become so much unrewarding?


There's plenty of stuff you can farm that is very rewarding and difficult. A lot of the strats (and builds) just aren't being shared via guides anymore. Guide creators lack the time with PoE2 being a thing while others simply have lost interest because of the player behavior it attracts nowadays.
If you check the usual spreadsheets you'll just see them being mostly empty.

Blight is still very much viable for scarabs as well, you just don't roll for currency:
https://www.twitch.tv/videos/2654927174?t=2h30m21s

I have my own niche strat built around Kulemak allflames.

Loot example from 100x 8mod T16.5s


No uniques included here.






Cost per map: ~150c
Time per map: 5-6 minutes
Gold per map (without gold conversion petals): ~250k
Dust per map (without T0s): ~150k
Expected maps per Mageblood drop: ~250



As for plain containment boxes, those are just bad because they only drop generic loot. They get outfarmed by regular T16 deli mirrors at this point.


100 maps * 6 mins per map = 600 minutes ~ 10 hours

10 hours for 317 div = 31.7 div per hour

Not too bad but I made 80 divs per hour in 3.26 doing my own strat. Alva runners could make 50-60 divs per hour.

Top end is shafted and boring (low difficulty)

16 mods T17 was one of the most accidental brilliance that ever graced PoE1 in recent times, and they (GGG) hated it, then they killed it.

It was both crazy hard and crazy profitable, that motivates people to grind. Not just pure div per hour.
1. "Meaningful Combat" Is Anti-ARPG: https://www.pathofexile.com/forum/view-thread/3884793
2. Mechanical Skill (Dodgeroll) and Intellectual Skill: https://www.pathofexile.com/forum/view-thread/3883605
3. Some PoE2 Numbers and Charts: https://www.pathofexile.com/forum/view-thread/3896886
Last edited by nagisanzeninzz#2697 on Dec 29, 2025, 10:25:02 PM
lmfao these posts are fucking hilarious
(سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
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...


You didn't read my post fully. It's a unique farm and I didn't include the uniques. Those are another 100-150d or more dust than I could ever need. I'm also at 4 magebloods so far and I specifically didn't put a d/hour value on it.

As for difficulty, have you tried propagation + calcification with petal fishing? That's the most difficult strat we've ever had in this game. It scales a lot further than titanic giga exiles from last league or titanic invigoration blightheart.
Why is it that important to get high div\hour?
The only thing that comes to mind if botfarms and RMT, if high div\h for you is important

If not, try SSF, and see how loot became more valuable
I think poe1 and 2 are both doing alright, 2 has lots of teething issues and blatant development gaps where they prioritised X but Y desperately needs fixing and is obviously shit but its sound enough and headed in the right direction slowly IMO.

Back to 1 poe 1's problem is its been stuffed on the back burner when it really needs some fresh juice - i get it milk it while you work on the real project but the issue was and still is that PoE1 is deserving of a development direction and plan as if it wasn't shackled to its resource consuming big (but younger) brother.

We are probably 2 genuine endgame expansions behind on where it should be, Zana can and does feel tacked on we haven't really had one since Maven.
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Why is it that important to get high div\hour?


Really?

We're playing a currency simulator. Wearable ground loot is purposefully designed to be useless 100% (rounded up) of the time and so incredibly bad that no amount of currency or "crafting" will save it short of scouring it down to a base, which is equivalent to destroying your drop. Vast majority of unique items are also incredibly bad for endgame such that players have no deterministic alternative for player power to slot into a piece in which they are lacking.

You want to take away useful drops and you want to take away currency simulator. What are we killing stuff for then in this "game"? A sense of "pride and accomplishment"?
Last edited by mnieradko#6070 on Dec 30, 2025, 9:02:10 PM
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Why is it that important to get high div\hour?


Really?

We're playing a currency simulator. Wearable ground loot is purposefully designed to be useless 100% (rounded up) of the time and so incredibly bad that no amount of currency or "crafting" will save it short of scouring it down to a base, which is equivalent to destroying your drop. Vast majority of unique items are also incredibly bad for endgame such that players have no deterministic alternative for player power to slot into a piece in which they are lacking.

You want to take away useful drops and you want to take away currency simulator. What are we killing stuff for then in this "game"? A sense of "pride and accomplishment"?


Divine directly translate into gears through trading market.

And that means the more Divine per hour the more gears per hour you get.

It's fine if you don't want alot of good gears for your invested / working time.

But for most, it's the point of playing an RPG game - to acquire really kick-ass gears and feel the power fantasy.

Div/h is simply the best metric to measure the efficiency of your gear acquiring strategy.
1. "Meaningful Combat" Is Anti-ARPG: https://www.pathofexile.com/forum/view-thread/3884793
2. Mechanical Skill (Dodgeroll) and Intellectual Skill: https://www.pathofexile.com/forum/view-thread/3883605
3. Some PoE2 Numbers and Charts: https://www.pathofexile.com/forum/view-thread/3896886
Last edited by nagisanzeninzz#2697 on Dec 31, 2025, 4:03:33 AM
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"
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Why is it that important to get high div\hour?


Really?

We're playing a currency simulator. Wearable ground loot is purposefully designed to be useless 100% (rounded up) of the time and so incredibly bad that no amount of currency or "crafting" will save it short of scouring it down to a base, which is equivalent to destroying your drop. Vast majority of unique items are also incredibly bad for endgame such that players have no deterministic alternative for player power to slot into a piece in which they are lacking.

You want to take away useful drops and you want to take away currency simulator. What are we killing stuff for then in this "game"? A sense of "pride and accomplishment"?


Divine directly translate into gears through trading market.

And that means the more Divine per hour the more gears per hour you get.

It's fine if you don't want alot of good gears for your invested / working time.

But for most, it's the point of playing an RPG game - to acquire really kick-ass gears and feel the power fantasy.

Div/h is simply the best metric to measure the efficiency of your gear acquiring strategy.

I've been playing on and off through the years since closed beta and I've never once cared about the metrics you seem to think everyone cares about. If I ever started caring about divines per hour I would honestly consider going back to Eve Online because I wouldn't be "playing a game" anymore, I would just be going through the motions in a RNG loot generator simulation.

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