0.4 - 400/500 hours

- Most combo skills (cough cough frost dart) and a lots more combot skills do no meaningful damage.

> I have tried to hard to make skills work but again, it is not meaningful enough, "why" should i spent 4 mirrors(I did)equivalent amount of curencies on trying to acquire various gears(through crafting and buying) to test out and try to make stampe/hammer of the god/frost darts when i can spent about 100-200 divs to make a poison burst arrow build to work on a similar scale of power and I even get a lot more movement speed, with no animation lock at all?
> Combo gameplay at the moment is still very unrewarding, there is too many buttons to press yet too low in damage(given that the gear I have had is somewhat more than good/enough, if apply to any other actually useful skill).
> I spent 5 minutes trying to stun the boss to get up the combos and stacking up honor but it took forever because of skill animation time, then drop a hammer just so that the boss phase away, then I start macing the boss and it dies in 15 seconds.
> In the end, it all comedown to mana stacking cast on crit for mage, and lightning arrow if the player want to have a breeze though experience, or just pure suffer with boss dying in forever while costing white a lot of resources to even get the gear they want since no body kind of play off meta and sell their stuff.

- Artilerist has no drip.
- Very little clean/formal looking skins.

- Stunning mechanic should be rework in multiplayer, instead of 1 big bar that everyone has to contribute to, it should be individual bar, because it is unplayable to the one stun reliance player, when the other 3-4 ar just mage(they does not help with stun build up) and the single melee player can not do it enough.

> multiplayers reward bonus scaling is only good for botter/currencies farmer. It is actually only fun when playing inside of campaign(or for the first couple of hours of playing with friend then it will start to fall off). Playing culler build/support build like pot drinkerpathfinder/chrono aura bot isn't much fun after you played it for a bit, it just all running around pick up loot(meaningful gameplay?), beside only really the one player with very strong ads clearing - high dps skill really are playing the game, the other are just running around in map pretty much


=> Well sure if you are making a game for rmt-ing purpose, maybe GGG is succeeding at that, fun for multiplayer and having actually meaningful combat(maybe not) because all the design directions. I see is leaning toward making 1 button map clearing better, multiple buffing follow bot works better(because they have no feeling).

- A lot of boss pattern designs are horrible to play agaisnt.

> Shark: disapear for 10 seconds sometime
> Scoprion: disapear for 10 seconds sometime + mega slowing which does not hurt range at all but it destroy stampe enjoyer because of animation is already very slow, and boss phasing randomly make it very hard to land a single hammer. |
> Mermaid: disapear until i turn off the game and to go bed and comeback next day
> Spirit fey(the one that got possessed by spirit) does a little too high damage on the range pattern(very hurt even with no modifier t15 waystone) - can 1 shot 50% armour 4k5 ehp 60% evasion (Was playing rainbringer amazon).
> the double dagger boss in the church > 5-6 fissure on the ground skill is very fast it almost un-dodgable(no as speed modifier).

=> you can not expect player to play meaninful combo skills when bosses are so fast and do 1 shot even with good hp pool, especially skills with animation in a game like this is already at a disadvantage in clearing map.

> Need a merchant at the entry portal when open map (so i can sell stuff for gold without having to deal with loading screen, ty).

p/s: please reference Lost Ark if you can, that game got great soul-like boss design for a game with top down perspective, they even got good boss puzzle mechanic, poe2 doesn't yet(all this game does is having boss that move like sonic hedge hodge that hit you like a truck so the only rewarding playstyle is mana/es stacking or playing skill that do extremely high damage because it punish the player hard[progression wise] everytime they die, even for an early access game)

- Looking for Omen of honogenising exaltation(make it rare at least please).

- I would love to be able to play in my own private league where I can adjust the rarity/loot drop % of items, so I don't have to pay 2 mirrors for an item. this game has 0 SSF viability. #fktTradeEconomy.

- Allow guild's chest region setting.
- Heroic jewel are confusing/not detail enough/need a proper search tooltip that would display the node attribute upon inserting the number in the passive search bar. - there is no definite way of finding a dedicated number(hinder build crafting)
- allowcating jewel should show the node when hover mouse over the line(in the market search) instead of me having to look it up myself in the passive tree o go other the merchant inventory just to see what it looks like. - there is no definite way of finding a dedicated line(2 lines)(hinder build crafting)

- Waystone modifer color setting(to mark the dangerous modifier, people with third party tools have already be having that feature anyway)
- Allow world map searching for map's attribute(time wasting having to drag for 5 minutes around finding a cast away when i have no gold, and i remembered for sure i had it)
- Similarcum is sleep inducing
- Vaal trial reward(other than the final reward) isn't rewarding
- Trial of sekhema:
> A lots of chests are useless(please at least make them good for exceptional base farming)
> Rare monster marker should apear on the map in timelapse trial due to the worm being in the ground make it hard to locate in the third trial
> drop the walls and allow player to use teleport/leaping skill in guantlet trial to ignore level mechanic, well it is not hard to do them, at certainpoint it is just anoying to be honest, i will not complain if it was hard. (please hard, not fast).

- Game is too gear dependant and it's so expensive to acquire gear due to randomisation suck, and it punish you greatly when the build doens't works and that just feel so bad.

- Oracle converging path node require a god gamer to use it, imagine having to time the perfect prime stun/freeze, in a game where it is so chaotics is a very harsh requirement, even then it is not good enough at all.

- A button to actually use for sprinting(shift), i can not comprehense the amount of times I die due to a stupid dodge roll and not even trying to run at all and get hit randomly and just die like that due to a minor ping spike. this is so awful. well to be fair, I play evasion pathfinder as main for farming anyway so it doesn't hurt me springing, but on other slower acendancies it is just BAD.

- 0 build variation at the moment (exageration but the idea is still there) we are punished for experienmenting as a casual player.

Acknowledgement:
- temple is very good(fun) for leveling experience, interclue was fun, until the mermaid or when it take forever to kill the green guy due to overlaping patterns and the scaling make it hard to kill in multiplayer.
- Map design are great(scenery not layout) and some skills got great animation and feel very good when used, but they fall off really hard in map.

Wrote in frustration,
Hope this help
Last bumped on Jan 8, 2026, 7:01:46 PM
Thank you
P.S

I am a Dog and i will just drop my load and leave on to the next post
+1

Its not Path of Exile 2, its Path of Casino.....

How do I experiement? try different builds? At this rate, its 1 build a season maybe 2 in SSF, really not fun or rewarding in the long term, im 1800 hours in and grow beyond frustrated with each day I continue to play....
Last edited by Jobama#9902 on Jan 8, 2026, 6:29:59 PM
I have came to understand that the balancing of animation locking/comboing skill is horrib, so It was nice for me this league because I simply play lightning arrow - like skill, in the early league because it is just better in everyway: from damage to being range and movement speed since the starting position is great, which is why I am so far a head in playing progression hence the ability to snowball currencies, it is simply a chain of effect.

But if it keep happening this way then there is no fun playing the game anymore.

I don't want to play the same thing, yet I don't want to play things that I have known for sure from pattern recognition from the past league that it will be just be mediocre. Please bring the skills to the level playing field.

Do I want to play ssf yes? but it is not viable due to how hard it is to acquire a usable item to the build that I am aiming for, or well, just spend 5000 hours. I am not the developer/playtester that can just spawn an Item i need with a console conmmand.

Do I want to play the economy? I can, and have no issue with getting currencies via it, but it is so boring. no dopamines.

At least allow the abilities to have somewhat of damage so that I can play whatever and make pass the campaign.
-1

Pretty much the whole thing
Mash the clean

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