POE2 disrespecting our time (Post-0.4.0)

Hard disagree on most points, this game sure is complex but there's absolutely 0 excuse in term of playing casual, you can do 15-20min sessions, you can leave at any time, this is not an mmo with responsabilities...if you complain it take more time to build a character solo...that's the point, especially if you compare with zoomer who complete their character in less then 2 weeks.
Tech guy
There's no "walking simulator" you are just bad at navigating maps.

And a campaign skip would just make this game more like diablo 4. I don't get why do people want all games to be exactly the same. An experienced player can end campaign in 4 hours easily, with speed runners accomplishing ~2 hours. If you are having issues or taking too long, maybe you should review the cause for that.

Also I have a job and am in no way a streamer. But seasons have been long enough for me to reach endgame every time. And every season I get to a higher level of power due to the increased experience.
Last edited by vexorian#9572 on Jan 11, 2026, 9:48:35 AM
I'm not a fan of the "disrespecting our time" argument being devalued into "I want more stuff just for showing up" that tends to be happening recently.

At the same time, i'd like to say that the idea that "alts are a slog" seems almost parroted, as if it's self-feeding at this point. There are delays of extra *seconds* per map when travelling in some acts, namely 2 and 4, before getting to a map. If the idea of "efficiancy" is complaining about things like this, then the complaints have left the realm of reasonable consideration.

Re: "level in maps": You're not doing juiced t15 maps with the same density to level a character, these maps will be scaled back, have less active elements, less affixes per rare. It's going to be...basically like campaign. Then, there's the matter of when stuff comes online. Why would they allow you to do expeditions at level 3, and get currency out of it, if it's able to be expoited in order to farm early? Same with every single other map mechanic: They'd just be turned off until later, when they were not an exploit risk. With that, you've got...empty maps. Exactly what you said you don't want. Except now, with those 'empty maps', you don't have ulterior objectives(quests) in order to get you extra early skillgems/support gems and the like.

You just created the exact problem the campaign fixes, because you're looking at the top little part of the glacier.

All of these complaints end up being shortsighted and just having the issue of "I deserve more, because i decided i do", which is, honestly, concerning and becoming all too common in gaming these days.

I miss when the method of advancing in a game wasn't asking the developers to go easier on us.

A fair boost to loot in ssf would definitely boost participation so I support this message. Would at the very least be a good experiment in an early access game
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Japonbu#0742 wrote:
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Does GGG really depend on players coming back every league? People have lives and the game doesn't change enough to warrant this, even in PoE1. I've seen people completely satisfied with the temple mechanic, so much so that they are okay with spending hundreds of hours in it alone. I can't fathom playing only one league mechanic for the entire league..
I only play SSF and it is my duty as one to inform you of my status.
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Warrax#2850 wrote:
Hard disagree on most points, this game sure is complex but there's absolutely 0 excuse in term of playing casual, you can do 15-20min sessions, you can leave at any time, this is not an mmo with responsabilities...if you complain it take more time to build a character solo...that's the point, especially if you compare with zoomer who complete their character in less then 2 weeks.


"15-20 minute sessions?" Are we playing the same game?

Instance Mechanics: If I pop a Tier 16 Map or a Boss Invitation and I have to "leave at any time" after 15 minutes, I lose the content. The portals close, the instance resets, or the Boss heals to full. PoE is not a mobile game where you can pause. It demands dedicated chunks of time to complete objectives. You can't just "dip in and out" of a 40-minute boss progression without losing progress.

The "Zoomer" Argument: You frame "finishing a character in 2 weeks" as a bad thing. In a 3-Month Seasonal Loop, finishing a character in 2 weeks is actually a Healthy Pace.

It allows players to try multiple builds (Alts).

It keeps the economy alive.

It prevents burnout.

If SSF is tuned so slow that it takes 2 months to "finish" one character, then nobody plays Alts, and the league dies after the first month. We aren't asking for "Instant Gratification"; we are asking for a pace that fits the Seasonal structure.
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vexorian#9572 wrote:
There's no "walking simulator" you are just bad at navigating maps.

And a campaign skip would just make this game more like diablo 4. I don't get why do people want all games to be exactly the same. An experienced player can end campaign in 4 hours easily, with speed runners accomplishing ~2 hours. If you are having issues or taking too long, maybe you should review the cause for that.

Also I have a job and am in no way a streamer. But seasons have been long enough for me to reach endgame every time. And every season I get to a higher level of power due to the increased experience.


You are confusing PoE 1 with PoE 2.

"Speedrunners accomplishing ~2 hours" in PoE 2? Please link the VOD. I will wait. Because even the current World Record holders in PoE 2 are clocking significantly higher times than that due to the slower movement speed, larger zones, and phased bosses.

Claiming an "experienced player" can finish PoE 2's campaign in 4 hours easily is objectively false. It is mathematically impossible to traverse the sheer distance of the maps in that time without movement skills that don't exist in this game yet.

Stop using PoE 1 metrics to defend PoE 2's pacing. They are completely different engines with completely different movement physics. If you are going to call people "bad," at least get your basic data right.
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I'm not a fan of the "disrespecting our time" argument being devalued into "I want more stuff just for showing up" that tends to be happening recently.

At the same time, i'd like to say that the idea that "alts are a slog" seems almost parroted, as if it's self-feeding at this point. There are delays of extra *seconds* per map when travelling in some acts, namely 2 and 4, before getting to a map. If the idea of "efficiancy" is complaining about things like this, then the complaints have left the realm of reasonable consideration.

Re: "level in maps": You're not doing juiced t15 maps with the same density to level a character, these maps will be scaled back, have less active elements, less affixes per rare. It's going to be...basically like campaign. Then, there's the matter of when stuff comes online. Why would they allow you to do expeditions at level 3, and get currency out of it, if it's able to be expoited in order to farm early? Same with every single other map mechanic: They'd just be turned off until later, when they were not an exploit risk. With that, you've got...empty maps. Exactly what you said you don't want. Except now, with those 'empty maps', you don't have ulterior objectives(quests) in order to get you extra early skillgems/support gems and the like.

You just created the exact problem the campaign fixes, because you're looking at the top little part of the glacier.

All of these complaints end up being shortsighted and just having the issue of "I deserve more, because i decided i do", which is, honestly, concerning and becoming all too common in gaming these days.

I miss when the method of advancing in a game wasn't asking the developers to go easier on us.



I appreciate the detailed response, but you are conflating "Difficulty" with "Tedium."

"Seconds vs. Hours": Saying the delays are just "extra seconds" ignores the cumulative reality of PoE 2. The zones are massive, movement is slower, and backtracking is frequent. Over 10 Acts, those "seconds" turn into hours of walking through cleared zones with zero combat threat. Walking isn't a skill expression. It's just a commute.

The "Adventure Mode" Misconception: You assume leveling in maps would mean "empty T15s scaled down." That is incorrect design. Look at Delve in PoE 1 or Rifts in D3.

Mechanics do scale down. You can have high monster density at Level 10 without breaking the game.

You don't need "quest rewards" for gems; you unlock them at vendors by hitting level thresholds (just like Lili in Act 6).

The goal isn't "Empty Maps"; the goal is Consistent Combat Density. In the Campaign, I spend 40% of my time walking and listening to dialogue. In an Adventure Mode, I would spend 90% of my time fighting monsters. That is not "asking for easier content." That is asking for more gameplay and less downtime.

"Deserving More": We don't want "free stuff." We want our time to be respected by the gameplay loop. I don't mind grinding for 100 hours. I mind walking for 20 of them.
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SoFaux#7759 wrote:
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Japonbu#0742 wrote:
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Does GGG really depend on players coming back every league? People have lives and the game doesn't change enough to warrant this, even in PoE1. I've seen people completely satisfied with the temple mechanic, so much so that they are okay with spending hundreds of hours in it alone. I can't fathom playing only one league mechanic for the entire league..


That is a misunderstanding of the Live Service business model. Yes, GGG absolutely depends on players coming back every league.

PoE is Free-to-Play. They don't make money when you play; they make money when you return for a new league and buy Supporter Packs / MTX due to the hype.

No Returning Players = No Hype.

No Hype = No MTX Sales.

No Sales = Server Shutdown.

Regarding the player who spends hundreds of hours in the Temple alone: That player is an Outlier, not the norm. Most human beings require Variety to maintain interest. Designing a game around the assumption that "Players should be happy doing the exact same mechanic for 300 hours" is a recipe for a dead game.

Just because one person is happy eating only rice every day doesn't mean the restaurant should remove the rest of the menu. We are asking for a "Buffet" (Variety in Endgame), not a bowl of plain rice.
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Zly1#2107 wrote:
A fair boost to loot in ssf would definitely boost participation so I support this message. Would at the very least be a good experiment in an early access game


Exactly! "Early Access" is supposed to be a Laboratory, not a Museum.

If there was ever a time to say "Let's double the drop rates in SSF for 2 weeks and see what the retention data looks like," it is NOW. Why are they so terrified of testing things?

Best Case: Player retention skyrockets because people are having fun.

Worst Case: It's "too easy," and they revert the changes in the next patch.

Refusing to experiment during a Beta phase because of some rigid adherence to "The Vision" feels like a wasted opportunity. Just turn the dial up and let us break it! That's what we are here for.

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