POE2 disrespecting our time (Post-0.4.0)

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SoFaux#7759 wrote:
There is no unique that makes a skill you unlock with a skill gem able to "function."


That is technically true, but practically disingenuous.

Sure, I can socket a skill gem and press the button. The animation plays. The skill "functions." But if that skill does zero damage, has zero clear speed, or leaves me with zero survivability without a specific Unique interaction to fix its mechanics, then it doesn't function as a build.

There is a massive difference between:

"The skill activates." (Technicality)

"The build is playable." (Reality)

Plenty of archetypes are mathematically dead or feel clunky as hell until you get that one item that solves a cooldown, converts a damage type, or spreads an ailment. Saying "just play it raw" is like saying "You can drive a car with square wheels." Yeah, it moves, but I wouldn't call it driving.
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Japonbu#0742 wrote:
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SoFaux#7759 wrote:
There is no unique that makes a skill you unlock with a skill gem able to "function."


That is technically true, but practically disingenuous.

Sure, I can socket a skill gem and press the button. The animation plays. The skill "functions." But if that skill does zero damage, has zero clear speed, or leaves me with zero survivability without a specific Unique interaction to fix its mechanics, then it doesn't function as a build.

There is a massive difference between:

"The skill activates." (Technicality)

"The build is playable." (Reality)

Plenty of archetypes are mathematically dead or feel clunky as hell until you get that one item that solves a cooldown, converts a damage type, or spreads an ailment. Saying "just play it raw" is like saying "You can drive a car with square wheels." Yeah, it moves, but I wouldn't call it driving.


We're going in circles. You can have this; you largely can't plan for it in advance. I get a lot of these drops at the highest area level, but if I have something in mind that I really want to transition to on a lvl 90 league-start character, I'm going to have a bad time. All the skills that have 0.2% usage rate on poe.ninja actually feel fine to me so I can't say that I share your opinion about something feeling clunky before getting a unique that makes it "function." I have a preference for multiple button builds and being underpowered relative to trade to make the content more engaging as well. This aspect is a boon for SSF :)
I only play SSF and it is my duty as one to inform you of my status.
Last edited by SoFaux#7759 on Jan 11, 2026, 12:03:02 AM
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SoFaux#7759 wrote:
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Japonbu#0742 wrote:
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SoFaux#7759 wrote:
There is no unique that makes a skill you unlock with a skill gem able to "function."


That is technically true, but practically disingenuous.

Sure, I can socket a skill gem and press the button. The animation plays. The skill "functions." But if that skill does zero damage, has zero clear speed, or leaves me with zero survivability without a specific Unique interaction to fix its mechanics, then it doesn't function as a build.

There is a massive difference between:

"The skill activates." (Technicality)

"The build is playable." (Reality)

Plenty of archetypes are mathematically dead or feel clunky as hell until you get that one item that solves a cooldown, converts a damage type, or spreads an ailment. Saying "just play it raw" is like saying "You can drive a car with square wheels." Yeah, it moves, but I wouldn't call it driving.


We're going in circles. You can have this; you largely can't plan for it in advance. I get a lot of these drops at the highest area level, but if I have something in mind that I really want to transition to on a lvl 90 league-start character, I'm going to have a bad time. All the skills that have 0.2% usage rate on poe.ninja actually feel fine to me so I can't say that I share your opinion about something feeling clunky before getting a unique that makes it "function." I have a preference for multiple button builds and being underpowered relative to trade to make the content more engaging as well. This aspect is a boon for SSF :)


Fair enough, we definitely have fundamentally different philosophies on what makes a game "fun."

But your comment highlights exactly why we disagree: You enjoy being underpowered. You find playing a 0.2% usage skill with suboptimal gear "engaging." That is a valid personal preference, but it is an extremely niche way to enjoy an ARPG.

The problem arises when the entire game is balanced around that niche.

If the game is balanced for reasonable progression (my stance), you can still choose to play weak skills or equip bad gear to challenge yourself.

But if the game is balanced around being underpowered (your stance), I cannot choose to have reasonable progression without quitting the mode.

I believe the baseline should be "accessible fun," with the option for extra friction if you want it (like Ruthless mode). Balancing the base SSF experience around the desire to be weak just alienates the majority of the player base.

Let's agree to disagree there.
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Sakanabi#6664 wrote:
I can agree with the first point, there is really too mich walking. But it has nothing to do with people who can play 16 hours a day. If they can finish the game in two weeks then you can in two months. There's enough time for everyone.

Second point is somehow reasonable but only if GGG balance that properly. To me personally campaign is too good so I don't mind to replay it every league 2-3 times.

Third point is nonsense. SSF is perfectly fine if you know what to do. Don't play SSF if you don't have proper knowledge that's all. Increasing loot drops just triviliaze that mode.


I will say that with more league mechanics, what you want should be more accessible. Temple was printing uniques left and right. Skills and whatever wealth disparity that exists currently in trade league will be balanced with the introduction of more currencies and mechanics. Give it time
I only play SSF and it is my duty as one to inform you of my status.
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I will say that with more league mechanics, what you want should be more accessible. Temple was printing uniques left and right. Skills and whatever wealth disparity that exists currently in trade league will be balanced with the introduction of more currencies and mechanics. Give it time


I hope you're right, but I’m wary of the "More Mechanics = Better Balance" philosophy.

Historically, adding more mechanics doesn't always fix the core issue; it often just adds bloat. If the base game's drop rates are fundamentally too low, relying on 5 or 6 different league mechanics stacking on top of each other to make the game "playable" creates a chaotic, overwhelming mess for the average player.

And regarding Temple "printing uniques": Quantity ≠ Quality. In SSF, having a mechanic that spits out 50 random "vendor trash" uniques isn't helpful. I don't need a loot explosion of items I can't use; I need a way to realistically target or farm the specific upgrades my build requires.

We shouldn't have to wait for "future bloat" to fix the current math. The foundation needs to be solid now, before they pile more bricks on top of it.
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Japonbu#0742 wrote:
Hi everyone,

I sent this to support, and they told me to post here. I know I’m not the only one feeling this way, especially after the "Last of the Druids" (0.4.0) update.

We all love the combat and visuals, but the structure of the game is actively pushing players away. Here is the reality for those of us who have jobs, families, and limited playtime:

1. STOP WASTING OUR TIME (The "Walking Simulator" Problem) Not everyone is a streamer with 16 hours a day to burn. Some of us have 1-2 hours a night. When I spend that limited time just walking through massive, empty zones (especially in Acts 2 & 3) with zero density, it doesn't feel like gameplay. It feels like a commute.

The Issue: The ratio of walking-to-fighting is completely off.

The Result: By the time we reach maps, we are already burnt out.

2. WE NEED A CAMPAIGN SKIP / ADVENTURE MODE It is 2026. Diablo 4 has a Campaign Skip. Last Epoch has dungeon shortcuts. Why is PoE 2 still forcing us to run the same 20-hour story acts for every single character? I wanted to reroll a Druid, but after realizing I had to do all the fetch quests again with a slower character, I just logged off.

Fix: Once we finish the campaign on our main, let Alts level up in Maps/Delve. Don't punish us for wanting to play your game more.

3. SSF IS UNPLAYABLE (Forced Trade) I want to play Solo Self-Found. I don't want to trade. But the game punishes me for it. Why does SSF share the same Item Rarity/Quantity rates as Trade League?

The game is balanced around a Trade Economy.

Solo players are left starving for loot.

Fix: Give SSF a dedicated loot buff or a "Loot 2.0" system. I shouldn't be forced into Trade League just to make a build viable.

TL;DR: We want to play the game, not run a marathon in empty zones.

Give us an Adventure Mode for Alts.

Buff SSF Loot.

Fix the Pacing.

If you agree, please bump this thread so the devs actually see it. We need changes before the next league.

Cheers.


I have to disagree with Point 1.

Unlike POE1, it doesn't feel bad at all to just roam every nook and cranny of any area, backtracking etc felts fine coz we got free sprint. I actually enjoyed the travel.


I have different opinion with Point 2.

I strongly think WE NEED MORE DIVERSE CAMPAIGN FOR EACH CHARACTER. As in slightly different storyline or what we were doing for each character. Just like when Voll teams up with Kaom and Deshret, 3-pronged attack to topple Eternal Empire. I feel like it would be awesome story if each character has different story/roles in the grand scheme of thing. Obviously some events and area will converge, but it would be freaking awesome story/worldbuilding. I want to know more lore and what's going on on each sides.

Not only that, I'd like it if each ascension have different trials, just like Job Change quests in MMOs. That would be so cool.

Maybe then you can have your skip button after clearing all and every each characters plot.


I agree on point 3, SSF is still a remarkable single player game, but need like 10x drops.


These are my sincere opinion so far. Especially point 2. Maybe 100 hours of different campaign on each class. That would be awesome.

-Fifth Hunter, Act 4, 49 hours in-
Last edited by Exilion99#5481 on Jan 11, 2026, 12:56:25 AM
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I have to disagree with Point 1.

Unlike POE1, it doesn't feel bad at all to just roam every nook and cranny of any area, backtracking etc felts fine coz we got free sprint. I actually enjoyed the travel.


I have different opinion with Point 2.

I strongly think WE NEED MORE DIVERSE CAMPAINGN FOR EACH CHARACTER. As in slightly different storyline or what we were doing for each character. Just like when Voll teams up with Karui and Maraketh, 3-pronged attack to topple Eternal Empire. I feel like it would be awesome story if each character has different story/roles in the grand scheme of thing. Obviously some events and area will converge, but it would be freaking awesome story/worldbuilding. I want to know more lore and what's going on on each sides.

Not only that, I'd like it if each ascension have different trials, just like Job Change quests in MMOs. That would be so cool.

Maybe then you can have your skip button after clearing all and every each characters plot.


I agree on point 3, SSF is still a remarkable single player game, but need like 10x drops.


These are my sincere opinion so far. Especially point 2. Maybe 100 hours of different campaign on each class. That would be awesome.

-Fifth Hunter, Act 4, 49 hours-


I’m glad we agree on the SSF part. A 10x drop rate (or just "Loot 2.0") would indeed fix the mode instantly.

However, regarding Point 2... I have to be brutally honest: Your suggestion sounds amazing for a Single Player RPG (like Baldur's Gate 3), but it would be a death sentence for a Seasonal ARPG.

You mentioned you are at 49 hours in Act 4. That is a very relaxed, exploration-heavy pace. And that's great for a first playthrough! But imagine doing that every 3 months. Imagine wanting to try a new build, but having to play through a "100-hour unique campaign" just to reach the endgame where the build actually functions.

12 Classes x 100 Hours = 1200 Hours.

That isn't a game; that is a life sentence. In a seasonal model where everything resets, locking the endgame behind hundreds of hours of story would make "Alt-holism" impossible. Most players would quit after one character.

We need less friction for Alts, not more. I want to play the mechanics, not re-watch the movie 50 times.
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Japonbu#0742 wrote:
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I will say that with more league mechanics, what you want should be more accessible. Temple was printing uniques left and right. Skills and whatever wealth disparity that exists currently in trade league will be balanced with the introduction of more currencies and mechanics. Give it time


I hope you're right, but I’m wary of the "More Mechanics = Better Balance" philosophy.

Historically, adding more mechanics doesn't always fix the core issue; it often just adds bloat. If the base game's drop rates are fundamentally too low, relying on 5 or 6 different league mechanics stacking on top of each other to make the game "playable" creates a chaotic, overwhelming mess for the average player.

And regarding Temple "printing uniques": Quantity ≠ Quality. In SSF, having a mechanic that spits out 50 random "vendor trash" uniques isn't helpful. I don't need a loot explosion of items I can't use; I need a way to realistically target or farm the specific upgrades my build requires.

We shouldn't have to wait for "future bloat" to fix the current math. The foundation needs to be solid now, before they pile more bricks on top of it.


I really meant it as "more mechanics = less necessity to engage in all of them to progress your character." As of right now, we need to play Rituals, Abysses, and Essences for crafting currencies. Atziri's Temple can be ignored but it can make for smoother progression. Focusing on 1 or 2 mechanics and buying whatever else you need shouldn't be a strategy exclusive to trade league. We shouldn't have to engage with every mechanic in the future to progress our characters. They should be avenues to achieve specific builds. At the moment, I am satisfied with the 3 mandatory crafting mechanics but it's understandable to burn out if you had to do 12 league mechanics at this pace on an SSF character. That is something I seriously doubt.
I only play SSF and it is my duty as one to inform you of my status.
Last edited by SoFaux#7759 on Jan 11, 2026, 1:24:49 AM
The game's plot length is ridiculous.
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I really meant it as "more mechanics = less necessity to engage in all of them to progress your character." As of right now, we need to play Rituals, Abysses, and Essences for crafting currencies. Atziri's Temple can be ignored but it can make for smoother progression. Focusing on 1 or 2 mechanics and buying whatever else you need shouldn't be a strategy exclusive to trade league. We shouldn't have to engage with every mechanic in the future to progress our characters. They should be avenues to achieve specific builds. At the moment, I am satisfied with the 3 mandatory crafting mechanics but it's understandable to burn out if you had to do 12 league mechanics at this pace on an SSF character. That is something I seriously doubt.


I get your point now. Ideally, "More Mechanics = More Options." That works perfectly in Trade League: You farm the one mechanic you enjoy, sell the loot, and buy what you need from the other mechanics. You can specialize.

But in SSF, that logic falls apart. Unless GGG makes loot "generic" (e.g., Ritual dropping Delve fossils), adding more mechanics actually makes SSF harder, not easier.

Why? Because loot is gated.

If I need Essences to craft, I must do Essence.

If I need Catalysts, I must do Ultimatum (or whatever drops them).

If I need a specific Unique from a boss, I must run that boss.

I cannot "focus on 1 or 2 mechanics" in SSF like you suggest. I am forced to be a "Jack of All Trades" because I can't swap my surplus loot for the things I actually need. So if they add 12 mechanics, and my build requires items from 5 of them... guess what? I now have a mandatory checklist of 5 chores instead of 3.

For your vision to work in SSF, we would need a Vendor Exchange system (swapping one league currency for another). Without that, "more mechanics" just means "more mandatory grind" for Solo players.

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