Congratulations on transforming Path of Exile 2 into a "Professional Tripping Simulator"

I used to think the joy of an ARPG came from the power fantasy of a carefully crafted build—the thrill of clearing screens and the dopamine hit of loot. But thanks to your visionary "Stagger/Tripping" mechanic in PoE 2, I’ve finally realized how wrong I was.

Who needs to feel like an all-powerful Exile when they can feel like a clumsy toddler learning to walk?

It is truly a masterstroke of game design. Here I am, a hero who has slain gods and traversed nightmares, yet I’m defeated not by a cosmic entity, but by a stray pebble or a generic skeleton’s rusty arrow while I’m trying to, heaven forbid, move my character. Nothing says "dynamic combat" quite like having my controls forcibly taken away because a white mob off-screen decided to sneeze in my general direction.

We get it. You’ve watched too many "Soulslike" gameplay trailers and decided that clunkiness is the new depth. You want us to "interact" with the monsters. But let’s be honest:
• In a Souls game, every encounter is a deliberate duel.
• In Path of Exile, we face hundreds of monsters simultaneously.

Applying a "tripping" mechanic to a screen full of visual clutter isn't "tactical"—it’s masochistic. It’s not a test of skill; it’s a test of our patience. If I wanted to spend my evening rolling on the floor and getting stun-locked by trash mobs, I’d go play a slapstick physics simulator, not an ARPG.

Here is a revolutionary idea (free of charge):
Keep your precious "tripping" and "staggering" for the Bosses. You know, the enemies that actually deserve our focus? In a Boss fight, failing a mechanic and falling down is a lesson. In a random map, falling down because of a stray projectile is just a reason to ALT+F4 and play something that actually respects the player’s time and agency.

Players come to PoE to be the Harvester, not the Grass. We want to build a god, not a character who needs a walker and a helmet just to cross a bridge.

If your goal for PoE 2 was to make the simple act of running feel like a hazardous chore, then mission accomplished. But if you actually want us to enjoy the "Action" in this "Action RPG," maybe stop trying to trip us while we’re having fun with "tripped" expectations.
Last bumped on Jan 21, 2026, 3:47:39 PM
I would take Diablo 2's dated, silly stamina mechanic for sprinting over Super Smash Bros Brawl's tripping mechanic.
i agree. sprint needs to be bound to a different key. it's killed me more times than i can count
Feel the weight of jogging.
It's critical to feel the danger

Too lazy to build the stamina bar...
Too scared to have a stat for sprint ... and using heavy attacks ... omg we wouldn't need combo's ... holy crap it's the 90's !!


Its another stupid to add to the pile ...
Every time Jonathan says yeah we should add that negative ...

Wind up and kick him HARD in the nuts ..
Then say "Hey Johnny wanna buy some MTX Now?"
If he says No then... remind him.

Shit mechanics don't make people spend money on characters they don't like.

Sincerely,
The Sales department.
Last edited by LewtDeezNuts#1011 on Jan 21, 2026, 3:50:15 PM

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