More Passive Points and award them at high 90s

i lose interest consistently at 94, so more carrots to chase at 95+ is not a bad idea
+1
You can call it "cherry on top" if you want, but cherries still matter when you're trying to squeeze into the highest, juiciest maps or just run them faster.

My minion build is basically done. Gear is stupid good, the tree is already tight, and the points are placed deliberately to keep the defense/offense balance (yeah, more on the DPS side). So this isn't me crying because my character "doesn't function" at 90. It's the principle.

Why is max level made brutally hard, but the reward is basically "congrats, here's a single breadcrumb"? If 95-100 is supposed to be a real chase, then make it feel like one. Right now it's like doing a marathon and getting handed a parking ticket.

And saying 10-15% total DPS is "just cherry" is wild. That's not a cosmetic flourish, that's the difference between "smooth farming" and "why does this rare feel like a small boss fight". If the gain is literally 10-15%, by definition it's not just a flex badge.
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Jyrlep#4788 wrote:
You can call it "cherry on top" if you want, but cherries still matter when you're trying to squeeze into the highest, juiciest maps or just run them faster.

My minion build is basically done. Gear is stupid good, the tree is already tight, and the points are placed deliberately to keep the defense/offense balance (yeah, more on the DPS side). So this isn't me crying because my character "doesn't function" at 90. It's the principle.

Why is max level made brutally hard, but the reward is basically "congrats, here's a single breadcrumb"? If 95-100 is supposed to be a real chase, then make it feel like one. Right now it's like doing a marathon and getting handed a parking ticket.

And saying 10-15% total DPS is "just cherry" is wild. That's not a cosmetic flourish, that's the difference between "smooth farming" and "why does this rare feel like a small boss fight". If the gain is literally 10-15%, by definition it's not just a flex badge.


OK, let's say I agree with you that 10-15% makes a huge difference so players who can reach lvl 100 already have this huge advantage over people who can't/don't want to. So why do you want to increase a gap between those players even more? To make other people feel bad or weak? If 10-15% is enough then why you want more?
Last edited by Sakanabi#6664 on Feb 5, 2026, 11:03:00 AM
I get the logic behind the replies, I just don't agree with the conclusion.

Yes, if you add more points at 95-100, the gap between the "I touch grass" crowd and the "my hideout is my home address" crowd gets bigger. But... so what? PoE2 isn't PvP. Your level 100 character being stronger doesn't delete my loot, doesn't nerf my build, and doesn't kick my cat. It just means you got more for putting in more time.

And if the real design goal is "95-100 is pure flex", then let's be honest about it. Make it an actual flex badge. Remove passive points after ~90 and then 95-100 is literally just prestige and bragging rights.

Right now it's this awkward middle ground where:
- the last gear requirement is level 90,
- the XP curve turns into a part-time job,
- deaths still feel like stepping on a rake,
- and the reward is "congrats, here's another single point".

Either make the chase feel rewarding, or stop pretending it's meaningful progression. Pick one.

And on the "why do you want more" angle - congratulations, you've discovered the engine of human desire. Some people hit a couple thousand and feel set. Some need a couple million. Some want a couple hundred million. Some won't feel "done" until they're sitting on a couple billion. In PoE terms, some people stop at 90 and roll a new character, and some of us keep pushing because "one more upgrade" is basically the whole genre.
Last edited by Jyrlep#4788 on Feb 6, 2026, 12:03:20 AM
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Jyrlep#4788 wrote:
I get the logic behind the replies, I just don't agree with the conclusion.

Yes, if you add more points at 95-100, the gap between the "I touch grass" crowd and the "my hideout is my home address" crowd gets bigger. But... so what? PoE2 isn't PvP. Your level 100 character being stronger doesn't delete my loot, doesn't nerf my build, and doesn't kick my cat. It just means you got more for putting in more time.

And if the real design goal is "95-100 is pure flex", then let's be honest about it. Make it an actual flex badge. Remove passive points after ~90 and then 95-100 is literally just prestige and bragging rights.

Right now it's this awkward middle ground where:
- the last gear requirement is level 90,
- the XP curve turns into a part-time job,
- deaths still feel like stepping on a rake,
- and the reward is "congrats, here's another single point".

Either make the chase feel rewarding, or stop pretending it's meaningful progression. Pick one.

And on the "why do you want more" angle - congratulations, you've discovered the engine of human desire. Some people hit a couple thousand and feel set. Some need a couple million. Some want a couple hundred million. Some won't feel "done" until they're sitting on a couple billion. In PoE terms, some people stop at 90 and roll a new character, and some of us keep pushing because "one more upgrade" is basically the whole genre.


I think you're missing the point here... no one is pretending it's meaningful progression. It is a chase for those that want to say they maxed out their character. When challenges get implemented, like POE1, getting to 100 will be one of the "Grinding" challenge options.

If having level 100, as it is now, is not rewarding for you then it's not a chase for YOU. For others it is.

What people need to stop doing is thinking that 100 is required, or that like D4 it's the "start" of the endgame. It's not, it's the finish line and not everyone should make it there (or want to make it there).
Yeah, I actually agree with you - and I think that's exactly why the current setup is weird.

Right now 95-100 is tuned like a "this is for people who basically live in their hideout" chase, thanks to the XP reduction + "oops you died, enjoy your tax audit" death penalty. Fine. Make it a flex badge. No problem.

But then we turn around and staple passive points to it, which turns "optional prestige grind" into "technically your build isn't finished unless you do the prestige grind". Casuals still want to finish their builds too. They also want the full tree they planned around. And right now that's basically locked behind a grind that, for normal humans, is measured in months.

99 -> 100 is the perfect example. It's not "a bit more mapping". It's "run a couple hundred juiced maps without messing up" for one point. Meanwhile I can realistically do like 2-3 juiced maps a day because (1) getting the maps ready takes forever and (2) actually running them safely isn't exactly a relaxing yoga session. So yeah, that's not an investment in days or weeks. For a lot of players it's months, and for some it's basically "see you next year".

So my recommendation still stands.
Lock passive points at level 90. Everything above that is flex-badge only.

Either make 95-100 a real prestige track, or make it meaningful progression. Right now it's trying to be both and it lands like doing a marathon and getting handed a single breadcrumb.
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Jyrlep#4788 wrote:
Yeah, I actually agree with you - and I think that's exactly why the current setup is weird.

Right now 95-100 is tuned like a "this is for people who basically live in their hideout" chase, thanks to the XP reduction + "oops you died, enjoy your tax audit" death penalty. Fine. Make it a flex badge. No problem.

But then we turn around and staple passive points to it, which turns "optional prestige grind" into "technically your build isn't finished unless you do the prestige grind". Casuals still want to finish their builds too. They also want the full tree they planned around. And right now that's basically locked behind a grind that, for normal humans, is measured in months.

99 -> 100 is the perfect example. It's not "a bit more mapping". It's "run a couple hundred juiced maps without messing up" for one point. Meanwhile I can realistically do like 2-3 juiced maps a day because (1) getting the maps ready takes forever and (2) actually running them safely isn't exactly a relaxing yoga session. So yeah, that's not an investment in days or weeks. For a lot of players it's months, and for some it's basically "see you next year".

So my recommendation still stands.
Lock passive points at level 90. Everything above that is flex-badge only.

Either make 95-100 a real prestige track, or make it meaningful progression. Right now it's trying to be both and it lands like doing a marathon and getting handed a single breadcrumb.


This has already been brought up and well...

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Sakanabi#6664 wrote:
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Jyrlep#4788 wrote:

And yes, it matters. In some builds that last point (or a couple points) is the difference between "smooth" and "why does my character feel like a shopping cart with one broken wheel".


Yeah, we call them "bad builds". Your build should be completed at lvl 90 and if not then you are doing it wrong.
bla bla bla, give me after lvl 2 cuz me waste time on a single player game
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Valsacar#0268 wrote:


It is a chase for those that want to say they maxed out their character.



And im wondering, where do you poe1 guys get this from? I've heard this a million times. Just because its a "challenge" in poe1? Okay, let me tell you something. We dont care. Cuz its poe1. So? You comparing it to a mummy game. Lets get back to POE2 and improve it, shall we?

And this would be a huge improvement, getting like 2 Points every lvl above 90. Should be fair in comparison to the punishement you receive - 2 Points seem VERY fair. And lets be real, since this game is all about min maxing, it would make sense that they would even give you 1 ascendency point on top if you reach lvl 100. Cuz they want you to invest time. I know this is shooting over the top but just to clarify where im coming from this min maxing game that it would make sense.

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