The Vision Problem: Why Jonathan Rogers’ Direction is Holding PoE2 Back

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Evergrey#7535 wrote:
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Evergrey#7535 wrote:
I disagree.

Can't wait for god-tier endgame content and balancing when stuff is ready for it.
In the meantime i have fun exploring different builds and techniques.
I made 3 insane builds this league, each different from another. None is meta nor youtube stuff.
Got to level 100 with one character.
Now, it just takes a bit too long waiting for the new patch...


What ascendancies and skills did you use on each of them?


main - Chonk, Shattering Palm / Falling Thunder
https://poe.ninja/poe2/builds/vaal/character/Evergrey-7535/Chonkest?i=0&search=class%3DAcolyte%2Bof%2BChayula%26name%3Dchonk&timemachine=week-15

second Chonk build - Reap with Darkness, remnants focused
And Shaman on which I am focusing on defenses mostly, learning new ways.

I plan to try an Infernalist in 0.5!


Nice. Tried infernalist for a minion build but didnt really enjoy it. Minion AI is still horrible.

Isnt falling thunder meta tho? Like I have seen it used is tons of builds.

The reap with darkness definitly seems off meta for sure. Didnt they really gut darkness when they made it not work with seka?
Now write a thread detailing why you believe Mark's leading vision would be superiour to Johnathan's. Or can you name any other senior devs in the team?
Quite the contrary, I think Jonathan has too little authority over the direction of the game. His vision is what was meant to make PoE2 a different game from PoE1. Clearly he is making too many concessions to the very vocal PoE1 slot machine addicts, probably due to higher-ups not being willing to take a risk in the name of the vision. In the end, either this game will fail as a PoE1 clone (most likely), or Jonathan will be allowed to do whatever he wants and make PoE2 the game it was meant to be, which I believe would be a success.
Last edited by AssaultUnit#6080 on Apr 19, 2026, 2:53:10 AM
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Nice. Tried infernalist for a minion build but didnt really enjoy it. Minion AI is still horrible.

Isnt falling thunder meta tho? Like I have seen it used is tons of builds.

The reap with darkness definitly seems off meta for sure. Didnt they really gut darkness when they made it not work with seka?


FThunder was very meta in 0.3, in current patch is just a good ability i'd say. In my build it was used exclusively for bosses. Mapping was flying with ShatPalm
https://www.youtube.com/watch?v=nKP_nsKcAXc

Yeah, the Darkness is quite a topic.
It's Sekhemas synergy was never intended, so it was never balanced with that in mind tbh.
People don't understand how Darkness reservation works.
It has 5s reservation, but this 5 sec locks each damage instance separately, which means you keep the recharge going even while being damaged constantly. It's completely different to SorcWard for example, which is locked for recharge untill 6s of no damage taken happens.
That feature alone makes Darkness in need for limitations of scaling its ceiling value.
As for the Spirit disabling, I have my doubts on how needed that part is...
My Reap build pob:
https://poe.ninja/poe2/pob/1aa4b
Imo, if they would merge [Chayula's Gift] with [Deepening Shadows] and keep it in Darkness branch, it would be fine. And they could add a new 1-branch Notable.

PS. I am cooking something pretty unique for Infernalist (Attack based) :D It goes well with str, so I hope for Flails in 0.5
Combat Balance > Feelings
Last edited by Evergrey#7535 on Apr 19, 2026, 3:43:07 AM
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What made campaign bosses engaging was the unlimited attempts; dying repeatedly was part of the fun and challenge. In contrast, the "hardmode" league doesn't create enjoyable difficulty; it just punishes death without adding meaningful challenge.


+1

Punishing for death is a poor decision. It just leads to frustration and doesn't make a game better for someone somehow.

Afraid of corpsethrowing on bosses? But why, if they restore their HP anyway? You will still have to learn how to fight (or get good gear). Bad for economy? But who cares, economy always perfectly balances itself automatically by law of the market. Want to keep exclusive boss drops rare? Just tune drop rate. Easy. Afraid that it will affect ladders (XP loss on death issue)? But again who cares, ladder top is 0,000000001% of POE population, this game is not a cybersport, and even for ladder goers - they still have same fair conditions for everybody - with death punishing or without. Will be too easy to get 95+ levels? But that's already a grind and usually people do that with super gear and so never die. This XP grind is no way a tactical gameplay and only depends on the time spent, not on skill, and so when you accidentally die on lvl 99 because of some unfortunate combination of factors, it again just adds frustration, because you had no control over it.

So yeah, I don't understand how death punishing improves something in POE 2. It only removes fun by building up frustration.
Last edited by Azimuthus#1135 on Apr 19, 2026, 6:55:18 AM
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Burn4#0434 wrote:

Why the Endgame Fails


The game doesn't even have an endgame. The current "endgame" is just something they threw together in a hurry for EA. It is never intended to be the actual endgame. What is the point complaining about a temporary substitute?
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What is the point complaining about a temporary substitute?


GGG never said that. They said they were in a hurry to add it, yes, but they never said it was temporary.
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GGG never said that. They said they were in a hurry to add it, yes, but they never said it was temporary.


They are literally doing a full endgame revamp patch right now.
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They are literally doing a full endgame revamp patch right now.


If you listened to their talks you'd know that they are revamping only Atlas tree. Ofc they'll add smth to Atlas as they did in all previous patches, but nothing will change globally.
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What made campaign bosses engaging was the unlimited attempts; dying repeatedly was part of the fun and challenge. In contrast, the "hardmode" league doesn't create enjoyable difficulty; it just punishes death without adding meaningful challenge.


+1

Punishing for death is a poor decision. It just leads to frustration and doesn't make a game better for someone somehow.



+1

Clearly yes, and above all, it prohibits any form of experimentation.

In the current state of the game, we have a passive skill tree that offers around 1500 skills and no statistics or in-game indicators (Armour level indicator, Evasion level, etc.).

These choices made in the passive skill tree often translate into reactive abilities; however, in the absence of feedback and indicators for these skills in the game, we are often forced to test and experiment.

And unfortunately, if these tests were not up to the level you had planned, which is already a punishment in itself; you die and you get punished for free by having your playtime aka your experience points stolen.
And of course, without a death recap. No feedback.

And I don't even mention the technical issues, packet loss, clipping rollback, etc., which only add more injustice to this injustice.

Clearly, this XP management needs to be completely overhauled and should above all take into account the state of the game and, most importantly, make sense for the players.


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