📢 Feedback & Feature Requests

With the teaser for Patch 0.5 – “Return of the Ancients”, there’s a lot of excitement about what’s coming next for Path of Exile 2.

The trailer hints at new large-scale world elements—possibly tied to Act 5/6 or expanded endgame systems—and the adjusted release timing suggests a bigger, more polished update is on the way.

Based on the current state of the game and discussion, here is a structured and constructive wishlist of feedback and improvements that could strengthen the experience if implemented at some point.

🧩 Core Systems & Endgame Design
————————————————————

🔴 Citadel Progression Feels Inconsistent
• Spawns can feel unpredictable
• Hard to plan progression, especially for more competitive playstyles
Suggestion: Introduce more deterministic progression systems with clearer player agency over encounter access

🔴 Atlas Passive Tree Could Be Expanded
• Currently feels a bit limited in size and impact
• Some nodes don’t feel very rewarding
Suggestion:
• Expand the tree
• Rebalance low-impact nodes into more meaningful, build-defining choices

🔴 Tablets Still Feel Unclear in Purpose
• Improved over time, but still somewhat awkward to use
• Adds an extra layer of system friction rather than clarity
Suggestion:
• Further refine their role
• Or explore long-term consolidation into more streamlined systems (e.g. scarab-like integration)


⚔️ Combat, Classes & Build Diversity
————————————————————

🔴 Missing Weapons & Archetypes
• Swords and axes are currently absent
• Duelist and Marauder archetypes feel like natural additions
• Their absence impacts melee variety and early build identity
Suggestion:
• Introduce Duelist (swords) and Marauder (axes) alongside their weapon identities

🔴 Maces Feel Slower Than Expected
• Strong and impactful, but can feel sluggish in execution
Suggestion: Improve attack responsiveness while preserving heavy impact identity

🔴 Opportunity for More Ascendancy Variety
• Block/parry-focused monk archetypes are currently missing
• Companion-style builds feel underdeveloped
Suggestion:
• Add defensive reaction-based monk options
• Expand companion/minion ascendancy depth

🔴 Sprint Mechanic Could Be More Forgiving
• Knockdown on minor hits can disrupt combat flow excessively
Suggestion: Replace knockdown with sprint interruption/cancellation on hit

🧠 Rewards & Difficulty Balance
————————————————————

🔴 Map Boss Rewards Could Feel More Rewarding
• Difficulty is high relative to reward output
Suggestion: Improve reward scaling to better match risk

🔴 Vault Temple Balance
• Very engaging system but highly reward-dense
Suggestion:
• Slight reward smoothing
• Preserve complexity while reducing extreme reward spikes

🔴 Rogue Exiles Feel Underutilized
• Easy to overlook and low impact in current form
Suggestion: Increase encounter identity and reward relevance

🔴 Loot Identity Lacks “Moment Value”
• Few ground drops feel immediately exciting
• Item evaluation is often crafting-first rather than drop-first

Suggestion:
• Increase frequency of usable hybrid bases (e.g. synergistic affixes)
• Improve natural drop excitement and identification value
• Shift some power back into ground loot discovery

🌀 League Mechanics & Gameplay Flow
————————————————————

🔴 Wisps Could Be Reworked
• Can interfere with natural combat flow
Suggestion: Improve guidance behavior and interaction clarity

🔴 Ritual Pacing Could Be Faster
• Engagement pacing feels slow in repeat encounters
Suggestion: Increase spawn and interaction speed

🔴 Trial of Chaos Escort Feels Slow
• Interrupts gameplay momentum
Suggestion: Increase escort speed or reduce downtime

🔴 Expedition NPC Rewards Could Be Improved
• Limited reward variety reduces engagement
Suggestion: Expand reward pools and relevance

🗺️ UI / UX & Quality of Life
————————————————————

🔴 Atlas Navigation Could Be Improved
• Limited zoom and tracking clarity
Suggestion:
• Better zoom controls
• Search/filter tools
• Map marking and tracking improvements

🔴 Tracking Tools Are Limited
• Encounter management can feel clunky
Suggestion: Improve UI tools for progression tracking and organization

🧾 Overall Design Feedback
————————————————————

🔴 Layered Punishment Can Feel Excessive
• Death penalties and resource loss can stack too heavily
Suggestion: Rebalance penalty stacking to reduce frustration without removing challenge

🔴 Progression Can Feel Too RNG-Driven
• Some systems lack consistent goal-oriented structure
Suggestion: Introduce more deterministic progression options alongside RNG systems

✅ TL;DR
————————————————————

Key Areas to Improve:
• Reduce friction before gameplay
• Improve endgame structure clarity
• Strengthen reward identity (loot + bosses + crafting)
• Improve combat responsiveness and flow
• Expand archetype and system variety

Top Wishlist Items:
• Expanded melee archetypes (Duelist / Marauder identity space)
• Atlas + UI/UX improvements
• Reworked wisps, tablets, sprint mechanics
• Improved ground loot relevance + crafting identity
• Faster access to core gameplay systems

Overall:
Path of Exile 2 has a strong foundational combat and item system, but several core mechanics create unnecessary friction in gameplay flow, balance tuning, and build expression. Addressing these areas would significantly improve consistency between early, mid, and endgame experiences.

Curious to hear other perspectives—what are your top priorities for improvement?
Last edited by generaldecay#4149 on May 1, 2026, 12:38:52 PM
Last bumped on May 1, 2026, 10:24:26 AM
all suggestion to making the game easier:
declined

all suggestions adding all missing content and gems and classes weapon types endgame sutff:
+1

Path of Exile 2 is already one of the easiest games out there; it doesn't need to be made any easier. They just need to add all the remaining content and then make it progressively more difficult as players progress through the game.

early game
mid game
late game
end game
Last edited by Darosius#3984 on May 1, 2026, 6:23:35 AM
@Darosius#3984

"
Path of Exile 2 is already one of the easiest games out there; it doesn't need to be made any easier.


The goal is not to reduce difficulty, but to ensure that difficulty comes from skill expression and decision-making, rather than excessive punishment, unclear systems, or loss that outweighs the learning value of failure.
Last edited by generaldecay#4149 on May 1, 2026, 6:48:05 AM
Why is this thread called community wishlist? Have you surveyed whole community or sth? Are things listed voice of community or voice of you?

"


🔴 One-Portal Mapping Feels Very Punishing
• Losing a full map (XP, loot, resources) on death can feel discouraging
• Can limit experimentation and build diversity
Suggestion: Consider bringing back the 6-portal system, or a hybrid approach that retains challenge while reducing full-loss frustration


First of all - it is already hybrid model. The only situation with 1 portal is to have 6mod map. Second of all - If you want to run juiced maps it should bring a risk. If you make mistakes it should punish. It is designed like it should. Third of all - none of the above limits experimentation and build diversity. It is just an excuse for ego mapping and/or going glass cannon build.

After first point, didn`t bother to read the rest. Probably some gib me more loot and skip campaign bs.
Last edited by SalamiHaze#9389 on May 1, 2026, 7:47:24 AM
@SalamiHaze9389,
After reviewing your statements, I must say that I agree 100%. Didn't mean to imply or present it as an official or statistically validated community consensus by wording it the way I did. The thread has had its title changed accordingly.

The Portal minimum change was a fairly low priority request TBH, and has subsequently been removed from the list.

Thanks for the heads up!
Last edited by generaldecay#4149 on May 1, 2026, 12:22:00 PM
God I hate AI
Who am I to say anything, I don't respect my time either.

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