One Character. All Ascendancies. True Build Freedom
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I genuinely think one of the best long-term changes for Path of Exile 2 would be removing permanent class restrictions entirely.
At this point, classes feel more like an old limitation than meaningful gameplay. Why not evolve PoE2 into: * full character creator * one universal base character * all ascendancies available in the game * ascendancy swapping through progression, quests, or cost systems The real identity of a PoE character already comes from: * skills * passive tree * gear * ascendancy choice * playstyle Not from selecting “Witch” or “Ranger” on the login screen. Right now, if someone wants to experiment with another ascendancy fantasy, they often need to: * reroll * repeat campaign content * regrind progression * rebuild atlas progression * reinvest dozens of hours That doesn’t create meaningful replayability anymore. It mostly creates friction. PoE became famous because of freedom and experimentation. So why not fully embrace that philosophy? Imagine creating ONE character identity you truly invest into long-term: * changing ascendancies over seasons * experimenting with builds * adapting to balance changes * trying new archetypes without restarting your life It would also make cosmetics, roleplay, and attachment to characters far stronger than the current disposable reroll system. Modern ARPG players increasingly value flexibility and respecting time investment. And honestly, I think PoE2 is perfectly positioned to redefine what character progression in ARPGs can look like. Last bumped on May 11, 2026, 10:08:22 PM
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" i cannot agree to this more. |
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+1 and people will stop crying about act skip
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Totally agree. Our sprite choice shouldn't effect our starting point on the tree, let us pick a character, a starting point, and have open access to ascendancies. Open it up to creating more weird builds and playing for fun over optimization.
Last edited by AbyssianOne#1625 on May 8, 2026, 9:28:07 AM
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I prefer having rpg archetypes rather than an omni-bot
Please GGG, I need my sparkly crown MTX in PoE2.
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Yea 101% agree.... You want build diversity, then let people do alchemy freely... Enough with limitations. Punishments already broke the game.
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" but hey, thats the only thing left in POE 2 as a barricade between players and true free build diversity, why not? The only purpose it serves right now is main campaign redo slog |
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" I fundamentally disagree that removing barriers would create better diversity. It's more likely to homogenize the build meta. Please GGG, I need my sparkly crown MTX in PoE2.
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ascendancies aren't the only thing you take into account when choosing a build, if you plan to play mace with a witch, you need to travel a lot to get interesting point on your passive tree. and i do not see my huntress ascend into a smith of kitava for obvious thematic reason
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You're talking about a class-less system.
It's actually how PoE1 started and what caught my interest. Class-less systems are notoriously hard to balance and are almost gone these days. You need extensive experience with system designs and "close enough" is the best you'll get. Not a bad trade for freedom but that's how it goes. I've made multiple class-less systems. You can even go play one right now as an Overhaul to Divinity OS2. Think of a class fantasy and there's a high chance you can make it. The fact GGG couldn't even get combo + payoff functioning makes me think they're not even close to creating such a broad system. Combos are easy. There's a difference between dependency (which is what they were doing) and synergy. If a skill can't stand on it's own then it has no reason to exist. The trick with combo synergy is to get the player to want that extra setup for a better payoff. Elemental Infusions are a great example of what not to do. It's a gamey forced system. Talismans are a good example too except they went even further with preset skills. Most flaws in the game design could literally be fixed in a day and yet they don't. "Never trust floating women." -Officer Kirac
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