Add Ruthless to PoE2

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They could flip the development process where instead of Ruthless being the rebalanced afterthought, standard was. Develop Ruthless first according to the original vision for PoE2 and then just double the drops and remove all the friction points (no support gem duplicates, sprint, etc.) from "standard" mode.

You mean the original vision where PoE2 was just an alternate campaign and both games were the same with the same endgame?
i WISH for just what was promised


and game not being designed around casuals and just as "first time experience" to be hard. But toned for people who know how to play.

Mark told it's not toned for people who understand game but as regular players done bosses in 2 minutes. Those players don't know how to play. so
Last edited by saashaa#5518 on May 18, 2026, 3:41:02 PM
After playing PoE 2, I tried Ruthless in PoE 1 and loved it — it felt like PoE 2, but even better. Now I want to make PoE 2 feel more like PoE 1 Ruthless by adding Ruthless to PoE 2. :)
While GGG recently rejected the idea of adding Ruthless in an interview, they were viewing it through the lens of a separate league that would fracture the player base. The actual solution to that problem is implementing a Ruthless Campaign Option within the same trade league. Keeping everyone in the exact same trading economy completely bypasses the developers' concerns about splitting the community.

Here is exactly how this would work and why it is easily achievable:

• Trivial to Implement: GGG’s recent patches adjusting monster health and damage numbers prove how easily the baseline numbers can be tweaked. Creating a Ruthless campaign doesn't require rebuilding the game; it simply means locking the campaign to a tighter, un-nerfed numeric tuning slider for players who choose that route.

• The Campaign-Only Focus: To keep this realistic and friction-free, the Ruthless modifiers would apply strictly during the campaign progression. Once you defeat the final boss and step into the endgame atlas, your character naturally transitions right into the standard endgame alongside everyone else. Let it serve as a test run to see how the player base interacts with it. If it succeeds, it opens the door for future tuning; if not, it remains a self-contained challenge for the early game.

• The Economy Compensation: The biggest critique of a harder campaign inside a trade league is the time loss, as faster players will reach maps first and dominate the early economy. This is easily fixed. Defeating the final boss of the Ruthless campaign should reward players with a guaranteed, targeted currency bundle. This instantly compensates for the extra time spent overcoming the challenge and allows Ruthless players to seamlessly catch up and inject themselves directly into the standard map economy.

This isn't about fracturing the player base or demanding a completely different game. It is about utilizing GGG's existing balance levers to give the players who prefer a tighter challenge a structured way to experience that high-stakes, mechanical combat, without taking anything away from the casual player base. It would simply be an option for the people who want to play it, without changing the experience for anyone who doesn't.
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Well, not quite, it wouldn't entirely fix things. It would require quite a bit more changes in design for a lot of things to actually be good and not just end up like PoE1's Ruthless.

To the point where they would have to balance two different games almost. I highly doubt they would do that.

Well... not that they have to do much balancing for the zoom-zoom crowd, they always ask for imbalance and things to be OP or never nerf anything.


They could flip the development process where instead of Ruthless being the rebalanced afterthought, standard was. Develop Ruthless first according to the original vision for PoE2 and then just double the drops and remove all the friction points (no support gem duplicates, sprint, etc.) from "standard" mode.

Honestly as long as they sold the illusion of "standard" being the normal way to play the game and ruthless being the side-project, the zoom zoom crowd wouldn't even notice because they don't actually give a ---- about anything being balanced correctly.


This is exactly what I'm talking about. Something more aligned to the original "vision" of slower paced, souls-like gameplay.

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