Trivializing content/bosses is a huge problem and you're playing it down, Mark.

"
Lufia555#5419 wrote:

That is exactly why it doesn't matter to quarrel about this at this time. PoE1 had already 12 years of balancing and polishing, naturally it is in a better place.

Until now we have played PoE2 as a game that is at maximum 50% finished. With 0.5 it will maybe go to 75%. They were/are still concentrated on content and all we do each update is test the game for them.

Maybe they have more time in the next window until december to do more balancing but with 1.0 on the horizon I doubt it. There are to many classes, weapons and skills still missing from the game. The extreme fine tuning some in here demand would take to much time and manpower (which there is a lack of the whole time PoE2 exists) just for the next update to ruin it again.

Only when the basegame is finished with 1.0 they will probably truly start with balancing. Before that they are frantically trying to finish the game.


On the contrary, this is the perfect moment to talk about these issues. On 1.0 release they need to have it in as good of a state as possible, that includes proper balance. They definitely shouldn't want to start balancing afterwards... that would be the worst possible decision.

And this is definitely not extreme fine tuning. I wouldn't even be posting about it if that were the case.

It would also help a lot if people would be more receptive to the criticism and acknowledge that there is an issue.

I've unfortunately had the displeasure of hearing even Jonathan pick up on a line I've seen here on the forums: "people often judge things by watching streamers who are often playing something that's completely cracked and out of control."

The problem with this line is that it conveniently ignores that our feedback comes mainly from our personal experiences... and not from what streamers do. It is a very convenient, yet an ignorant way to brush off the criticism.

Just in case I wasn't clear enough: I didn't follow a build guide, I didn't farm 150+ hours in order to trivialize the content, it happened very early.. on everything I've played. All I had was basic knowledge of how scaling works in PoE1 (and PoE2 subsequently) and that was about it.
"Sigh"
Last edited by IonSugeRau1#1069 on May 15, 2026, 3:03:17 PM
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On the contrary, this is the perfect moment to talk about these issues. On 1.0 release they need to have it in as good of a state as possible, that includes proper balance. They definitely shouldn't want to start balancing afterwards... that would be the worst possible decision.

And this is definitely not extreme fine tuning. I wouldn't even be posting about it if that were the case.


Elephant in the room most of the wishful thinkers are consciously or subconsciously avoiding talking about. Full release seems to be getting rushed. Not sure that'll fly with anyone outside the core base of supporters who willingly accept anything. Who knows, maybe they calculate that this will be enough support for a financially successful release.
"

On the contrary, this is the perfect moment to talk about these issues. On 1.0 release they need to have it in as good of a state as possible, that includes proper balance. They definitely shouldn't want to start balancing afterwards... that would be the worst possible decision.

And this is definitely not extreme fine tuning. I wouldn't even be posting about it if that were the case.



That may be the case in an ideal world but thats why I used frantically. The don't have the best track record in PoE2 for delivering what they announced in time. It is just a hunch but they will probably only finish the content for 1.0 just in time with how they put the pressure on themselves again. So my expectations for full balance are not that high but I still hope that they will surprise us nonetheless.
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Skutz123#5377 wrote:

Elephant in the room most of the wishful thinkers are consciously or subconsciously avoiding talking about. Full release seems to be getting rushed. Not sure that'll fly with anyone outside the core base of supporters who willingly accept anything. Who knows, maybe they calculate that this will be enough support for a financially successful release.


That's true but.. I assume that if anyone would be given the choice between adding more stuff and polishing what you already have as much as possible for release... they would probably choose the latter. And they kind of eluded to that, but we'll see what happens.
"Sigh"
I helped countless players killing bosses because they couldn't do it on their own. Actually would be interesting to see what % of the player base (and i mean the whole playerbase, not veterans only) thinks that bosses are to easy.
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mvroach#4063 wrote:
I helped countless players killing bosses because they couldn't do it on their own. Actually would be interesting to see what % of the player base (and i mean the whole playerbase, not veterans only) thinks that bosses are to easy.


I saw the constant pleas for help in global chat too, especially with the trials, and it is kind of a cool community thing that many people were super helpful in this manner.

Still don't get exactly how that feels good or fun if you end up needing help all the way through. If I had had enough currency, and had a way to verify honesty about it, I would have paid people to do their own trials. I thought they were hard at first too, but that was just because I happened to pick the wrong skills to use at first. Wrong as in busted, poorly designed, bugged, not working as described. Still beat them all and got a temporary thrill for having done so till I later realized how easy they were to steamroll. Probably would never have figured that out if I had begged for constant carries though.
I think eventually GGG will implement ruthless mode to the game. That should give more challenging content to those who seek for it.
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I think eventually GGG will implement ruthless mode to the game. That should give more challenging content to those who seek for it.


I dont think they understand how much players want that for this game, if they dont give that to players at least at game launch (1.0) then it's to late, alot of players will just leave forever.
IGN : __FrosT__
This is where I tend to get into design problems where GGG just likes big numbers too much.

For instance a single stat able to reach 90% DR is simply way too high. That's 10% more damage intake if you simply have 89% instead. You use smaller numbers and extra mechanical layers to help control the overall outcome. If the Armor where 25-55% we would not need Big Hit Vs Little Hit.

The stat would no longer be a lie. In addition say for example I added 100% Block Chance at 50% DR. This is another stat entirely and still doesn't reach 90% stacked onto 55% Armor DR.

Similar interactions happen with offense. Against 80% Fire Resists and Exposure for -20% deals 100% more damage. If you apply that to 50% Fire Resistance it becomes 40% more damage.

There's a difference between being strong and being a god that has to be deliberately countered.

This is where GGG has consistently failed in design. You don't create singular stats that reach such high values because once you add any extra layer, it turns into a balance nightmare.
"Never trust floating women." -Officer Kirac
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Xzorn#7046 wrote:
This is where I tend to get into design problems where GGG just likes big numbers too much.

For instance a single stat able to reach 90% DR is simply way too high. That's 10% more damage intake if you simply have 89% instead. You use smaller numbers and extra mechanical layers to help control the overall outcome. If the Armor where 25-55% we would not need Big Hit Vs Little Hit.

The stat would no longer be a lie. In addition say for example I added 100% Block Chance at 50% DR. This is another stat entirely and still doesn't reach 90% stacked onto 55% Armor DR.

Similar interactions happen with offense. Against 80% Fire Resists and Exposure for -20% deals 100% more damage. If you apply that to 50% Fire Resistance it becomes 40% more damage.

There's a difference between being strong and being a god that has to be deliberately countered.

This is where GGG has consistently failed in design. You don't create singular stats that reach such high values because once you add any extra layer, it turns into a balance nightmare.


Good analysis. To take it further, invert that 75% ele resist with Rakiatas and now you're doing 700% more relative damage.

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