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

LOL

If you think poe2 numbers are inflated you should look at some other arpg's maybe... what a ridiculously wrong statement.


It's incredibly arrogant to make such off hand statements like you are. You dont know the slightest thing about designing an arpg from scratch and all the considerations that go into the numbers. (on affixes of weapons compared to armour)
Last edited by Argonlo#6237 on May 18, 2026, 8:40:51 PM
Own personal opinion is the game is easy because they want to allow new players to succeed. Someone who has played poe 2 for a while understands to POWER of resistances. Someone who is new just does not. Do NOT balance around that understanding and the bosses are designed with dodge roll in mind which also lets skill bridge STATS gaps.

I think its very unlikely we ever see HARD campaign playthroughs again because its not meant to be hard for someone who has played it through many times. Its meant to be hard for a player who is first time playing it.

Less requirements for defenses means less deaths for someone who doesn't have enough.
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Argonlo#6237 wrote:
If you think poe2 numbers are inflated you should look at some other arpg's maybe... what a ridiculously wrong statement.


how other bad examples save poe2? Both can have same problem, just at different scale. Poe2 numbers are out of touch for sure.
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100% agreed on the numbers being out of whack.

It's not a trivial change, but all they really need to do is just stop thinking about itemization and numerical scaling from the standpoint of PoE1 where the performance gap between a casual player with low systems knowledge and a min/maxed veteran is literally thousands of times more damage/survivability. It's perfectly okay, at the very least in campaign and early map progression, for a well geared character to just be 2-3 times as effective as an average one instead of the dozens that they currently are. They're different games for a reason; PoE2 doesn't need to obfuscate lackluster moment-to-moment gameplay with a spreadsheet power fantasy the way PoE1 does.

Like, I get that big numbers on gear make people's brains make the Feel Good Juice™, but there's no real practical reason for, say, the % Increased Physical Damage prefix to start at 40-49% and end at 170-179% - it could just as easily start at 10-12% and end with 43-45%. They could literally quarter the numbers on basically every damage scaling modifier and they would still eventually multiply into astronomical absurdity on a mirror build (as they should), but at least the range of player output to balance around would be quasi-manageable before then. It's a hell of a lot easier to thread the balance needle between players doing 100k - 500k dps than it is when they're doing 100k - 5 million.


I'm not even sure players are drawn to big numbers. I'd like to think most just want to feel their time sink paying off. In the end it's not really about the numerical values but the ratios.

Like when I mentioned 90% DR is too much. 89% is 10% more damage intake and how the same ratio interacts with offense. 10 damage to 100HP vs 1000 damage to 10,000 HP. Same thing. Elemental Pen, Exposure and Curses aren't a problem on their own. It's how they scale and the ratio difference it causes as they try to make more durable enemies.

Your example for instance. Reducing all the numerical values. It doesn't really end up any different. If we reduce all damage numbers to 1/4 but don't address how these interaction the ratio would be the same. As an example you mentioned 100k to 500k from 100k to 5million. If we only reduce the numerical values we make smaller numbers but it would still be a 50x difference. In case of PoE and PoE2 they never have.

100k to 5million turned into 1k to 50k for instance. Numerical values matter when it's % based. Everything I've mentioned in this topic is % based. 10% more damage taken for 89% DR instead of 90%. Half the kill time. 80% Fire Res vs 40% Fire Res with -20%.

Using a different play mode to hide it instead of fixing seems like a waste of time to me.
"Never trust floating women." -Officer Kirac
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Vyend#2601 wrote:
At this point it just meaningless inflation of numbers. Like, 100% is a cool value with a meaning, but after that is just generic increments with no real purpose behind it, the increase could be 5000% and it wouldn't make me feel excited

But i guess this thing in specific isn't exclusive to poe 2, i miss the days when rpg games didn’t have inflated numbers..


Yea commonly known as number bloat. It's "usually" harmless but also pointless.

Situations where it can be harmful are things like 1 level = 3x damage output in open world PvP aka Terra Online. Also gearing when the difference between a level 48 items is twice as good as a level 50 item causing persistent gearing lag and gear/vendor camping.

"Never trust floating women." -Officer Kirac
I am trying to understand what is wrong with ruthless? Why not?
Godamn this was well said.

The day they bring Ruthless to POE2 is a dady to be celebrated.

I understand they may not have the devs available now but I sure hope they dop in the future.

I do not mean it lightly when I saw Ruthless was the best thing to happen to gaming in 40 years.


i Iove one shotting pinnacIe boss because i farmed for it.

and as a average+ pIayer it's compIicated to reach that amount of money if you're not smart
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uklizeci#1541 wrote:
i Iove one shotting pinnacIe boss because i farmed for it.

and as a average+ pIayer it's compIicated to reach that amount of money if you're not smart


That's not true, you get to trivialize bosses super early on with no actual farm. Not to mention that we also just skip through map tiers super fast in endgame because of how easy it is to have power and be overpowered.

It's not complicated at all for any average player.
"Sigh"
Last edited by IonSugeRau1#1069 on May 21, 2026, 7:40:53 AM
"

we also just skip through map tiers super fast in endgame because of how easy it is to have power and be overpowered.


i disagree.
you arent skipping tiers so fast because you are giga juiced 2 hours into mapping (unless you just buy a load of gear and gems i guess).
you are skipping tiers so fast because the difficulty difference between them is hilariously small.
im completely convinced that GGG could make T1 maps randomly be anywhere in the 1-5 range and almost nobody would notice. same for T5-T10, 10-15 ect.
makes it seem like easily half of them are redundant.

difficulty ceiling should be significantly higher across the game. ceiling.
this effectively solves the problem you are describing without the risk of nuking build mechanics and is likely a LOT less work than rebalancing every class, skill and support in the game.
:D

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