Why is nobody talking about runes?
" " This is mainly relevant for the first character in a league, where gearing options are still limited and players often have to rely more heavily on whatever items become available early on. That said, resistance pressure currently does not always feel equally important throughout progression, since many enemies appear to deal primarily physical damage with only partial elemental conversion. Because of that, resistance-focused runes can sometimes feel less impactful outside of specific encounters or rare enemies. If the intention is for these systems to play a more meaningful role during progression, it may help to either: increase availability through vendors, increase overall drop frequency, or provide more deterministic access to them. At the moment, the system can feel somewhat unrewarding to engage with compared to simpler crafting alternatives. For example, many players would likely prefer using a crafting bench solution for resistance management if such an option existed. As a result, the current implementation risks feeling like additional system complexity without enough practical gameplay impact. " In practice, Spirit currently feels difficult to scale outside of a relatively small number of gear sources unless players heavily rely on uniques or specific weapon types such as sceptres. Because of that, Spirit requirements often do not feel like a matter of needing only a small adjustment, but rather needing a substantial additional investment. It may be worth considering whether passive tree access to Spirit could help improve build flexibility, especially since many players already feel that some passive nodes currently lack meaningful impact. " At the moment, Rage scaling options appear somewhat limited through runes themselves, since maximum Rage is primarily available through other systems such as Soul Cores. Additionally, relatively small bonuses like +4 maximum Rage may not always feel impactful enough to justify investment depending on build context and opportunity cost. Especially if we are not just tuned in for damage but actually care for defenses. I mean, saying that, I have to laugh kinda, since damage is always the way. But it shouldn't? Last edited by InvisiblePosture#7553 on May 17, 2026, 11:38:41 AM
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" Pityful that is the way GGG wants to go to replace a actual crafting bench to the game even if we already got 3 different "crafting" benches or salvage places. We rather get a rune crafting bench which requires runes instead of the currency we already had. So GGG only replaces the currency we needed in PoE 1, with runes and make them mandatory crafting parts :% |
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" PoE2 players (most of them at least) do not care about quality but rather quantity of content. That way they can keep chasing an item for countless hours and scream when it drops. They don't realize that GGG is doing all this just to keep player count high since you will have to go through 100+ runes RnG in order to get the one you need. It is that or get into the market racing, you know? Playing since minute 1 of the league to get as fast as possible to the endgame to sell items and get some divs before streamers and RMTers fix the prices. This game had so much potential, man. A shame they decided to make it like a mobile game with almost infinite amount of RnG layers that only streamers can go through because they play all day every day. |
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