Why POE2 is dying

"
But DYING?

BEFORE RELEASE?

COME ON.


That's what's known as a stillbirth.
Last edited by voodoochile78#9787 on Aug 1, 2025, 9:41:13 PM
move on guys. titan quest 2, which is a REAL arpg, is out
"buff grenades"

- Buff Grenades (Buff-Grenades)
Oh man, that's great news. Titan Quest was awesome.
PoE2 is completely trash game due bad developing.
GGG had very good start and they wasted huge potential.
I haven't played in two months, is anything different? Endgame became so boring after a while there was no motivation to play.
"
I was just reading this, curious what other people were thinking about it. I just tried the game again after playing 0.1, and all the issue that made me quit are still present. Most of this feedback is around Campaign and Early Endgame, as I could never really be bothered to interact with true endgame like POE1:

1. Unrewarding balance in skills and loot drops during campaign leveling. Either you're playing with full uniques and some OP skill like rake or whatever, or you are spending 30 hours doing the campaign.

2. Trying new things to work around issue #1 is extremely expensive and time consuming and you often cannot pivot. Not so much of an issue in a FINISHED game, but why block people so hard in EA?

3. Bosses in general aren't very fun. They all seem to heavily punish certain types of builds and be cakewalk for others. Even experienced streamers have had issues on normal act 2 final boss, because it's a multi dimensional gear/dps/survival check at a point where you probably haven't found much good gear yet, and don't have much agency. And if you take that boss and compare it to some others, it's difficulty to progression given seems totally out of line.

4. Melee feels like a wet noodle OR it does 95 million dps and 1 shots a boss. Very polarizing for no reason.

5. Ascendencies are way out of balance. Skill gems as well.

6. There's many pathfinding bugs which ruin your progress on maps that are way too large, especially act 3 maps. It's so slow you just feel like alt-f4.

7. Monster density and combat are either too easy, or some mob snipes you from offscreen and 1 shots you, leaving you asking "what just happened to me". No agency in any of this.

8. Visual screen clutter and performance drops exacerbate issue #7.

9. An app like Path of Building is still required to enjoy any time of far endgame, as no systems are explained well enough in the game to allow the player to make meaningful enough dps and skill interaction choices.

This is probably the #1 thing they should have fixed when simplifying/reworking and they didn't.

And to those that will say "yeah it's Early access, that's the point", I think the issue is that it's a bridge too far here. The timeline they outlined for us and promised when we dropped our money on this is not going to happen. I would say based on the above issues I outlined, it is going to take at minimum 2 or 3 years to fix them. This trajectory started right after 0.1 and it doesn't seem to be improving. This is my humble take and why I have uninstalled again, and will monitor for some indication that progress towards what I was promised is happening.

I'm also looking into Steam MTX and Early Access rules, and I hope Valve starts punishing developers who spam MTX like the loot boxes in Early Access games that may or may not become what they promised us. It's very seedy.


Great post. #2 is the head scratcher. Unless you know the game and how skills interact, you are forced to experiment with the skill tree while gold is scarce. The high price of respec keeps players from experimenting or even figuring out what works. There's no logical reason for this
"
I was just reading this, curious what other people were thinking about it. I just tried the game again after playing 0.1, and all the issue that made me quit are still present. Most of this feedback is around Campaign and Early Endgame, as I could never really be bothered to interact with true endgame like POE1:

1. Unrewarding balance in skills and loot drops during campaign leveling. Either you're playing with full uniques and some OP skill like rake or whatever, or you are spending 30 hours doing the campaign.

2. Trying new things to work around issue #1 is extremely expensive and time consuming and you often cannot pivot. Not so much of an issue in a FINISHED game, but why block people so hard in EA?

3. Bosses in general aren't very fun. They all seem to heavily punish certain types of builds and be cakewalk for others. Even experienced streamers have had issues on normal act 2 final boss, because it's a multi dimensional gear/dps/survival check at a point where you probably haven't found much good gear yet, and don't have much agency. And if you take that boss and compare it to some others, it's difficulty to progression given seems totally out of line.

4. Melee feels like a wet noodle OR it does 95 million dps and 1 shots a boss. Very polarizing for no reason.

5. Ascendencies are way out of balance. Skill gems as well.

6. There's many pathfinding bugs which ruin your progress on maps that are way too large, especially act 3 maps. It's so slow you just feel like alt-f4.

7. Monster density and combat are either too easy, or some mob snipes you from offscreen and 1 shots you, leaving you asking "what just happened to me". No agency in any of this.

8. Visual screen clutter and performance drops exacerbate issue #7.

9. An app like Path of Building is still required to enjoy any time of far endgame, as no systems are explained well enough in the game to allow the player to make meaningful enough dps and skill interaction choices.


I think most of the problems you have would be fixed by making all of the skills more valuable. I am hoping that after the nerfs in 0.2 hurting the league, and after Mercernaries in PoE1 seeing such huge success, they will lean towards making skill buffs instead of nerfs, and be sure to keep any nerfs more localized to where they are deserved.

It is kind of insane that the highest single target DPS early on for attackers is just bonking with a regular auto attack and a decent weapon, and the highest DPS for casters is also the weapon given skills. Actually stupid that all of your choice is completely nullified by how dog water almost every skill is without gem levels and scaling.

When I start a PoE1 run, and I mule Cobra Lash/ chance to poison from a Shadow, it feels great but also the game is still not a joke when there are tough monster types. This is what they should aim for in PoE2. It should feel amazing to make a good choice immediately upon making it, but the monsters should be dangerous enough to threaten a powerful player. Right now it feels like you are just completely gimped and the monsters are either way too easy or completely BS, but not because they are mechanically difficult to face, just because your skill choices are so useless and underwhelming early on.

The only exceptions are the skills that come attached to weapons for some reason. They perform perfectly fine. It's just lame though because it completely deletes 90% of the agency and choice you have, and punishes you for experimenting.
Last edited by AverBeg7#1689 on Aug 3, 2025, 7:48:15 PM
5 month league without proper balance patches is the reason.

It should be either 3 months league or 4-5 with a proper balancing every month at least.

I know poe1 is under same dev team, which to be frank is ridiculous. Teams should be independent from each other, at least for balancing.

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