Its time to have a separate team working exclusively on POE1

"
One might think that a successful company could afford two teams for two different properties. =9[.]9=


Money is the real issue for GGG. They can only hire so many skilled locals, and eventually they just run out of people in New Zealand who have the right experience or interest. Reaching outside the country isn’t simple either, you need to find developers who are not only qualified, but passionate enough about game development (or even Path of Exile itself) to leave their current life, job, and country behind just to join GGG. Add in New Zealand’s strict work permits and immigration processes, and the whole thing becomes an even tougher hurdle.

This isn’t just a New Zealand problem, in many countries, the gaming industry suffers from the same limitations, you can’t fix these kinds of talent shortages with money alone. Even the richest studios can only grow as fast as they can find and hire the right people
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
My problem with this league is that I no longer have a Mercenary to gear for. The league mechanic bores me to death, it's that bleak. Regular Blight is more appealing than this "rework".

If I at least had my Mercenary, I'd still have a goal to chase. I made 1 build this league and basically don't want to make another, while last league I made like 3-4 but around 9 or so characters total, plus gearing up all my Mercenaries.

I'm not saying that I want the game to be even more grindy. I'm saying that I was having fun interacting with the league mechanic, because it felt like I was simultaneously leveling another build and I had to put a bit of thought into it and how it interacted with my own build.

By comparison, this "Blight" 2.0 leaves nothing to really chase for. There's nothing to "tweak" this league. I'm so tired of this "defend" mechanic that has no further interaction than a few buttons that are not even necessary for a lot of builds. It's almost like those annoying NPC escort quests where you have to constantly stay near them and the NPC is a total moron who can't do anything without being attacked.

Old Breach, while more simplistic, was at least fun to interact with because you could pop multiple in a row and each Breach was uniquely tied to specific bosses with a specific monster pool. They could do the same with the new Breach flame encounters that currently all look and feel the same.
[3.27] Poor Man's Ward Loop: https://youtu.be/p5NA_Rf2TJU
[3.26] Shaper Beam Totems: https://youtu.be/soG0-Y2pDDo
[3.26] Gorilla Pop: https://youtu.be/JYGmntfn1ho
[3.25] Lazy Susie: https://youtu.be/VlcH6tIBzkg
[3.25] The Unplayable Build: https://youtu.be/WlyVf34_TiI
"

By comparison, this "Blight" 2.0 leaves nothing to really chase for. There's nothing to "tweak" this league. I'm so tired of this "defend" mechanic that has no further interaction than a few buttons that are not even necessary for a lot of builds. It's almost like those annoying NPC escort quests where you have to constantly stay near them and the NPC is a total moron who can't do anything without being attacked.

Old Breach, while more simplistic, was at least fun to interact with because you could pop multiple in a row and each Breach was uniquely tied to specific bosses with a specific monster pool. They could do the same with the new Breach flame encounters that currently all look and feel the same.



I could not agree more. I really miss the days of league mechanics like delirium, beyond, and affliction where there was so much room to explore how to get the most out of these mechanics by combining them with other league mechanics, scarabs, sextants, the atlas tree, etc.

This leads into another issue I have with the new scarabs: When you are able to stack up to 5 scarabs for the same league mechanic, there becomes no more room for experimentation, preference, style, etc. If I want to farm harbinger in the current game, I simply put in all of the harbingers scarabs at the same time. The same could be said for expedition, beasts, essences, etc. If you do not stack all of them at the same time, you are getting less value out of the scarabs you are using.
Last edited by Crookie#5727 on Nov 15, 2025, 1:25:24 AM
"Best I can do is 2 interns for PoE1" - GGG, probably.
Highly qualified hard working people are not like arpg veterans, lol.
They actually want to work on another project in most cases i would assume.
So, it is probably best to switch inbetween poe 1 and poe 2. That way some of the most experienced GGG employees actually still work on poe 1 every once in a while. Obv the best devs will only work on poe 2 otherwise, because its the bigger more shiny project.
Discussion about drops being bad needs to be viewed through a certain lens. As you find better things, the chances of improving again diminish as the spectrum of "better" gets smaller. Eventually nothing that drops matters to you (they may still have value on the market).
Thanks for all the fish!
"
"
The current state of the game does not provide loot or reward for killing monsters


The bigger issue here is that virtually all wearable loot dropped ON THE GROUND in endgame is automatically worthless to wear and cannot be salvaged through any combination of "crafting" methods short of scouring it down to a normal or magic (for fractured) base.

The same goes for unique item drops except for a few handful, and don't mention mageblood or headhunter. How many people get excited for a unique WEAPON drop?

In the end POE is an ARPG, so everything is about WEARABLE GEAR and said gear is either:

1) dropped directly by monsters

and/or

2) "crafted"

If the devs really don't like option #1 being viable AT ALL in POE endgame, then the currency for #2 needs to be abundant without 12+ hours playtime investment per day. Otherwise, full stop, the endgame is "broken".

Everything I just wrote is applicable to both current POE1 and POE2 design. How many POE2 streaming compilation videos do you see of people being excited for wearable drops OFF THE GROUND except a few items like headhunter?

You cannot call yourself "the greatest ARPG of all time" while simultaneously telling people with a straight face "ya you should filter out all wearable drops in endgame farming."



A long time ago, I suggested that items should have two separate mod pools (like prefix/sufix) one would be drop only, the other one would be craft only. So dropped items would matter again, because they would be required to make a usable item.

Feedback on my feedback? The usual hate from community.
A community of supposed ARPG players hates useful wearable items ON THE GROUND coming from killing monsters in a supposed ARPG.

Sure, why not.

Can we at least remove items dropping unidentified so I don't have to waste precious seconds/minutes coming to the inevitable conclusion that they're terrible? Need to keep that "mystery" eh?

Report Forum Post

Report Account:

Report Type

Additional Info