GGG need to make manifesto about getting rid of zoomers/casuals or tuning to poe 1 pace


They need to post a manifesto about adapting the game to their promises of slow and methodical combat or deleting it for sake of being copy of poe 1 in pace and share same player base


and getting rid of zoomer, one-shot builds and casual part of the community which simply is just addicted to dopamine and washed from any meaning gameplay

This is slowly becoming ridiculous. A complex game for people who want engaging gameplay, not just holding one button(which was a promise), is becoming saturated with casuals and zoomers who only want to feed their dopamine addiction.
Now it's just poe 1 without content. When in poe 2 we earn "power" faster than in poe 1. So in some way we are stronger - as there's no balance in power.

POE 2 was announced for years as slower and methodical, and that's how it should be.

From zooming, we have POE 1, and it doesn't make sense for the company to keep POE 2 as a game with the same gameplay pace, aimed at the same target audience. Because these people will spend the same amount, and the production costs will only quadruple.

Can casuals, i.e., zoomers and their derivative players, understand that this game isn't for them from the start?

And ggg clearly confirm that we're going back to 0.1?


if ggg want to make it POE 1 and fasten up game - just also make manifesto and decide..

A game like this will never be for two audiences -

If you create a system in Atlas, it won't be fair anyway.

Because zoomers will always progress faster in Atlas - even if you equalize loot by giving 1500% rarity to people who prefer to play "methodically." Zoomers will complete the Atlas and the objectives during this time.

It doesn't matter whether we are one or the other - GGG should choose one audience instead of just creating more hatred.


also listening to people addicted to trival emotions ends-like that.. you pump then - then stop pumping addict so they talk with just emotions.
Last edited by saashaa#5518 on Jan 4, 2026, 4:13:53 PM
Last bumped on Jan 5, 2026, 6:57:29 AM
I think there's a happy middle ground.

It's about the monsters, visual clarity, performance, and most importantly combat experience.

The campaign feels good and boss fights feel good, early combat actually feels impactful but as you scale up the only knobs GGG knows how to tweak are "Pop everything in one shot, or they walk up to you and whack you," or "add enough defensive tools that you ignore monster damage (until you can't).

GGG is obviously against the defensive tool part being a norm, and if you look at the density and boss changes it seems what you (and personally I) advocate for is on their radar but they are trying to find a happy middle ground.

GGG is likely in a hard place because PoE1 players are bouncing to PoE2 and they are doing league-style releases so they are hesitant give us a massive "nerf" in the form of a manifesto.


If you remember, the community exploded during expedition manifesto "omg too many nerfs omg omg omg" and yet... we were still so strong and fast in expedition we'd forgotten how many years of speed and power creep we'd already been given.

We should obviously be faster, more "wow" factor than the campaign. But it's too extreme at the moment. I can feel good about killing a pack in the campaign, I can't feel good popping 2-3 screens of enemies in endgame.

There will ALWAYS be zoomers in this game. There just need to be other ways to experience the game.

Maybe GGG could add more boss-rush style maps or content for people who want a more deliberate combat experience as alternative content. I focus on balance from a self found perspective, so that other content shouldn't lock you out of generic items that you could need. Like for example, some people love delve on poe1. You aren't magically locked out of getting currency drops or equipment drops because you are choosing to delve.

I love pinnacles, I love boss fights, and the thing that PoE2 does well is even minibosses and "big tanky rare mobs" can feel like fun fights -- until GGG realizes they have to balance around screen explosions and giga speed and make these mobs move like crackheads and pop you and you can't even see the ground.

GGG has a really tough middle ground to find here between people who want to mapblast, and people who want a deliberate combat experience.

Overall I agree with you though, ONLY zoomer-gameplay already exists in poe1, in d4, in d3, in torchlight infinite. What PoE2 does differently GGG has shown they are competent in designing and its a fun and novel experience and a new vertical in the ARPG gameplay style, and I really hope they continue to innovate.

Last edited by Kaboinglefop#0955 on Jan 4, 2026, 4:19:14 PM
"
I think there's a happy middle ground.

It's about the monsters, visual clarity, performance, and most importantly combat experience.

The campaign feels good and boss fights feel good, early combat actually feels impactful but as you scale up the only knobs GGG knows how to tweak are "Pop everything in one shot, or they walk up to you and whack you," or "add enough defensive tools that you ignore monster damage (until you can't).

GGG is obviously against the defensive tool part being a norm, and if you look at the density and boss changes it seems what you (and personally I) advocate for is on their radar but they are trying to find a happy middle ground.

GGG is likely in a hard place because PoE1 players are bouncing to PoE2 and they are doing league-style releases so they are hesitant give us a massive "nerf" in the form of a manifesto.


If you remember, the community exploded during expedition manifesto "omg too many nerfs omg omg omg" and yet... we were still so strong and fast in expedition we'd forgotten how many years of speed and power creep we'd already been given.

We should obviously be faster, more "wow" factor than the campaign. But it's too extreme at the moment. I can feel good about killing a pack in the campaign, I can't feel good popping 2-3 screens of enemies in endgame.




There's no real change in mob density. Change is 1-2 mobs per pack early - then it's the same later.
Which is some identity-crysis at all.

As you say it's to "Extreme" i agree but i will say even it's so massive power-creep in end-game that is comparable to being just diablo 3 and all builds in end-game are one-button build.

I wish game will be more methodical in end-game.
"
saashaa#5518 wrote:
"
I think there's a happy middle ground.

It's about the monsters, visual clarity, performance, and most importantly combat experience.

The campaign feels good and boss fights feel good, early combat actually feels impactful but as you scale up the only knobs GGG knows how to tweak are "Pop everything in one shot, or they walk up to you and whack you," or "add enough defensive tools that you ignore monster damage (until you can't).

GGG is obviously against the defensive tool part being a norm, and if you look at the density and boss changes it seems what you (and personally I) advocate for is on their radar but they are trying to find a happy middle ground.

GGG is likely in a hard place because PoE1 players are bouncing to PoE2 and they are doing league-style releases so they are hesitant give us a massive "nerf" in the form of a manifesto.


If you remember, the community exploded during expedition manifesto "omg too many nerfs omg omg omg" and yet... we were still so strong and fast in expedition we'd forgotten how many years of speed and power creep we'd already been given.

We should obviously be faster, more "wow" factor than the campaign. But it's too extreme at the moment. I can feel good about killing a pack in the campaign, I can't feel good popping 2-3 screens of enemies in endgame.




There's no real change in mob density. Change is 1-2 mobs per pack early - then it's the same later.
Which is some identity-crysis at all.

As you say it's to "Extreme" i agree but i will say even it's so massive power-creep in end-game that is comparable to being just diablo 3 and all builds in end-game are one-button build.

I wish game will be more methodical in end-game.


I agree with you in this -- I had more fun going through campaign and early maps than the endgame. I want the slower methodical gameplay, but most importantly I want VARIETY.

There is homogeneity in the endgame combat experience where I'm exploding everything. It's not a moment where I kill a big pack and feel cool like a raid boss, then I enter a 1v1 fight and feel like I'm dodging, fighting, experiencing the combat.

Hence me wanting a middle ground. I want to have to respect the medallion holding big guys from Act 2 or the Coffin holding guys in Act 1, and maybe the next combat experience is to blow up a pack of weak skeletons.
All i get from this post is people are always ahead of me and i dont like it.

Even if you got what you wanted theres always gonna be people who will no life the game and be ahead of you.

To make a post asking a company to remove a type of player is just another level you guys have lost the plot.

Just go back to D4
"

To make a post asking a company to remove a type of player is just another level you guys have lost the plot.



I don't consider myself a casual player, I'm pretty sure I can be easily categorized as a no life player.

But OP asking GGG directly to get rid of casual players is one of the most unhinged post I have ever read on this forum.

He constantly calls people that like faster pace addicts like they are subhumans and he's now saying that GGG indecision only brings hatred.

That's just incredible.
"
All i get from this post is people are always ahead of me and i dont like it.

Even if you got what you wanted theres always gonna be people who will no life the game and be ahead of you.

To make a post asking a company to remove a type of player is just another level you guys have lost the plot.

Just go back to D4


Balancing monsters around unprecedented levels of player speed and power results in a more shallow combat experience.

I think OP is just bad at articulating these ideas without having someone to attack. Maybe I give them too much benefit of the doubt.
Last edited by Kaboinglefop#0955 on Jan 4, 2026, 4:38:09 PM
You turn this game into a slogfest with the current poe1 monster damage and I guarantee you it'd be dead in a week.
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You turn this game into a slogfest with the current poe1 monster damage and I guarantee you it'd be dead in a week.


Like OP, you're only operating in extremes.

There's definitely a middle ground GGG can hit here that maintains the integrity of an involved and readable combat experience.
Last edited by Kaboinglefop#0955 on Jan 4, 2026, 4:40:04 PM
"
"

To make a post asking a company to remove a type of player is just another level you guys have lost the plot.



I don't consider myself a casual player, I'm pretty sure I can be easily categorized as a no life player.

But OP asking GGG directly to get rid of casual players is one of the most unhinged post I have ever read on this forum.

He constantly calls people that like faster pace addicts like they are subhumans and he's now saying that GGG indecision only brings hatred.

That's just incredible.



Same according to these forums recently im a exploit abuser, all my loot should be removed should be banned etc all because i no life the game, 229 hrs this league and counting

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