Why POE2’s Direction Is Worrying for Veterans and Newcomers Alike

Great feedback and perspective. As a new-ish to PoE (1&2) but long time ARPG player, I appreciate your points and perspective. The page and map size slog is real, especially when I have to cover the map twice because what I thought was an end of the map but didn't literally go explore that one tiny 3 pixel spot actually turned out to be the path to the next zone... only make that mistake once...
The Trials and Ultimatum, just plain brutal.
This is one of the most well through out posts I have seen in ages, your feed back is brutally honest and one point and echo's what many PoE1 Veterans are saying.

I hope the dev's listen and understand what you are trying to get across here. Personally I am sick of seeing how toxic chat has become with all the Kids who will just say git gud when ever someone asks for a hand or is trying to figure out the game.

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Kaukus1#7461 wrote:

I’ve been playing Path of Exile since its beta days. My Steam account alone shows over 6000 hours, and with the standalone client, I’m well above 8500 hours.
I’ve seen every league, every major patch, and every meta shift. I want POE2 to be different. I want it to evolve beyond POE1. But it also needs to respect the core elements that made the original game successful. It feels like some fundamental missteps are being made, and they’re hard to ignore.

One of the most frustrating things I see lately is new players, many of them ex-D4 players or people who barely touched POE1, saying GGG shouldn’t listen to veterans who want POE2 to hold onto certain aspects of the original.
These players also argue that POE1 veterans "don’t understand Souls-like games" or "slower, more methodical gameplay." This is just laughable. Many of us have played and loved games like Elden Ring or Dark Souls. We fully understand what makes those games great.
But comparing them to an ARPG like POE2 is like comparing apples to oranges. Souls games are about tight, deliberate combat, exploration, and immersive design, whereas POE is about progression, loot, and player creativity. Slowing down POE2 doesn’t make it feel like Elden Ring—it just makes it feel tedious.

Here’s my Steam profile, just to put things in perspective:


We’ve been playing this game for years. We’re the players who’ve kept coming back, league after league, supporting GGG with time and money.
This isn’t about “clinging to the past.” It’s about wanting POE2 to succeed while still respecting the core of what makes Path of Exile such a beloved ARPG.

Let me break down some key issues:

1. Slow Doesn’t Mean Better
A slower-paced game can be good, but it doesn’t automatically make it better. If you’re tired of POE1’s "zoom-zoom," I get it. But removing movement skills entirely, especially in massive maps that often require multiple trips through the same areas? That’s not challenging—it’s tedious. Even with rolls and movement speed buffs, traversing the world feels like a slog.

2. Difficulty Isn’t About Tedium
I keep hearing that POE2 is “more difficult.” But is it? Difficulty isn’t about giving enemies inflated health pools and forcing players into a boring loop of poking, retreating, and poking again. That’s not engaging—it’s frustrating. True difficulty should come from well-designed mechanics and meaningful decision-making, not from artificially drawn-out combat.

3. Flasks and the “Vision”
Yes, flasks now refill on kills, which is better than the original POE2 reveal. But the addition of refill wells still feels unnecessary and redundant. The whole system feels like a solution to a problem that didn’t exist in POE1. Instead of adding depth, it just slows down the pacing. It’s another example of the “vision” overriding what’s actually fun.

4. Crafting Is a Mess
No deterministic crafting is a joke. The devs say they want us to craft more, but how? Without reliable tools like crafting benches or alt rolls, crafting feels like throwing currency into the void and praying for a miracle. If the idea is to encourage players to build items from scratch, it’s not working. The lack of control isn’t engaging—it’s exhausting.

5. Drops and Vendors
If you like the current loot drops, more power to you. But even if you do, they’re still poorly designed. Vendors have been given more power, but drops feel so sparse that crafting currency barely exists. The balance isn’t there. You can’t expect players to engage deeply with crafting when you’re starving them of the resources to do so.

6. The Skill Tree Is Disappointing
The new skill tree looks like POE1’s tree but feels hollow in comparison. The nodes are uninspired, and the restrictive layout makes it harder to create unique or unconventional builds. The inability to travel across the tree freely stifles creativity. And the absence of masteries? It’s a huge loss. Masteries gave builds flexibility and depth, allowing players to specialize and fine-tune their characters. Without them, the tree feels rigid and unexciting. Even basics like Life nodes, which helped define different defensive strategies, are missing, limiting creativity in ways that hurt the game.

7. The Gem System Isn’t Fun
The new gem system isn’t engaging. It’s clunky, and the fact that gems don’t stack just highlights how half-baked it feels. The uncut gem mechanic might seem like an interesting idea, but in practice, it’s just another layer of grind. Gems should feel like an integral part of progression, not a source of frustration.

8. The Campaign Is Too Long
Some players praise the longer campaign, but for leagues, this is a disaster. Every league, we’ll have to slog through this overly long campaign multiple times. POE1’s campaign is already considered a chore by many veterans, and POE2’s is shaping up to be even worse. A longer campaign doesn’t mean better retention—it just means more burnout.

9. Ascendancies and Trials
Why can’t we change ascendancies anymore? Is this supposed to be a challenge? It’s just restrictive for no reason. And Trials… who thought combining Ultimatum and Sanctum mechanics was a good idea? Trials are tedious, clunky, and far from enjoyable. It feels like GGG took the least-loved mechanics and doubled down on them, which is baffling.

I Want to Love POE2, But It’s Hard
As a veteran, I want to see POE2 succeed. I want it to be different, but it also needs to respect the core systems that have kept players invested in POE1 for years. Right now, it feels like GGG is prioritizing their “vision” over what actually works.

To the newer players defending these changes without understanding their long-term impact: you’re not helping. Ignoring valid criticism isn’t supporting the game; it’s enabling bad design. Constructive feedback is what helps games improve. POE2 has the potential to be great, but it needs to address these issues before it alienates the very players who’ve been its foundation for years.


Agree with you 100%
man i hope this post gets GGG's attention, its well written out and and the statements are not unreasonable. a lot of good stuff in this post.
Thank you for making this post. This is exactly what I've been thinking and feeling about PoE 2 but I couldn't express myself that well.

I really hope GGG read this.


One thing I'm reading a lot in forums since day 1 is how it seems that everyone who likes PoE 2 despises PoE 1 for some reason, It's weird not wanting to use lessons learned from PoE 1 in to PoE 2 and almost... rejecting PoE 1 when PoE 2 lives THANKS to what PoE 1 is. PoE 2 should be PoE 1 but simpler, bit slower why not, but the same game in essence, that is why sequels are made.
Last edited by Wauxx#0810 on Dec 16, 2024, 2:05:10 PM
Bro you literally listed poe1, go play that.
IGN: Ziggro
Please redesign uniques as well. They are too weak and redundant from poe 1. Maybe focus on making all of them build enabling.

+
mostly agree,

i'm only lvl 81, but my feeling now is this is like a game plan to be play one time, and absolutly not with league system (*).

(*): do again every 3 month during years !!

ps: i know no-one play a run of dark-soul each 3 month during 10 years ....
that's just crazy.
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Please redesign uniques as well. They are too weak and redundant from poe 1. Maybe focus on making all of them build enabling.



The Uniques leave me baffled tbh, in PoE 1 most of the uniques had the downside of having no Life, you had to work around it and get more life on the tree to alleviate that, but now in PoE 2 99% of them still have no life but you have no way to get around that, making them literally unplayable when you already get 1 shot constantly even without them, you equip 2 or 3 uniques and you automatically have like 1700 hp, good luck surviving anything.
IGN - Slayonara

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