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

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Gigs#6884 wrote:
I think a lot of people, new and otherwise, are very concerned that getting through 3 acts twice has many awkward and difficult aspects that aren't fun to try and overcome. Not even remotely worried about repeatable content because most people won't even get close, including me.


3acts twice is a placeholder, campaign is supposed to feature 6 unique acts, they just dropped a4-6 in favor of adding endgame to ea over 6 acts and no endgame
With that my worry is if a4-6 are gonna be just as long if not longer than a3, I feel like the replays are gonna be a bit draining. I already felt like a3 maps were always just a bit too big or sometimes way too big.
All good and right Arguments... Totally agree with this . +1 and another+1
We discussed it in discord with over 5k poe2 players... no1 needs poe1 trash. Face it..the ones who like it are 5k poe1 trolls. Which will move to poe2 if you delete the first part as its not needed.

A handfull in poll complained too few divines.. but they didnt understand rarity. Understand rarity first and the combination tool.. be happy as it caters 100% for all scenarios.

If clunky clunk poe1 crafting is implemented ill quit

My 2 cents - personally, I've gone through the campaign (to mid Act 2 Cruel), but not to maps (like mid 50s level). My experience was decent at the start, then slowly now just dropped off. I enjoyed the overall improvements from POE1 (sound, gameplay, gems, etc). However, I felt the "dark souls-like" components to the campaign made it a bit too tedious at times (although overall it's not a bad change). Furthermore, I felt the "game balance" wasn't really there in terms of offense/defense, and has lots of room for improvement. I feel (and some pros agree on this, like Kripparian I believe, etc) that no matter how much you put into defense (armor, life, resis, etc), you'll still get 1-shot -- so why build any defense? That's where the balance is too one-sided and it removes a critical element of the game, to be able to actual think about your build...now it's just pure offense basically. In terms of end-game/maps, again, I never got there in PoE2, but I did for PoE1 (where I did mapping a bit) -- it's just not really what I'm looking for.

I felt there were quite a few parallels to Diablo II in terms of setting and some other aspects (Act 2/3, in particular). I enjoyed that part but perhaps it was more nostalgia than anything. However, I do also remember that D2 was fun to replay and go through the campaign again. With PoE2, I just don't really feel the same way unfortunately (yes it's Early Access, but I still think some of the things mentioned in this thread are just too much to change). Several reasons would include perhaps the difficulty (still feel too many possibilities of "1-shots" in the game, and elemental aid mechanics like bleed, etc are a bit much, when there are very few ways to actually defend against it, with too few defense passive nodes, etc) and map size where D2 had a good balance in both aspects (where I remember many would replay the campaign during each ladder reset again and again -- one where I doubt will happen for PoE2 player base). Again, a large part was the aforementioned things above previously. I do feel D2 was a masterpiece and to be able to recreate an improved version of it would be an insane feat in itself. Of course, PoE2 is not necessarily trying to do that, but I guess that was what I personally was looking for. Though, again, if PoE2 campaign replayability improves just like in D2 then I do believe the game's longevity would increase for the player-base -- for now, I don't think players would replay the campaign and also not many for maps either (whole other discussion there from the PoE1 map veterans). Another bonus from D2 I remember was "speed-running" the game with friends to help them level up their characters fast. In PoE2, it's still possible but the setting for "party experience" has to be disabled in order to do this, but at the expense of the party experience -- while in D2, this trade-off was non-existent so it would be much more fun to speed-run your friends through the game, hence increasing more replayability -- again, now there's no real incentive other than to beat a boss, but with no experience during the run. Moreover, the "party scaling" was much more "balanced" in D2 I feel than in PoE2 and playing in parties for PoE2 is much less fun than it was in D2 -- again, this hurts PoE2 game longevity/replayability.

I really don't have any belief that the above will change at all in terms of patching, etc. In the end, I feel it's difficult to design a game that caters to everyone of course. So, I say just enjoy it for what you can (personally, I enjoyed the time overall but I don't think the game has any longevity for me). Good luck and have fun.
"PoE1 Clone Has No Future!" ;) | EA 0.2 | Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
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Akedomo#3573 wrote:
Go play PoE for crafting?
Why does PoE 2 need crafting? Different game mate.


How to say i never played an arpg without saying i never played an arpg.



I've played plenty, It is by far my most played Genre of game. I have 2 dozen different ones on steam. The only one with such a convoluted crafting system in it is PoE.

The only people who defend it. Are veterans. Everyone else left or stops playing because of it.



I want you to be completely and utterly honest with me. If you, as a new player saw PoE today. And that you had to pick up white and blue items, and spam orbs on them for hours to get items out of it. Just so that you could keep playing.

Do you think you would stay? Having to learn a crafting system in this game, looking up affixes, implicits etc?

I don't think you would. But hey. That's just the opinion of someone who's seen 3 dozen friends quit this game over the years because of it. What do I know?
Last edited by Akedomo#3573 on Dec 23, 2024, 1:47:41 AM
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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
The combat in PoE2 can feel fluid and rewarding, with mechanics that encourage skillful play. But everything around the combat—like movement, preparation, and pacing—feels unnecessarily slow. Removing movement skills like Flame Dash or Leap Slam doesn’t make the game more challenging; it just makes exploration and backtracking tedious, especially in large maps.

Outside of fights, systems like refill wells and limited crafting flexibility add friction that slows progress without adding depth. While combat might shine in moments, the overall pacing around it feels like it’s working against the player, rather than enhancing the experience.

PoE2 doesn’t need to be as fast as PoE1 at its peak, but slowing down the game should make it more engaging—not more frustrating. Balancing fluid combat with better pacing outside of fights is key to maintaining the excitement that defines Path of Exile.

2. Difficulty Isn’t About Tedium
I keep hearing that PoE2 is “more difficult.” But is it really? True difficulty isn’t about inflating enemy health pools and dragging players into tedious, repetitive loops of poking, retreating, and waiting for enemies to finally die. That’s not engaging—it’s exhausting.

Difficulty should challenge players to think critically, rewarding them for smart decision-making and mastery of mechanics. It should test how well they adapt their build, manage their resources, and execute their strategy. In PoE2, however, much of the “difficulty” feels artificial—fights are longer, but not necessarily harder in a meaningful way. Instead of rewarding creativity and preparation, the game often feels like a slog, with inflated stats creating frustration rather than genuine challenge.

A better approach would have been to make preparation and build experimentation central to overcoming challenges. Systems like flasks, jewels, and crafting could have been expanded upon to reward players who adapt their strategies and fine-tune their builds for specific encounters. This kind of difficulty encourages thoughtful gameplay, where success feels earned—not through endurance, but through ingenuity and skill.

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.

Utility flasks were something unique in PoE1, setting it apart from other ARPGs. They weren’t just about healing or resource management but offered strategic tools to adapt to different situations. While they weren’t always needed in every fight, they added depth and flexibility, letting players fine-tune their builds for specific challenges.

In PoE2, this potential seems to have been abandoned. Earlier reveals hinted at making flasks more situational and impactful, yet instead of refining the system, much of what made flasks engaging has been removed. It’s disappointing to see such a distinct and defining feature stripped back when it could have been evolved into something even better.

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. The lack of control isn’t engaging—it’s exhausting.

Crafting in PoE1 struck a good balance between randomness and control, offering tools like the crafting bench to guide progression. PoE2 could have expanded on this by introducing simpler, streamlined deterministic options—like locking specific mods or targeting affix pools—to make crafting more approachable without removing the excitement of RNG. Instead, the system feels stripped down, leaving players with fewer options and less satisfaction from the process.

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, especially in the early game.

Low-level progression suffers the most, with players struggling to find basic resources to make meaningful upgrades. The early game should feel rewarding and set a strong foundation, but instead, it feels barren. Later on, the problem shifts entirely, creating a different set of frustrations that make progression feel disconnected and unrewarding at all stages.

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 interesting, but in practice, it’s just another layer of grind.

The old system was one of PoE’s defining features, seamlessly tying skills to gear and rewarding experimentation with socket and support combinations. It offered both creativity and progression, something the new system fails to capture. Instead of building on this unique foundation, the new system discards much of what made it great. A refinement of the old mechanics would have preserved its depth and flexibility while addressing accessibility, without losing what made PoE stand out.

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.

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An Additional Layer


All the issues I’ve outlined—slower gameplay, the length of the campaign, the lack of deterministic crafting, and more—become even more glaring when you consider that Path of Exile is a seasonal game. This isn’t a single-player experience where you play it once, enjoy the story, and move on. It’s a live-service game designed to be restarted every three to four months.

When criticizing PoE2’s slower gameplay, it’s important to clarify: this isn’t about demanding to clear entire screens instantly or finish maps in seconds. Those extremes are outliers in PoE1—seen only in highly specialized builds or as unintended anomalies—and are often corrected in balance patches. Most players strike a balance between efficiency, survival, and thoughtful navigation, and it’s that balance that makes gameplay rewarding.

The issue with PoE2’s slower pace is that it feels forced. Removing movement skills like Flame Dash or Leap Slam doesn’t just slow players down—it removes an essential layer of control and fluidity that made combat and traversal engaging. Instead, we’re left with rolls and other limited tools that feel restrictive. Similarly, sluggish fights with bloated enemy health aren’t a true challenge; they’re a test of patience. Add to this systems like refill wells and overly drawn-out combat mechanics, and the game starts to feel more tedious than rewarding.

But the problems don’t stop at pacing. The skill tree, for example, feels far more restrictive than its PoE1 counterpart. The inability to cross freely or experiment with unconventional builds stifles creativity, and the absence of masteries removes a layer of depth that allowed players to specialize and fine-tune their characters. Crafting, another cornerstone of PoE1’s depth, has also taken a hit. Without deterministic tools or clear methods to shape gear, crafting feels less like a rewarding system of progression and more like a chaotic gamble.

These changes might feel fine to players looking for a one-time experience, similar to what we saw with Diablo 4. When D4 launched, forums were filled with praise: “The loot system is great,” “Skills are balanced,” “The pacing is perfect.” Early criticism was dismissed, with many claiming the game “just needs time.” Yet within a season or two, the cracks showed. Players who initially defended the systems stopped engaging, leaving behind a core audience frustrated by shallow mechanics.

The same risks apply here. Many players advocating for slower gameplay or longer campaigns won’t stick around beyond one or two leagues. They want a single immersive experience before moving on, while veterans—those who engage with every seasonal reset—are left navigating systems that feel clunky and restrictive league after league. For a seasonal game, this is a critical problem: pacing, accessibility, and creative freedom must be prioritized to keep players engaged long-term. Without these, the excitement of PoE’s core loop risks being replaced by fatigue.


well said you know the games in trouble when a bismuth flask from act1 poe is beating end game armors from poe2 :DDDD
Veteran players of poe1? They are 50 now.. a few younger exist like zizaran etc. but what is he playing?

They play poe2.. look streams.. lol. They dont complain too much but i hear always only. Push it harder.. give more endgame and nothing else.

I really strongly hear only that statement.. tune up dev, discontinue poe1 and make part2 shine. If i see new content or new ladder for poe#1 for 1000 player i vomit.... why do you delay poe2 success.. that is unneccessary developer fatigue .. and a way to hamper progress and creativity. Cut down success.. i cant believe. Company matured so much.. this is something everxone speaks sbout.. make a big move.

Currency and item progress could be refined.. merging currency (augs+trans, regal + alchemy), or adding a blacksmith functionality with an upgrade system ( gold instead exalts).

I hear alot who ask for that and i wouldnt mind..

Cheaper tree respec.. lesser clicks.. maybe 40% lesser passive tree.. refined item upgrade.. that seem to block gameflow rather being fun ..some seem to be scared even.

You want it fun and including if you want 50 million.. you dont want 1k blockers from poe1 which complaint... but you want 50 mil poe2 backers which support to move on. Im far more worried that a single meeting is wasted on part 1.. 1k players or 50 mil backers.. vision is hopefully clear. Blizzard north made same move .. and it was success..d1 was at that moment not needed any more.

Look player numbers in poe1 - 2 leagues but no1 plays it lol. its blocking the game we want. Let it progress.

See ..some people crying for d1? They are 60..not 50.. lol. But i see a trend and clever people who pressed stop to d1.. to make d2 progress. Hopefully same happens here. If not done 600 mil revenue d4 would have been released maybe in 5 years lol.. you want that.. seems not the smartest move if not implemented


If you do exactly that ill buy 500 $ mtx on top lol. Make it fun and challenging and not poe1 again.. please..so many didnt play that as it is nowadays awful.. we dont want to read a book to play.. in poe1 you could read it with no skill and win the game as no real challenge..
Let the better player win.. not clunky boring micromanagement and super easy powercreep the average weaker poe1 complainer asks for (i guess these are maybe 500 trolls ). THis is not target group. You are creating the game for the current backer generation and that you show already with so many aeesome positiv changes that it is fun to see it evolving as it feels great!!!!
Gg ggg! Gl!!!!
Last edited by Skiller2009#5689 on Dec 23, 2024, 4:41:07 AM
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Veteran players of poe1? They are 50 now.. a few younger exist like zizaran etc. but what is he playing?

They play poe2.. look streams.. lol. They dont complain too much but i hear always only. Push it harder.. give more endgame and nothing else.

I really strongly hear only that statement.. tune up dev, discontinue poe1 and make part2 shine. If i see new content or new ladder for poe#1 for 1000 player i vomit.... why do you delay poe2 success.. that is unneccessary developer fatigue .. and a way to hamper progress and creativity. Cut down success.. i cant believe. Company matured so much.. this is something everxone speaks sbout.. make a big move.

Currency and item progress could be refined.. merging currency (augs+trans, regal + alchemy), or adding a blacksmith functionality with an upgrade system ( gold instead exalts).

I hear alot who ask for that and i wouldnt mind..

Cheaper tree respec.. lesser clicks.. maybe 40% lesser passive tree.. refined item upgrade.. that seem to block gameflow rather being fun ..some seem to be scared even.

You want it fun and including if you want 50 million.. you dont want 1k blockers from poe1 which complaint... but you want 50 mil poe2 backers which support to move on. Im far more worried that a single meeting is wasted on part 1.. 1k players or 50 mil backers.. vision is hopefully clear. Blizzard north made same move .. and it was success..d1 was at that moment not needed any more.

Look player numbers in poe1 - 2 leagues but no1 plays it lol. its blocking the game we want. Let it progress.

See ..some people crying for d1? They are 60..not 50.. lol. But i see a trend and clever people who pressed stop to d1.. to make d2 progress. Hopefully same happens here. If not done 600 mil revenue d4 would have been released maybe in 5 years lol.. you want that.. seems not the smartest move if not implemented


If you do exactly that ill buy 500 $ mtx on top lol. Make it fun and challenging and not poe1 again.. please..so many didnt play that as it is nowadays awful.. we dont want to read a book to play.. in poe1 you could read it with no skill and win the game as no real challenge..
Let the better player win.. not clunky boring micromanagement and super easy powercreep the average weaker poe1 complainer asks for (i guess these are maybe 500 trolls ). THis is not target group. You are creating the game for the current backer generation and that you show already with so many aeesome positiv changes that it is fun to see it evolving as it feels great!!!!
Gg ggg! Gl!!!!



"PoE 1 is irrelevant"? That’s one of the dumbest takes I’ve seen in a while. You clearly have no idea what you’re talking about. PoE 1 isn’t just some outdated relic—it’s the backbone of everything GGG has built, and it’s still the ARPG gold standard for depth, complexity, and player engagement. Saying it’s irrelevant because you don’t like it anymore is pure nonsense.

Your argument that PoE 2 will thrive if PoE 1 just “dies” is laughable. Have you learned nothing from Diablo 4? That game launched with all the hype in the world, and look at it now: players jumped ship because it’s shallow and uninspired. You think ditching PoE 1 and watering everything down will magically make PoE 2 a success? Wrong. Without the complexity and systems that PoE 1 has refined over years, PoE 2 will end up as a flash in the pan—just like D4.

And this whole “veterans are 50” nonsense? What kind of ridiculous argument is that? Age has nothing to do with it. The players who love PoE 1’s depth aren’t just “old guys”—they’re people who appreciate a game that actually challenges them. If you want something mindless and simple, go play a mobile ARPG and stop pretending to know what makes PoE great.

Your idea that simplifying mechanics, killing PoE 1, and rushing PoE 2 will somehow lead to "progress" is just idiotic. PoE 1 is not a blocker; it’s a proven foundation. It funds PoE 2, it retains a loyal player base, and it ensures that GGG doesn’t turn PoE 2 into some shallow, cookie-cutter ARPG that people will abandon after the hype dies down.

Bottom line: PoE 1 isn’t irrelevant, and your vision of PoE 2 would ruin everything that makes this franchise special. Maybe play the games you’re criticizing before making such clueless arguments. You clearly don’t understand what makes PoE—or ARPGs in general—actually work.

EDIT:

But hey, another empty account that’s never played PoE 1, just like I said.

Last edited by Kaukus1#7461 on Dec 23, 2024, 9:37:41 AM
I treat your answer as not relevant:
- as you said .. poe1 is a relic much needed at its time, but not any more.
- d2 dev has stopped a decade ago due to focus on d3/d4. Updated d2r was discontinued/no new content due to amount of users logged in (vs 600 mil revenue game..d4 lol - success still).
- poe2 is better than d4.. what a vision.. can suck up the whole market.. poe1 (lol) cant
- lets see how many players are logged in poe1 which has huge amount of content as it has two leagues..aww.. a relic, not many right now..
- lets compare that to poe2 .. omg what a difference..so hugely in favour of poe2 that the 1k poe1 players (who like relics..) better move on to avoid stopping progress. And its early access and people payed for it
- poe1 is unchallenging.. get that. Poe1 is quick done besides delve maybe. Only a subset of ppl play it which like clunky micro management.. but the huge amount of players who played dont like it (see posts in forum from seasoned backers) but saw no alternative. In addition ssf hc and hc is just small fraction.. the playerbase is the average person next door part of the 50 mil or more gamers which want it released .. they wouldnt play poe1 for money.
- a friend said more generalized.. only a monkey wouldnt notice that all streamers play part2 and not 1.. they understsnd demand and adjust.. speak positiv and respectful about what this game now is finally capable to achieve.

- what is the reason ggg didnt stick to you.. they promised poe 1 version 2 but ditched it for the must to make it current and attract competitve and a bigger/relevant playerbase.. read news. Big publisher..right focus.
- why do you think on top of that poe#1 didnt get new content since july 24->? Mar 25 .. which is just a reset of league , recycled content or no league any more... i favor latter. Wasted effort.

I thought you wanted always boat league. Its finished product..shipped.. but not played anymore ..you see it right now on numbers.. please ship onwards... dont block progress via crafting in city..
Lets focus on the future and value add - > via great battles and fluent game with friends in poe2


Sorry :) .. this is so misleading.. it was great.. was.. now its dated and need to make space for a growing playerbase... also casual.. which dont like to plan with excel tables..
Let them play and have fun.. if you like to play micromanagement hell and spam fusings on your breastplate lölz.. no man.. no normal human i know liked that.. 1500 useless clicks in poe1 or a meaningful.. i take the poe2 meaningful click -> see jewelers.

Last edited by Skiller2009#5689 on Dec 23, 2024, 10:39:54 AM
The problem, Kaukus, is that most of the things you are treating as Core To The Path of Exile Experience are the things that will choke it and prevent it from growing.

You point out crafting as the primary example. But POE1 "Crafting" requires ~50+ divines at the minimum per crafting project, to fuel the metacrafting costs and purchase the expensive crafting subcomponents and catalysts required. A typical player, playing the way the game tells them they can/should - do the campaign, then do maps, use their Atlas Tree to enhance and enable the content they enjoy doing - might see one divine per league. They might.

In order to make use of "crafting" beyond the most basic possible level, a player must discard everything they've ever learned about POE and engage in some absurd, counterintuitive and deeply unfun currency-grinding schema - provided they can even discover what the valid/viable currency grinding schemas are, which almost no one can do outside of watching a streamer do it for them for a thousand hours. In PoE1, right-clicking a currency orb to apply it to an item the way the currency orb states it is supposed to be used is almost invariably the worst possible thing you can do with that currency orb.

It's obnoxious, it's confusing, and it makes the tiny handful of new players who've somehow managed to get even that far question why they're bothering when the requirements for "Crafting" are essentially completely opposite everything they've ever learned about how to play the game from the game.

This cannot continue. It is not a "strength". And where it gives the illusion of being a "strength", it is dramatically outweighed by its weakness.

If we do what you suggest and simply turn Path of Exile 2 into a sad bad up-graphics'd clone of POE1 with no room to grow and no room to prune what PoE1 has done badly? Then POE2 will never reach any audience beyond the one POE1 has already reached, and there will have been zero point in ever having made the new game.
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