POE2 Balance Suggestions

Ascendancy

Djinn Barya Encounters

- Allow players to access Djinn Barya encounters infinitely, similar to campaign areas. This change helps new players familiarize themselves with mechanics without being penalized for failing due to inexperience or a lack of resources.
- Introduce checkpoints within the boss room and ensure that dying in these encounters does not affect honor. This approach enables players to practice boss mechanics repeatedly until they have the skill to defeat them.
- If the player chooses to abandon the run, the entire run can be considered failed to maintain balance.

Trial of Chaos Boss Room

- Remove the severe penalties associated with farming rare items for boss attempts. Instead, allow players to retry the boss without needing to farm again. This encourages learning boss mechanics rather than creating frustration over resource scarcity.

Mapping

Inconsistent Waystone Drop Rates

- Address the inconsistency in waystone drop rates. For example, maps with a 300% increased waystone drop modifier sometimes yield as little as one white waystone, while lower-tier maps can drop more. Ensure the drop rates align with modifiers for a more predictable experience.
Re-Entering Maps After Death

- Allow players to re-enter maps after dying by using a portal. Consuming a portal per death effectively halves the total attempts available, creating a balanced system where players can retry without making maps feel overly punishing.
Map Boss Mechanics

Redesign boss fights to emphasize learning mechanics:

- Upon death, the boss remains in the map, allowing players to re-engage up to three times.

- Each death reduces the loot rewards by half, incentivizing players to improve their strategy while not entirely denying progress.
This approach shifts the reward system from purely loot-based to skill-based, teaching players boss mechanics through repeated attempts.

Campaign

Act Difficulty Balancing

- Act 1 currently feels harder than Act 3, which disrupts the natural progression of challenge in the campaign. The difficulty curve should be reversed, with Act 1 being easier and gradually increasing in challenge by Act 3.

- This adjustment would provide a smoother learning curve for new players, allowing them to acclimate to game mechanics before facing tougher content in later acts.

- Cruel difficulty feels almost trivial, serving only as a leveling stage for mapping. Consider rebalancing it to provide a meaningful challenge or further emphasizing its role as a preparation phase.
Last bumped on Dec 15, 2024, 9:20:00 AM
They did overtuned difficulty for "normal" first 2,3 acts because people has no items with low talent points against ultra high hp bosses. Ironicly I quickly killed "cruel" act bosses much easier if I compare "normal" first 3 acts. This should be reversed and difficulty should be rising not from beginning but after cleaning "normal" to "cruel"

Somehow GGG wanted to prove something and make high attention for their game I can understand that but at the end it's an aRPG where people beat certain difficulties with builds. And they want to nerf or completly destroy these builds but it will not work but pissing off players.

As an old Poe1 player I just wanted fresh and clean start with Poe2. Seems things are not settled yet where I prefer wait to go for any other fast clear builds. I don't like to be keep kicked out from builds with updates. Unless in EA they should flexible to let people much easier to respec. End Game it costs a lot to respec where it's not funny to keep testing builds after gold farming constantly. If a game is not being funny well it's not for my taste.

Report Forum Post

Report Account:

Report Type

Additional Info