For a realistic gaming experience, you need to remove these from the game GGG.

1- Towers:
They're really, really frustrating. We're constantly searching for towers like Jack Sparrow. Are you going to farm for EXP, then find 2 or 3 towers? Are you going to farm for 2 or 3 towers? They serve no purpose other than trapping the game in a loop and wasting players' time. You just need to give us scarabs or create a new material specific to Poe2 and remove those damn towers from the game.


2- 10% EXP loss;
After level 90-95, you gain 1.5% EXP per map, and if you die in one shot, you'll need to regain the lost EXP in approximately 8-9 maps. I don't think this makes sense.
EXP loss should be at most 3%, or none at all. We're not playing a medieval simulator. The game is unnecessarily punishing.

3- When you die to a map boss, all content is reset and extra content is removed from the map;
There really needs to be some logic to this, but it doesn't make any sense. If I die to a boss and lose all content, what's the point of having 2 or 3 portals? Did you come this far to say, "At least kill the boss"?
If dying once to a Corrupted Nexus Boss resets all content and I can't even get Atlas points, what's the point of having 3 portals? An explanation from GGG on the cause and effect relationship wouldn't be a bad idea.


4- You need to fix the Recombinator;
We need to be able to use it functionally in the game. But GGG PoE2 has made it so bad that it's unusable. It's just a visual object in our hideouts.
Allow us to increase the luck factor. Increase the number of artifacts required to enable combines, and open up the crafting system a bit more.

5- Charm Slots and Charms:
I don't know if GGG missed this, but even if you set your maximum charm count to 5, you can only equip a maximum of 3. So, what's the point of increasing the number of charm slots?
Except for some Unique Charms, the others are still ineffective. They only provide 5% of the potential of the Poe1 flask system, so they need some attention. You either need to uninstall it or change the system.

6- Party Play;
It's ruining the game experience and the game economy.
On the game experience side:
The game is turning into a mess due to the effects of all the skills and the map effects. Visual clarity is close to zero. Allow us to make the skill animations of other characters besides your own invisible.
Game economy:
Scaling at approximately 200% of what a normal solo player can achieve is disrupting the game's economy and causing the league to end earlier. It needs to be nerfed. The scaling amount per person in the party needs to be reduced. You should be encouraging people to join parties for EXP, not for drops. Reducing the scaling per person to 10% or 5% would be the solution. Keeping people away from parties for EXP will help stabilize the economy and keep the league afloat for a bit longer.

7- Graphics settings;
More detailed graphics settings are needed. Delirium fog, explosions, and cracks will soon lead to astigmatism or epilepsy. We really need to make the settings functional enough to reduce the graphics settings as much as possible.

8- Unique Items:
There are so many truly pointless and unnecessary unique items. You collect them for a while to turn them into orbs of change shards. After a while, it inevitably becomes boring. GGG constantly promises to make them more functional, but it still isn't enough, and the game is currently a dump of unique items. The idea that only using vaal orbs might bring something new doesn't encourage their use. Unique items, like those from Last Epoch or Diablo 4, need to be made more functional through upgrades and conversions.

9- Jewel vs. Jewel slots;
They're like a couple of disinterested little kids right now. GGG reduced the number of jewel slots. I still don't think this was a good idea. I think this behavior of forcing the player onto a fixed path needs to be fixed, unless you add jewels that add extra jewel slots.

10- Skip to campaign:
Unless there's a radical change to the story, meaning new Acts are added to the game, playing the story over and over with each new character is just a waste of time. While the current Act progression is better than it used to be, leveling a new character after completing the Acts with your third character can be incredibly tedious. For example, playing the story once with one character at the beginning of the season should be sufficient, and then you can skip to the campaign with your other characters. Integrating this into this game might seem difficult, but it would be better to add an NPC and make the rewards from the Acts available through that NPC, allowing people to focus on the endgame content rather than the story.

11- Passive Tree:
The tree still feels extremely empty. The tree's starting position, due to your class system, forces you to move from one point, severely limiting your ability to create new builds. As long as you have the points, you should be able to choose the direction of the tree you want. This will allow you to break away from the meta builds a bit and create new ones.
For example, it's nearly impossible to turn a warrior who uses a fire build into Chaos. Or to gain movement speed points. I'm not including the parts from anoint and jewels, because it's a disadvantage for classes that use the dex system to be left on the side of the tree in terms of accessibility. Certain specific attributes need to be included in each class's tree. Max life, life recoup, increased, and More should be added. Movement speed and attack speed. Despite claims that they've fixed the tree in League 3, it's still inadequate. There are no claws in the game, but they appear in the tree. There are no swords or axes, but they are. At least until the day they're added to the game, remove them and replace them with other good and usable nodes.

12- Atlas Tree;
This dude, in the worst, worst condition, is demanding a lot of attention.
He makes you rich with the 4% amount of size he grants (It's a joke, but sadly true :/ ). It's a vicious cycle that we hope will be fixed in 0.1. Even if you choose Rogue Exiles scores above 100%, you may not see him on your maps (It's a joke, but true).
You might think that by buffing the Wisps enough, they might drop something, but Regal might keep dropping shards (It's a joke, but true).
Boxes... oh, those beautiful boxes. No matter how much you buff them, they just keep dropping junk.
The Atlas Tree really needs a major overhaul. The tower-waystone and Atlas Tree systems are far from working in harmony.

13-Content Atlas:
Expedition, breach, simulactum, ritual...
I'm not sure if I should talk about the 8 points being insufficient, or if their atlas is simply based on the hope of increasing the content difficulty and higher rewards. I really hope GGG puts some serious thought into this. For example, why are the Expedition and Loogbook systems different? Despite having the same underlying structure, you can't change the properties of the Loogbooks. You can't add, remove, or buff them; you have to use them as is. But why???

Last bumped on Sep 25, 2025, 7:47:05 AM
"
JoTua#1329 wrote:

EXP loss should be at most 3%, or none at all. We're not playing a medieval simulator. The game is unnecessarily punishing.



I just wanted to say... You know this game is "unnecessarily punishing" by design, right?

They don't want you to feel good when you fail. They want to hurt you. THey want to hurt your feelings. they WANT you rage log off... because you'll be back, like an abusive relationship lol
1. +1
2. -1
3. +1
4. +1
5. +1
6. -1
7. +1
8. +1
9. +1
10. +1
11. +1
12. +1
13. +1

good job. Like it.
"
JoTua#1329 wrote:
Spoiler
1- Towers:
They're really, really frustrating. We're constantly searching for towers like Jack Sparrow. Are you going to farm for EXP, then find 2 or 3 towers? Are you going to farm for 2 or 3 towers? They serve no purpose other than trapping the game in a loop and wasting players' time. You just need to give us scarabs or create a new material specific to Poe2 and remove those damn towers from the game.


2- 10% EXP loss;
After level 90-95, you gain 1.5% EXP per map, and if you die in one shot, you'll need to regain the lost EXP in approximately 8-9 maps. I don't think this makes sense.
EXP loss should be at most 3%, or none at all. We're not playing a medieval simulator. The game is unnecessarily punishing.

3- When you die to a map boss, all content is reset and extra content is removed from the map;
There really needs to be some logic to this, but it doesn't make any sense. If I die to a boss and lose all content, what's the point of having 2 or 3 portals? Did you come this far to say, "At least kill the boss"?
If dying once to a Corrupted Nexus Boss resets all content and I can't even get Atlas points, what's the point of having 3 portals? An explanation from GGG on the cause and effect relationship wouldn't be a bad idea.


4- You need to fix the Recombinator;
We need to be able to use it functionally in the game. But GGG PoE2 has made it so bad that it's unusable. It's just a visual object in our hideouts.
Allow us to increase the luck factor. Increase the number of artifacts required to enable combines, and open up the crafting system a bit more.

5- Charm Slots and Charms:
I don't know if GGG missed this, but even if you set your maximum charm count to 5, you can only equip a maximum of 3. So, what's the point of increasing the number of charm slots?
Except for some Unique Charms, the others are still ineffective. They only provide 5% of the potential of the Poe1 flask system, so they need some attention. You either need to uninstall it or change the system.

6- Party Play;
It's ruining the game experience and the game economy.
On the game experience side:
The game is turning into a mess due to the effects of all the skills and the map effects. Visual clarity is close to zero. Allow us to make the skill animations of other characters besides your own invisible.
Game economy:
Scaling at approximately 200% of what a normal solo player can achieve is disrupting the game's economy and causing the league to end earlier. It needs to be nerfed. The scaling amount per person in the party needs to be reduced. You should be encouraging people to join parties for EXP, not for drops. Reducing the scaling per person to 10% or 5% would be the solution. Keeping people away from parties for EXP will help stabilize the economy and keep the league afloat for a bit longer.

7- Graphics settings;
More detailed graphics settings are needed. Delirium fog, explosions, and cracks will soon lead to astigmatism or epilepsy. We really need to make the settings functional enough to reduce the graphics settings as much as possible.

8- Unique Items:
There are so many truly pointless and unnecessary unique items. You collect them for a while to turn them into orbs of change shards. After a while, it inevitably becomes boring. GGG constantly promises to make them more functional, but it still isn't enough, and the game is currently a dump of unique items. The idea that only using vaal orbs might bring something new doesn't encourage their use. Unique items, like those from Last Epoch or Diablo 4, need to be made more functional through upgrades and conversions.

9- Jewel vs. Jewel slots;
They're like a couple of disinterested little kids right now. GGG reduced the number of jewel slots. I still don't think this was a good idea. I think this behavior of forcing the player onto a fixed path needs to be fixed, unless you add jewels that add extra jewel slots.

10- Skip to campaign:
Unless there's a radical change to the story, meaning new Acts are added to the game, playing the story over and over with each new character is just a waste of time. While the current Act progression is better than it used to be, leveling a new character after completing the Acts with your third character can be incredibly tedious. For example, playing the story once with one character at the beginning of the season should be sufficient, and then you can skip to the campaign with your other characters. Integrating this into this game might seem difficult, but it would be better to add an NPC and make the rewards from the Acts available through that NPC, allowing people to focus on the endgame content rather than the story.

11- Passive Tree:
The tree still feels extremely empty. The tree's starting position, due to your class system, forces you to move from one point, severely limiting your ability to create new builds. As long as you have the points, you should be able to choose the direction of the tree you want. This will allow you to break away from the meta builds a bit and create new ones.
For example, it's nearly impossible to turn a warrior who uses a fire build into Chaos. Or to gain movement speed points. I'm not including the parts from anoint and jewels, because it's a disadvantage for classes that use the dex system to be left on the side of the tree in terms of accessibility. Certain specific attributes need to be included in each class's tree. Max life, life recoup, increased, and More should be added. Movement speed and attack speed. Despite claims that they've fixed the tree in League 3, it's still inadequate. There are no claws in the game, but they appear in the tree. There are no swords or axes, but they are. At least until the day they're added to the game, remove them and replace them with other good and usable nodes.

12- Atlas Tree;
This dude, in the worst, worst condition, is demanding a lot of attention.
He makes you rich with the 4% amount of size he grants (It's a joke, but sadly true :/ ). It's a vicious cycle that we hope will be fixed in 0.1. Even if you choose Rogue Exiles scores above 100%, you may not see him on your maps (It's a joke, but true).
You might think that by buffing the Wisps enough, they might drop something, but Regal might keep dropping shards (It's a joke, but true).
Boxes... oh, those beautiful boxes. No matter how much you buff them, they just keep dropping junk.
The Atlas Tree really needs a major overhaul. The tower-waystone and Atlas Tree systems are far from working in harmony.

13-Content Atlas:
Expedition, breach, simulactum, ritual...
I'm not sure if I should talk about the 8 points being insufficient, or if their atlas is simply based on the hope of increasing the content difficulty and higher rewards. I really hope GGG puts some serious thought into this. For example, why are the Expedition and Loogbook systems different? Despite having the same underlying structure, you can't change the properties of the Loogbooks. You can't add, remove, or buff them; you have to use them as is. But why???



TL/DR:
Remove the game itself, leave me with my slot machine simulator in the HO. Or just add button "press X to win"
Last edited by Nikuksis#6962 on Sep 25, 2025, 6:59:18 AM
Honestly i don't get what are you doing in PoE2, if PoE1 does all of this nearly as you wish but way better?

"
Nikuksis#6962 wrote:


TL/DR:
Remove the game itself, leave me with my slot machine simulator in the HO. Or just add button "press X to win"


X button is too slow, it would need to be either a scroll wheel or one of those controller nipples so i can continuously win without ever stopping- if you stop winning you are loosing, and nobody likes that
1 - Agree

2 - Disagree

3 - Disagree

4 - Hard disagree

5 - It's obviously not in the game yet

6 - Hard agree

7 - Delirium fog can go die

8 - Agree. Even made a post about it not long ago

9 - Not sure what you mean

10 - Hard disagree

11 - Disagree

12 - It's the 0.4 update apparently

13 - 0.4 too, probably
"
JoTua#1329 wrote:

8- Unique Items:
There are so many truly pointless and unnecessary unique items.

11- Passive Tree:
The tree still feels extremely empty.


I'd agree on these points.

Uniques in PoE are not giving "wow effect" when they drop. Its more like "another useless trash i won't use even in early game"

Passive tree looks not rewarding enough. Especially comparing to PoE1, where theres a lot of good passives. Also some keystones are either looks too niche or too overpowered for me.
Their idea to translate character power into items from the tree makes the RNG and trade hurt even more.

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