A list of unfun stuff in poe2 that needs to be addressed.
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Not enough essence and abyss content during the campaign. When you put all your eggs in one basket by having gear be all the defensive layers. You need to give more crafting currency. You get some exalts and regal orbs and you got the temple. But there just isn't enough essence and abyss content during the campaign.
Not enough defensive options on the talent tree. POE1 you have plenty of options to fix your build with other sources via flask, enchants, or talent tree. In POE2 its basically 90% gear. While they made the portals in maps a little more forgiving and scale as your progress. It sharply progresses while you try to complete your atlas and unlock passive points. Map bosses deleting your juiced content. You have to do all the content in the map before killing the boss or the boss delete all your content if you die while fighting him. Not being able to put in a different tablet if you fail the map. You cant put any tablets in at all. Trial of sekhemas, I loath sanctum and I never engage with it in poe 1 but I am forced to engage with it in poe2. Remove the honor system and it would be fine. You already have the curse system and then you have the honor system you have two negative systems to make the game unfun. POE2 was supposed to be a more approachable new player friendly system instead of the megalithic complex system that is POE1. I dont understand why most systems from POE 1 were discarded. I understand trying new things and experimenting but lab was perfect for acendencies. POE2 game design is all about how many negatives can we stack on the players till the get pissed and quit. look at all the unique items in the game compared to poe1. weapon sets being bugged for wolf and bear not being able to put duration nodes on weapon set 2. falling through the map randomly, most of the time it springs you back up. load times via zone transitions opening the atlas map being stupidly slow. Last bumped on Dec 18, 2025, 3:49:00 PM
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It is really strange indeed how gameplay in poe 2 is based on frustration rather than enjoyment. This is only possible because it comes after poe 1 which is the funny dad of that angry kid that is poe 2.
Making trial of sekhemas mandatory is such a horrible idea. How many people run sanctum for fun in poe 1 ? I would be curious to know really. I agree on the honous system beeing the icing on the cake. You spend hours building you char to have, you know, health point, ES, whatever. And suddenly, honour. Why ? Why am I in a different game suddenly ? Why are all my defensive layers suddenly entirely useless ? Does it make sense ? No. Why am I forced to do that ? |
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" They saw how successful Dark Souls and similar games are and decided to make a big boy ARPG for real gamers who like dodge rolling, have perfect reactions and don't mind redoing things because pain = learning experience. It didn't work the way they expected it to. |
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You cannot put roll on RightMouseButton. Well you can remap it but try to use any currency or customize stash tab.
WSAD is unfun for me. |
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Yeah, the difference is that Dark Souls is skill based, not gear and rng based. If you are skilled enough you can no-hit beat any boss in your underwear, without setting any attribute points, and with a wooden club.
But if you do decide to use gear and a build it is guaranteed finds, not rng. Also, you will never encounter more than 5-6 trash mobs at once. They aren't moving at the speed of crack either. And now compare PoE2 where you will be pelted by 20 poison hedgehogs while fighting a rare with "temporal bubble", "always chills" and "volatile plants" in a map with frozen ground so that you are slowed down to fucking crawl. Bonus points for -10 to player max res and 15% increased monster speed on the map. There is no meaningful combat under these circumstances. It's either aoe clear fast or be cleared. |
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" feel these two points so much around act 3. 1 league start most of my regal/exalt slams gave either reduced att requirements or light radius. We're so gear dependent that a couple of unlucky slams can slow progress massively. I get the purpose of the passive tree is to augment how effectively we use our gear/skills, not be a piece of gear in itself, so its mostly multipliers. But multiplying hardly anything to work with results in hardly anything. Some of the ascendancies even seem detrimental in the campaign. 4 of the infernalist nodes are a liability unless specifically built to mitigate them which I don't understand how we can do by level 20-30. Still having fun though. "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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1. Gear dependency - they either ease up on that part or need to create better options for aquiring decent gear right from the start. Be it through crafting, better drops or another mechanic, but the junk that drops does not fit with the demands of combat.
2. Speed. Either they want the slow combat - then they stop having monsters who overused their crack rations, and make it all slower. Or they stop the slow nonsense and raise player speed, speed of dodge rolls and so forth. 3. Generally I have the impression that this game is designed with punishment in mind. I remember reading recently that Jonathan said it was a mistake to put the rare markers into maps. WTF? That design was shit to begin with, the marker was a much need QOL. That's where I see the greatest issue in improving the game: someone at the top seems to think that frustration is the preferred state of players. 4. Resettig zones & Death penality. Originally they said that the resetting of zones after death was a way to end the XP penalty for dying. Only they lied and now we have both. Acknowledging the lie and changing the system, either by removing the XP penalty, or the reset, would be a great step to improve things. 5. Fix the mess that is their graphics system. 6. I think they need to overcome their fear that players might get too much stuff/currency/drops or that things might be "too easy" and focus on making things fun first. The new league mechanic is tedious, because you have to run 6 zones to get a temple, and then it can close your map... sorry guys, but that is not fun. 3 Circles per zone, a temple every 2 zones, temple does not affect portals and so forth... that would be fun. But no, someone probably feared players might get too much currency/good stuff from the circles and the temple. 7. Maybe it would have helped if they had worked for a normal mode and a ruthless mode from the beginning, making the current mode ruthless, and normal mode a lot more enjoyable. Buuuut. I always had the impression that there is one Dev who was disappointed that Ruthless mode always remained a minority mode in POE 1. |
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They definitely need to add another ways to ascend. Like harder and more interesting labyrinth than in poe 1.
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Hope someday we can have skill speed as Poe and increased movement speed base of all characters.
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