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Just wanted to chime in here.
I disagree with OP. Y'all asking for a rush here are used to effective slot machines. :D
I don't have 16 hours a day. I'm much more along with Tri. Campaign is really good. By far the best part of the game. Including the downtime (which bluntly I don't even feel, it's very easy to zoom through.) Problem is endgame sustain because the systems are too shallow and there's too little to do both in mid endgame and after you've done the bosses.
On Youtube recently, the algorithm showed me PoE1 closed beta gameplay for some reason. If it were up to me, I'd design the game around that pace. As players want faster gameplay, there's a middle ground to be had. That's fine. I can live with a faster vision.
But the pace shouldn't be too fast. The point isn't actually to speed to maps. The campaign shows the potential of PoE2, it's so good. It is not the area that needs attention.
It's also fine that a few areas are a little slow. Even the starry heydays of Impossible Standard Of Polish Blizzard had really, really sucky levels, zones, designs, encounters, depending on the game. Games are still classics.
The benefit of live service model is that they are expected to continuously tinker at weaker elements, but one zone being a bit bad was never what broke a game. And if you have to run for 30 seconds every once in a while because you missed something, that's not the end of the world. If you always have to run 30 seconds to somewhere you missed, you're not pathing the zones correctly.
If I were to prioritize dev time, it's the endgame overhaul that's already being worked on, and getting more skills and weapon types into the game. Make the game wider. It's fast and tall enough.
Another point of feedback I do think is needed here. It's telling that a lot of players are frustrated. I do think GGG has pulled back a bit communicating why certain changes are made. They're still far and beyond the industry standard, but there have been a few puzzling choices that weren't well communicated, and it was always better explained when Chris was overseeing things.
Right now I'm playing through campaign for fun with a grenade mercenary. Me and two friends had a session for 3 hours this Sunday. It was hilarious. People that dislike this do so because they're missing out on divs/hour, and I hold they're then missing the trees for the forest, reversing that idiom on purpose here.
I respect your perspective, especially regarding the "social fun" with friends. That is definitely a highlight.
However, your argument about "missing out on divs/hour" completely misses the mark for us SSF players.
I play SSF. I literally cannot trade.
"Divines per hour" is a meaningless metric to me.
My currency is Time and Fun.
When I complain about the Campaign, it’s not because I want to rush to a "Slot Machine." It’s because I want to play my build. In the Campaign, my build is often incomplete, mana-starved, and gated by fetch quests. In Maps (Endgame), my build actually functions as intended.
You say the Campaign is "by far the best part of the game." I agree—for the first run. It is cinematic and beautiful. But asking me to re-watch the same 40-hour movie every time I want to try a new character isn't "enjoying the art"; it's being held captive by it.
We don't want to delete the Campaign. We just want an Alternative (like Adventure Mode) for our 2nd, 3rd, and 4th characters so we can actually explore that "Wider Game" (more skills/weapons) you mentioned without paying a 40-hour entrance fee each time.
Just a quick note, divs/hour was more a broad attitude, and not targeted at SSF specifically; that players want to get to endgame quickly, get to endgame expressions, get their build to pop off. That kind of stuff. Like, enjoying the tall end of tall. It's the difference between "I need to be somewhere else as quick as possible" and "What can I do with the content in front of me", if that makes sense.
For a lot of players, the latter did miss the mark somewhat. But they've sped up the game a lot since 0.1 and I'm very worried they rework the game into something similar to PoE1. PoE1 is good, but we already have it.
Last edited by Skadrel#3812 on Jan 11, 2026, 8:03:59 PM
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Posted bySkadrel#3812on Jan 11, 2026, 8:02:59 PM
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Asking seriously here, are you presenting these numbers without making an overstatement? I know you're frustrated, but accuracy would help a lot here; I do not believe you're playing campaign efficiently with these numbers, and if I were to to believe you, I'd say your efficiency needs severe improvement, and GGG would not be reasonable restructuring the campaign around your experience, since you're at new player pace, in which case inefficiencies and mistakes are teaching moments which they mindedly aren't usually bothered by (by new player, I don't mean ARPG veterans, I mean new player. Like if I invited my girlfriend to play).
Or, bluntly, you're zooming so fast that noncombat content actually takes so much of your time, in which case you're such an efficient corner case of a player that it'd be insane for GGG to implement systems wide changes around your experience.
Like, I just don't trust the numbers. Do you seriously think 66% of your time in campaign is spent on walking, phasing animations, environment animations and unskippable dialogue?
I appreciate the skepticism, but let's break down the "2 Hours" sample. I wasn't claiming to finish the entire Campaign in 2 hours (that would be a world record). I was comparing a 2-hour gameplay session in the Campaign versus Maps.
And yes, I stand by those numbers for PoE 2 specifically.
Layout Size & Dead Ends: PoE 2 zones are significantly larger and more intricate than PoE 1. Running into a dead-end in Act 4 and having to backtrack through an already-cleared area takes literal minutes, not seconds. That is "Walking," not playing.
The "Fetch Quest" Loop: In the Campaign, the loop is often: Enter Zone -> Find Quest Item -> Portal to Town -> Talk to NPC -> Portal Back -> Walk to Next Zone Entrance. That entire sequence involves multiple load screens and walking segments with zero combat density.
Efficiency Paradox: You say "inefficiencies are teaching moments." But in the current design, "playing efficiently" often means ignoring monsters to run past them because they aren't worth the time to kill during transit. That proves my point: The most efficient way to play the Campaign is to turn it into a Walking Simulator yourself.
In Adventure Mode / Maps, the loop is: Enter Map -> Kill Everything -> Next Map. The "Action Density" is exponentially higher. That is the only metric that matters to me.
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Posted byJaponbu#0742on Jan 11, 2026, 8:19:06 PM
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Just a quick note, divs/hour was more a broad attitude, and not targeted at SSF specifically; that players want to get to endgame quickly, get to endgame expressions, get their build to pop off. That kind of stuff. Like, enjoying the tall end of tall. It's the difference between "I need to be somewhere else as quick as possible" and "What can I do with the content in front of me", if that makes sense.
For a lot of players, the latter did miss the mark somewhat. But they've sped up the game a lot since 0.1 and I'm very worried they rework the game into something similar to PoE1. PoE1 is good, but we already have it.
I completely understand your fear, and honestly, I agree with you on one major point: We do not want PoE 2 to become a reskinned PoE 1. The slow, methodical, tactical combat is what makes this game special. None of us want to go back to "one-shotting screens while moving at Mach 10."
However, there is a critical difference between "Combat Speed" and "Progression Structure."
Combat Speed: How fast I swing my sword or cast a spell. (We want this to stay tactical/slow).
Progression Structure: How much time I spend fighting vs. walking.
When I ask for an Adventure Mode, I am not asking to zoom through the game like PoE 1. I am asking to take that slow, tactical PoE 2 combat and apply it to a Denser Environment.
You asked: "What can I do with the content in front of me?"
In Campaign (Run #5): The answer is often "Ignore it and keep walking because I need to reach the quest marker."
In Adventure Mode: The answer is "Fight it because killing monsters is the objective."
We want the PoE 2 Combat, we just want to experience it without the PoE 1-style Fetch Quests. Giving us an alternative way to level doesn't threaten the soul of the game; it actually lets us focus more on the combat you love, and less on the walking simulator.
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Posted byJaponbu#0742on Jan 11, 2026, 8:20:38 PM
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I enjoy running the campaign each league the first time. I'd be inclined to play longer if I had a means of more quickly being able to get a second character to endgame. For GGG, that means another opportunity to sell me MTX for that character.
Once per league is enough.
To make leveling work. Put us in a room with waves of mobs to level 65. If others choose to do the campaign. Great let them! Options in ARPGs are perfectly okay.
Last edited by JamsonOmagi#5040 on Jan 11, 2026, 8:32:06 PM
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Posted byJamsonOmagi#5040on Jan 11, 2026, 8:30:55 PM
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I enjoy running the campaign each league the first time. I'd be inclined to play longer if I had a means of more quickly being able to get a second character to endgame. For GGG, that means another opportunity to sell me MTX for that character.
Once per league is enough.
To make leveling work. Put us in a room with waves of mobs to level 65. If others choose to do the campaign. Great let them! Options in ARPGs are perfectly okay.
That MTX Argument is the strongest point in this entire thread. It is simple business logic:
Campaign Burnout: I play 1 character -> I buy 1 set of MTX.
Easy Alt Leveling: I play 3 characters -> I might buy 3 sets of MTX.
Right now, the Campaign acts as a Revenue Blocker. It literally stops willing customers from engaging with more products (builds/skins) because the "entry fee" (40 hours of walking) is too high.
Regarding the "Wave Room" idea: While I love the efficiency, GGG might find that a bit too "static" or "arcade-like." However, we already have a system that fits that logic perfectly within the lore: Endless Delve (or a similar mechanic).
It's pure combat.
It scales with you.
No fetch quests, no walking across empty continents.
Whether it's Waves, Delve, or Adventure Mode, the core request remains the same: Let us level through Combat, not Cardio.
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Posted byJaponbu#0742on Jan 11, 2026, 8:47:14 PM
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Agreed. I have three alts. Going through the campaign with each one is painful.
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Posted byGodsHorseman#7606on Jan 11, 2026, 9:41:24 PM
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Hi everyone,
3. SSF IS UNPLAYABLE (Forced Trade) I want to play Solo Self-Found. I don't want to trade. But the game punishes me for it. Why does SSF share the same Item Rarity/Quantity rates as Trade League?
The game is balanced around a Trade Economy.
Solo players are left starving for loot.
Fix: Give SSF a dedicated loot buff or a "Loot 2.0" system. I shouldn't be forced into Trade League just to make a build viable.
the reason they don't buff SSF Loot,
is you can convert an SSF Character to standard.
everyone would go there Farm Loot/currency, then move to Trade league and dominate.
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Posted byTurtlerer#3183on Jan 11, 2026, 10:20:21 PM
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I agree, I don't even mind the idea of starting at lvl 1, having a T0 map for leveling. Making the unlocks achieved by level after they were achieved on the main. If you didn't unlock it on your main, SOL.
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Posted byKrytren#1839on Jan 11, 2026, 11:59:27 PM
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I would say they should make SSF gear BOP. But that would be some major coding.
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Posted byKrytren#1839on Jan 12, 2026, 12:00:40 AM
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We know all we need to know from their actions in the past two weeks.
There's a bug causing a severe shortage of fracturing orbs that has existed for weeks. People found out their hidden / undocumented change to get omens of light and that was patched out as soon as a streamer pointed it out, the very next day.
Similarly, when people figure out the laughable bugs in their new temple mechanic and make a lot of currency from it, that was patched out immediately after a holiday weekend.
That tells us that scarcity / RNG crafting is intended and they are seeing if they can use it to make people hang around in leagues longer.
IF scarcity were not intended, we'd see fracturing orbs back to normal availability.
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Posted byxayd#4454on Jan 12, 2026, 12:29:04 AM
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