returning player, the game is less appealing now because of the tree :(

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Balancing the game around streamers and endlessly bloating it instead if patching it has and is doing detrimental damage to the game.


If the game were truly balanced around players putting in 15 hours a day, the core game difficulty would be dramatically higher. Drop rates would be significantly lower, tier 16 maps would be endgame content reserved for the 18 hours a day crowd, and casual players would struggle just to sustain white maps. You certainly would not see players speedrunning into tier 16 on the same day a league launches, yet alone rush ubers just a few days after that.

In reality, the game keeps getting easier with every league. Even Average Joe playing 1 hour a day can experience nearly the entire game within 2 weeks of a league launch. That makes it hard to take the meme about the game being balanced only around streamers seriously, because the reality is the complete opposite. Power creep is what needs to be addressed to fix the game in a meaningful way.
Hobby Gamer and Professional Software Engineer & Systems Architect from Tennessee

“Two things are infinite: the universe and human stupidity; and I’m not sure about the universe“ - Albert Einstein
i never said it was harder... bloated. pain in the balls. They keep slapping more mad modifiers this and that on top of an already bloated game. T17s arent hard they are a pain in the ass. You simply roll them with rejex to avoid build breaking modifiers.... this isnt making anything harder.. its GGG trying to slow people down in a bloated game with so much power creep that players can beat everything they throw at them in a few days or less depending on trade league , HC , SSF , HCSSF etc... either way....

Lets spend an hour rolling map modifiers... this isnt difficulty its annoying...


I keep saying this.

- easy, medium, hard mode

or

map difiiculty scales per tier. No modifiers. Like the gauntlet. Tier 1 is so hard.. tier 2 harder so on so forth. No more monsters reflect damage that doesnt work when power creeep is so insane.. it worked in Diablo 2 when monsters reflected 500 of your 2000 damage back at you... it doesnt work anymore u have to build around it.. or avoid that map all together. Hard? no... annoying.. very
Last edited by Jradlot21#0486 on Jan 20, 2026, 12:48:35 AM
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No more monsters reflect damage that doesnt work when power creeep is so insane.. it worked in Diablo 2 when monsters reflected 500 of your 2000 damage back at you... it doesnt work anymore u have to build around it.. or avoid that map all together. Hard? no... annoying.. very


Reflect damage is hardly an issue anymore when immunity is so readily available. Most other map modifiers are just as trivial to work around, to the point where only one or two may be build breaking depending entirely on the build itself....

In practical terms you are looking at 99% of mods being effectively irrelevant and maybe 1% that actually matter. Statistically, that means you barely encounter them at all. The idea that people are spending hours rolling maps simply does not hold up, unless someone is playing a truly dysfunctional build that cannot handle 99% of modifiers and is forced to reroll for several minutes, desperately fishing for that remaining 1% that happens to be playable.
Hobby Gamer and Professional Software Engineer & Systems Architect from Tennessee

“Two things are infinite: the universe and human stupidity; and I’m not sure about the universe“ - Albert Einstein
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They keep slapping more mad modifiers this and that on top of an already bloated game.


This is just a false statement. Since the t17 introduction, they have added NO modifiers and only made them easier. Before that, they hardly touched map modifiers for years, except to make them easier

If you are talking about itemization modifiers: the more modifiers we have, the BETTER. Having a much greater usable pool enables far greater build flexibility and "uniqueness" in crafted items. Sure....it makes them harder to craft but that's not necessarily a bad thing in a "forever" game.

Compare oldschool pre-3.0 mirror items to modern mirror items. It's AMAZING what is available now in terms of item mods and variance. It's not bloat, its sandbox customization...aka the entire point of POE's existence in the arpg sphere, from the ubiquitous passive tree, to cluster jewels, to ascendancies, to forbidden jewels, etc. GGG's entire modus operandi with PoE has always been attempting to open as many customizable pathways as possible. That's kind of why the game is called "Path" of Exile. A double entendre on the story and the "point" of the gameplay.


It WAS a problem with bloat before you could block most endgame content you did not like.....but that has long been solved.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jan 20, 2026, 12:15:06 PM
Genesis tree throwing out 6-links, perfect bases and fractures for basically free --- as if those were mere pieces of candy, simply removes the core essence of the game: the quest for better gear and upgrades.

One of the worst mechanics ever added to the game.
Affliction and Necropolis worst leagues ever. The current game design has slowly turned this game into a loot-shower fest, chase uniques are way too available; and obtaining chase items through stacked decks and valdo's boxes simply isn't fun.
i got 1d from tree so far, nothing else. no items, unless u include useless 6l chests.
Last edited by chaD#3533 on Jan 25, 2026, 5:50:31 PM
Tree good!!!
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Sarno#0493 wrote:


Ignoring Path of Exile II leagues - and some might question the fairness of that - GGG has released 46 challenge leagues. It's non-trivial to continually release "new" ways of playing the same game for more than a decade. Either every new league feel exactly the same - or once in a while they have to be able to experiment with new concepts. Not everything goes core!.


Absolutely agree that GGG needs breathing room to experiment, especially after so many leagues, but it is worth bearing in mind that posts like these help guide GGG into making a decision on what goes core and what doesn't. We know from experience that player-perception plays a very large role in their decision on this matter.

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