PoE2 needs to be its own game.
In my opinion, Grinding Gear Games should take inspiration from No Rest for the Wicked when refining Path of Exile 2’s gameplay. Instead of overwhelming players with massive enemy hordes, they should reduce monster density and focus on making each enemy more distinct—giving them stronger abilities, unique attack patterns, and better animations. The developers initially promised a more methodical combat experience, but the endgame ultimately devolves into the same screen-clearing chaos as Path of Exile 1.
Why create a near-clone of POE1 when they had the opportunity to truly innovate? The campaign’s boss fights are a highlight, delivering tense, skill-driven encounters where every death feels like a lesson in adaptation. That sense of excitement, however, vanishes in the endgame, where strategy is replaced by raw speed and sheer damage output. If GGG wants POE2 to stand apart, they need to fully commit to the vision they originally presented. Right now, the game is at risk of losing its identity. It’s too similar to POE1, and unless changes are made quickly, GGG may find themselves in a situation where they’re not only failing to push POE2 forward—but also hurting the longevity of both games in the process. They need to act fast before they alienate the very player base they sought to expand. |
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