Don't turn this game into Path of Exile 1
For every major content patch, it feels like the game turns more and more into the slog that is Path of Exile 1.
What happened with the idea of slower, more tactical combat, fewer enemies, a slower pace, and harder bosses? Not only 1-button screen clears. This was the reason PoE2 would come out as a separate game from PoE1. What 0.3 gave us: Massive damage buffs for most classes so that all bosses can be killed before they can even do their mechanics. This is true for campaigns and maps and pinnacle bosses. Insane increase in monster density. More movement speed, more AOE, and more damage for players. As someone that didn't put much time into Path of Exile 1 at all. What's the vision for Path of Exile 2? Because I want to know before I invest more money into supporter packs, I want the "Liberator of Wraeclast," but I'm not sure if it's a waste with the current development of the game, because Path of Exile 1 isn't a game I enjoyed playing. Dernier bump le 1 oct. 2025 à 12:45:56
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I find this weird because right from the start I felt this is just straight up copy of PoE1, with a player character that runs on tar. It doesn't seem like anyone is designing it to be any different. I'm not even sure if there are any designers left at GGG at this point?
My experiences from poe1 were many years ago, but certainly felt like I'm playing the same game with tiny tweaks and better (but laggier) graphics. |
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sorry for unrelated, but can you tell us what you think slog means
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Problem is that they put themselves in a corner by basically porting over mobs from Poe1 into 2 without any way to deal with them outside screen clearing,so unless they manage to fix that issue this game will basically turn into a clunkier version of 1 without any of the fun attached to it.
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+1 game was supposed to be something difference, it's poe1 clone after campagn at now.
Dernière édition par Kaczuś#2032, le 16 sept. 2025 à 11:35:17
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It already is Poe 1 just scrambled up and a coat of new paint thrown on it. Almost every single asset in the game has already existed for years in Poe 1. Again they keep slapping a new icon or a shiny visual but under the hood it's still 100% the same parts.
Which is also why all the builds are the same uninspired zoom zoom builds. All the same systems and math copy paste and fart. |
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If they implement the option to play poe 1 with wasd i think I'll prefer to play that instead ngl
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Almost everything they tried to change from Poe1 they just made worse. Not everything of course visuals and animations are good, and loot not having the extra requirement of correct socket/link/colour layout is particularly good in comparison. But everything else is screwed and turning it into Poe1 might be the best solution, not saying that's a good thing that's just where they screwed up.
For what it's worth the game is not really much easier. it's just terribly balanced, players are more knowledgeable now and lean to the more effective simpler builds. Personally I think there's one major area which if they reworked they could save it from having to become Poe1 and that's skill design. The current combo based gameplay is based around baked in synergy mechanics, and they suck. Players try to bypass them with one button builds and the Devs just nerf them and add more conditions/cooldowns to them. The game will be stuck in that cycle of zoomers Vs Devs if they don't change course. Obviously they have to make sure map size, mob density/speed make sense. If you go back and look at the old huntress 2021 gameplay you'll see that they used to have a mixture of mobility skills that worked situationally. disengage was just a backwards dash to get yourself out of trouble, you could chain that into ranged attacks or a gap closers. You could apply utility and mobility skills like that to all sorts of classes. A knockback slam, a fear aoe spell, a smoke bomb for some examples. The point is i want to use a "disengage" skill when I need to disengage, not when I'm awkwardly trying harvest parried enemies, risking an parry/attack whilst getting swarmed so that I can get the charge to spend on another skill to kill the swarm. If you want combo based gameplay and build diversity then design skills and supports that weave into each other naturally. Stop making me harvest enemies for charges which falls apart in boss encounters. Let me throw a smoke bomb that blinds enemies and then put a support on any attack I like to exploit blind. |
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" It would be fair to say that its in early access and up until now they have mostly been working on the campaign and the majority of the endgame was something they rushed together by mostly taking stuff from poe1, just so we would actually have some endgame atleast. I think it will be very different when we start getting some big endgame patches, up until now its mostly been new class, balancing and campaign additions. |