POE2 disrespecting our time (Post-0.4.0)

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MissMaven#4939 a écrit :
I've long felt that GGG don't respect players time. It's a little too frosty for my taste, if you get my meaning. (player metrics, etc)

Temple is far too complicated to setup and CoC bloodmage stayed too broken the entire druid league. Only a handful of builds can actually stand up to the busted OP mechanics at "end-game" maps and if they think casual players are going to stick around for this they are going to have a rude awakening.



"Frosty" is the perfect word for it.
It feels like their design decisions are made by an accountant looking at a spreadsheet, not by a gamer playing for fun.

"If we make Temple setup take 10 minutes longer, Player Engagement Metrics go up by 2%."

Reality: No, frustration goes up by 100%.

And regarding the CoC Bloodmage situation:
It exposes the "Illusion of Choice."
They give us a massive passive tree and hundreds of skills, but balance the endgame so poorly that only the top 0.1% of "Broken/OP" builds can actually function comfortably.
If you don't play the Meta, you are playing a simulator of suffering.

Casual players have a breaking point. When the game feels like a second job with a toxic boss (RNG/One-shots), they don't "git gud"; they just quit. That "rude awakening" you mentioned is coming fast if they don't respect the average player's time.
Dernière édition par Japonbu#0742, le 13 févr. 2026 à 20:55:03
+ 100000000000000

They already nerfed zone sizes once, but we still need more of it.

We need more ways of deterministic crafting, like a simple crafting bench that outright shows you how to improve your gear. This is especially improtant for casuals and SSF.

Campaign skip would make people play more for sure, because you can start a new character without spending 1-2 days going through campaign against your will.
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PushkickInMain#4096 a écrit :
+ 100000000000000

They already nerfed zone sizes once, but we still need more of it.

We need more ways of deterministic crafting, like a simple crafting bench that outright shows you how to improve your gear. This is especially improtant for casuals and SSF.

Campaign skip would make people play more for sure, because you can start a new character without spending 1-2 days going through campaign against your will.


Spot on regarding the campaign skip. Forcing players to slog through the same campaign for every single alt is the quickest way to kill retention. Most people just quit after one character because they cannot stomach doing it again.

And deterministic crafting is essential if they actually want that broad audience. Right now, crafting is just rich-man's gambling. A casual player is not going to throw their only currency into a slot machine; they need a clear path to upgrade.

These are not casual requests; they are basic quality-of-life features that respect player time. If GGG refuses to adapt, they are choosing their stubborn vision over a healthy playerbase.
-10000


Sounds like automation on like a game level with these suggestions.


Can play runelite or afk simulator games for that.

Not POE2
Mash the clean
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Japonbu#0742 a écrit :
"
PushkickInMain#4096 a écrit :
+ 100000000000000

They already nerfed zone sizes once, but we still need more of it.

We need more ways of deterministic crafting, like a simple crafting bench that outright shows you how to improve your gear. This is especially improtant for casuals and SSF.

Campaign skip would make people play more for sure, because you can start a new character without spending 1-2 days going through campaign against your will.


Spot on regarding the campaign skip. Forcing players to slog through the same campaign for every single alt is the quickest way to kill retention. Most people just quit after one character because they cannot stomach doing it again.

And deterministic crafting is essential if they actually want that broad audience. Right now, crafting is just rich-man's gambling. A casual player is not going to throw their only currency into a slot machine; they need a clear path to upgrade.

These are not casual requests; they are basic quality-of-life features that respect player time. If GGG refuses to adapt, they are choosing their stubborn vision over a healthy playerbase.


poe2 is the king of arpg.

the game is for the elites and the hardcore and winners.

the game is not for the softies, the losers and the casuals.
34pre98qua
They tried to fix "too many monsters" by lowering density and making each monster beefier... except they still pop like soap bubbles.

Sure, I can juice maps and then it gets spicy enough, but juicing costs currency and currency costs time. And if you have about an hour a day, that loop is basically "grind so you can grind, but with extra steps".

As a casual, endgame feels weirdly boring. Most mobs die instantly, and then I randomly die too - usually not because I got outplayed, but because the game briefly turns into a stun-lock simulator or something under my feet decides I'm done existing.

What I actually want is simpler.
- Give monsters more life (and give more XP to match).
- Damage output is already fine. Please don't crank it up.
- There are already plenty of "one-shot" mechanics. If anything, that needs toning down, not more of it.

Also, the Atlas UI is a special kind of pain. It's this endless web where "finding something useful" is like trying to find one specific sock in a landfill. There's no search. Yes, you can put markers, but if you only play an hour a day you'll forget what half of them meant. It needs a search function and/or something like a loot filter for maps.
- gray out stuff I don't care about
- highlight what I'm actually hunting

And the XP penalty past 90+ is just brutal. At that point it stops being "progression" and starts being "avoid playing the game too much or you'll lose a week of progress".
"
Mashgesture#2912 a écrit :
-10000


Sounds like automation on like a game level with these suggestions.


Can play runelite or afk simulator games for that.

Not POE2


Labeling basic quality of life features as automation or AFK simulator is just lazy gatekeeping. Wanting a UI that doesn't brick your progress or a crafting system that isn't a gambling addiction has nothing to do with making the game easier; it's about making it functional.

Even FromSoftware understood this by adding modern checkpoints and map markers to Elden Ring. They didn't lose their hardcore identity; they just stopped wasting people's time with outdated friction.

If your definition of a hardcore game is just a collection of tedious chores and poor UI, then you aren't looking for a challenge, you're looking for a second job. GGG won't survive on the elitism of a shrinking niche while the rest of the market moves forward.
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stkmro#2432 a écrit :

poe2 is the king of arpg.

the game is for the elites and the hardcore and winners.

the game is not for the softies, the losers and the casuals.


A game cannot be the king of a genre if it cannot maintain a healthy player base to fund its development. Real winners in the industry understand that complexity is not the same as depth, and friction is not the same as difficulty.

If your vision of an elite game is one that loses 90% of its players because the mechanics are tedious rather than challenging, you are not cheering for a king; you are cheering for a ghost town. Even the developers at GGG know this, which is why they marketed the game to the masses. They want the numbers, the growth, and the revenue that casuals and mid-core players bring.

Turning a video game into a tool for tribalism and calling others softies for wanting functional UI is just a desperate attempt to feel superior over a hobby. A true king of ARPGs masters both depth and accessibility. Right now, PoE 2 is struggling with the balance, and blind elitism won't fix the falling retention numbers.
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Jyrlep#4788 a écrit :
They tried to fix "too many monsters" by lowering density and making each monster beefier... except they still pop like soap bubbles.

Sure, I can juice maps and then it gets spicy enough, but juicing costs currency and currency costs time. And if you have about an hour a day, that loop is basically "grind so you can grind, but with extra steps".

As a casual, endgame feels weirdly boring. Most mobs die instantly, and then I randomly die too - usually not because I got outplayed, but because the game briefly turns into a stun-lock simulator or something under my feet decides I'm done existing.

What I actually want is simpler.
- Give monsters more life (and give more XP to match).
- Damage output is already fine. Please don't crank it up.
- There are already plenty of "one-shot" mechanics. If anything, that needs toning down, not more of it.

Also, the Atlas UI is a special kind of pain. It's this endless web where "finding something useful" is like trying to find one specific sock in a landfill. There's no search. Yes, you can put markers, but if you only play an hour a day you'll forget what half of them meant. It needs a search function and/or something like a loot filter for maps.
- gray out stuff I don't care about
- highlight what I'm actually hunting

The fact that there is no search function on the Atlas in 2026 is a perfect example of the unnecessary friction we are talking about. It is a basic UI feature that every modern game has, yet GGG treats it like a luxury.

You are also spot on about the gameplay loop. The bait and switch from the tactical campaign to the stun-lock simulator endgame is what kills the motivation for the broader audience. When the death screen feels like a random dice roll rather than a mistake you can learn from, the sense of progression evaporates.

The 90+ XP penalty is another relic of a design philosophy that equates punishment with difficulty. It does not make the game harder; it just makes the player more risk-averse, which leads to boring, safe playstyles. If the goal is to keep players engaged, punishing them for actually playing the endgame content is a massive tactical error.

And the XP penalty past 90+ is just brutal. At that point it stops being "progression" and starts being "avoid playing the game too much or you'll lose a week of progress".


The fact that there is no search function on the Atlas in 2026 is a perfect example of the unnecessary friction we are talking about. It is a basic UI feature that every modern game has, yet GGG treats it like a luxury.

You are also spot on about the gameplay loop. The bait and switch from the tactical campaign to the stun-lock simulator endgame is what kills the motivation for the broader audience. When the death screen feels like a random dice roll rather than a mistake you can learn from, the sense of progression evaporates.

The 90+ XP penalty is another relic of a design philosophy that equates punishment with difficulty. It does not make the game harder; it just makes the player more risk-averse, which leads to boring, safe playstyles. If the goal is to keep players engaged, punishing them for actually playing the endgame content is a massive tactical error.
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Japonbu#0742 a écrit :
"
Mashgesture#2912 a écrit :
-10000


Sounds like automation on like a game level with these suggestions.


Can play runelite or afk simulator games for that.

Not POE2


Labeling basic quality of life features as automation or AFK simulator is just lazy gatekeeping. Wanting a UI that doesn't brick your progress or a crafting system that isn't a gambling addiction has nothing to do with making the game easier; it's about making it functional.

Even FromSoftware understood this by adding modern checkpoints and map markers to Elden Ring. They didn't lose their hardcore identity; they just stopped wasting people's time with outdated friction.

If your definition of a hardcore game is just a collection of tedious chores and poor UI, then you aren't looking for a challenge, you're looking for a second job. GGG won't survive on the elitism of a shrinking niche while the rest of the market moves forward.


This is unbelivably true. Hope they understand it ... at least for their POE2 aspirations. I have no beef regarding POE1 stuff.

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