POE2 is really FUN when I'm not grinding repeatitive endgame.

Campaign - 9/10

It was super experience. Loved that the original idea of tactical engaging combat is there, especially for bosses. It took me 4+ days to reach endgame as I experiment many thing and read lores, and history of wreaclast over and over.

My only disappointment the offscreen loses in Oriath and bam, we suddenly at Ziggurat for endgame. That was a bummer. I wish we have more story or better closure.

Trials - 8/10

I definitely enjoyed Sekhema more than Sanctum. It took me 1hr++ to finish till T4. Loved that we can continue if I dc (well, at least in between 4 trials, idk what happened in the middle) Reward is kinda ass for the time taken tho.

Chaos also is more enjoyable than Ultimatum personally. It feels engaging. Yes it's slow, but enjoyable. The problem is still it's not very rewarding. I never reach the end tho (my ignite immunity from Crystallised Immunities decided to bug out during the trial)

So yea, for both trial, it's enjoyable as a one-off, because it's not very rewarding as far as I experienced.

Endgame - 4/10

I thought I would love mapping because those tiles remind me of board game, or Civilizations, boy I was wrong.

Mapping is tedious and it didn't feel like I'm going anywhere, like no goal per say. I guess there's a bunch of chase item like Garukhan, or other bosses, but with how grindy and large map are, it feels tedious. Also, I definitely dislike tablets.

Wisp escorting is bad, not sure if ambush is rewarding, exiles seems like a cool concept, Essence is okay, Breach and Deli is so POE1, blergh, never enjoyed Ritual, and Abyss mods are busted.

Expedition is surprisingly enjoyable, maybe coz logbook is where I got my first div. A bigger 1-boom could've help tho.

Every time I see extra content other than Ambush, Essence or Expedition, it feel like its a bad map. Can we disable extra content please? Maybe by default their spawn is zero?

I haven't done any of those 50 shard thingy or Arbiter yet, so I couldn't say much, but somehow I don't feel very motivated. Probably coz campaign was fun but mapping is, well, tedious.

I definitely hate that the best endgame gameplay is POE1.

Crafting 7/10

Oh, I definitely enjoyed crafting more than I expected. Making a decent weapon on your own is easier than in POE1 due to how Essences work. Loved them. Maybe more variation for armors? The abundance of Exalts certainly helps alot too. I miss benchcraft and horticraft tho.


It took me around 100 hours in campaign, and every second of it was great, kinda making me wanting POE2 to be just a single player game. Maybe different character have different story development or roles...like you know, in visual novels.

In conclusion, POE2 has been a great experience, for novelty and chillier gameplay. Unfortunately, some things are going to take too much time for SSF or a very unpleasant trading experience because you aren't grinding enough. Therefore, something needs to be adjusted in endgame.


Anyway, See you all in Phrecia! (Where grinding doesn't feel as bad, maybe)



Dernier bump le 25 janv. 2026 à 13:30:06
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Exilion99#5481 a écrit :
My only disappointment the offscreen loses in Oriath and bam, we suddenly at Ziggurat for endgame. That was a bummer. I wish we have more story or better closure.


Campaign isn't complete yet. GGG only has 4 out of the 6 acts released. The jarring leap to the Ziggurat is a brief throwaway reasoning for why you're going into mapping in the endgame and will almost certainly change when act 5 comes out.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
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Campaign isn't complete yet. GGG only has 4 out of the 6 acts released. The jarring leap to the Ziggurat is a brief throwaway reasoning for why you're going into mapping in the endgame and will almost certainly change when act 5 comes out.


Hey man, that's a great news!

I hope they have much much more to offer.
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Crafting -7/10


Fixed it for ya
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Exilion99#5481 a écrit :
Campaign - 9/10

It was super experience. Loved that the original idea of tactical engaging combat is there, especially for bosses. It took me 4+ days to reach endgame as I experiment many thing and read lores, and history of wreaclast over and over.

My only disappointment the offscreen loses in Oriath and bam, we suddenly at Ziggurat for endgame. That was a bummer. I wish we have more story or better closure.


Happy for you. But I want to see your opinion after you doing it each new league including rerolling.

Campaign is not a "real" game. Endgame is vastly diffirent when it comes to pacing.
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default_mp3#9394 a écrit :
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Exilion99#5481 a écrit :
Campaign - 9/10

It was super experience. Loved that the original idea of tactical engaging combat is there, especially for bosses. It took me 4+ days to reach endgame as I experiment many thing and read lores, and history of wreaclast over and over.

My only disappointment the offscreen loses in Oriath and bam, we suddenly at Ziggurat for endgame. That was a bummer. I wish we have more story or better closure.


Happy for you. But I want to see your opinion after you doing it each new league including rerolling.

Campaign is not a "real" game. Endgame is vastly diffirent when it comes to pacing.


wrong

campaign is the most fun part of the game - Im hyped for act5 and act6
At beta, when the campaign was essentially Acts 1–3, it worked really well. A lot of people enjoyed it because it felt closer to Diablo 2 in pacing. It didn’t dredge on. Zones were readable, progression felt steady, and even repeating the campaign at higher difficulty was fine because the structure itself was solid.

Where it lost me was when the campaign was expanded. The additions were almost entirely quantitative. Maps got bigger, but not more interesting. They added more hallways, more rooms, and more clutter, without adding more complexity, deeper decision-making, or more engaging bosses. It was mostly the same monsters and ideas spread across more space. And that space didn’t feel open. It actually became more claustrophobic, because the added size came from tighter layouts, more maze-like paths, and more backtracking. Bigger, in this case, wasn’t better.

That’s why the later acts feel like a slog. The extra time isn’t coming from better gameplay, it’s coming from navigating longer, more cluttered maps. By Act 3 now, I’m already ready to be done, and Acts 4, 5, and 6 just extend that feeling. I’d rather repeat a tighter 20–40 hour campaign twice than push through an 80–120 hour one once, because the shorter version feels smoother and more aligned with what worked at beta.

This is where I think we stop arguing opinions and start testing. You could create two campaign pathways, similar to softcore and hardcore. One mirrors the beta philosophy: tighter pacing, shorter zones, and you reach endgame earlier. The other keeps the elongated campaign, but progression is folded into it, so by the time you’re deep into Acts 3 or 4 of that longer path, you’re already effectively playing at endgame Tier 1 in terms of drops, difficulty, and character progression. Same rewards, same endgame structure, just different pacing. Quick campaign to endgame vs Long campaign to endgame.

The same logic applies to movement speed. Right now, slow base movement is being offset with sprint, which a lot of players don’t like. Instead of debating it, test it. Two servers. Same content, same rewards. One keeps current movement speed plus sprint. The other removes sprint entirely but increases base movement speed by around 70–75%. See which server fills up.

At that point, it’s no longer about who’s the vocal minority or the silent majority. Player behavior becomes the data. And that feels like a much better way to make decisions than stretching systems longer without making them better.
"

The same logic applies to movement speed. Right now, slow base movement is being offset with sprint, which a lot of players don’t like. Instead of debating it, test it. Two servers. Same content, same rewards. One keeps current movement speed plus sprint. The other removes sprint entirely but increases base movement speed by around 70–75%. See which server fills up.


Giving players everything they want is not a solution, ofc players would prefer to sprint all day long without consequences but what players want is not always what they really want, they mostly think in the short terms, dev think on the long term and try to conver the whole spectrum, what YOU want is not what everyone else want.
Tech guy
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Warrax#2850 a écrit :

Giving players everything they want is not a solution, ofc players would prefer to sprint all day long without consequences but what players want is not always what they really want, they mostly think in the short terms, dev think on the long term and try to conver the whole spectrum, what YOU want is not what everyone else want.


You think you want to eat lunch, but actually you want to go hungry so you feel the true value of food. Life is mysterious like that.
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GabrielCorso#5386 a écrit :
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Warrax#2850 a écrit :

Giving players everything they want is not a solution, ofc players would prefer to sprint all day long without consequences but what players want is not always what they really want, they mostly think in the short terms, dev think on the long term and try to conver the whole spectrum, what YOU want is not what everyone else want.


You think you want to eat lunch, but actually you want to go hungry so you feel the true value of food. Life is mysterious like that.


nice lol

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