Poe 2 further away from the ''Broader Audience'' goal

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Sakanabi#6664 a écrit :


So everyone who is not "hardcore" is automatically "casual" now? Nothing in between?

And by "exploits/bugs" i didn't mean spirit ashes and over-leveling. I meant real exploits/bugs like Giant Jar exploit where you let enemies fall from the cliff and die which is used by casuals to get over challenges.


The middle ground exists, but you do not hit 459,263 concurrent players or sell 25 million copies without the casual demographic heavily participating. The sheer volume requires them.

And regarding Elden Ring, you are cherry-picking cheese tactics while ignoring the massive, intended accessibility mechanics. Spirit Ashes and open-world freedom were not bugs; they were deliberate design choices by Miyazaki to help the broader audience beat the game without needing exploits.

PoE 2 lacks those intended safety valves. It relies on friction and punishment, which alienates both the casuals and the mid-core players who do not treat gaming as a second job.
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NightZombie_SA#6811 a écrit :
this post is pretty much what i was saying in my angry rant that deleted and i just put it back on the forum. the moment you start telling the truth that the devs dont know what they doing it gets removed.


It is funny how "constructive criticism" is only allowed if you praise the vision, but pointing out the obvious disconnect between their marketing goals and the actual gameplay loop gets silenced.

They invited the masses with the marketing, but the game design is actively hostile to them. Deleting feedback won't bring those 400k players back.
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Japonbu#0742 a écrit :
I need to vent a bit because, honestly, I'm confused about the direction of this game.

We were told for years that PoE 2 would be the game to fix the "barriers to entry" of PoE 1. We all know PoE 1 is niche; it requires a PhD in spreadsheets to understand fully, and that scares away new players. PoE 2 was supposed to be the answer—a game with better combat, cleaner mechanics, and a more welcoming experience for the "casual" or broader audience, while keeping the depth for us veterans.

So why does GGG keep adding layers of unnecessary frustration and complexity?

Look at the current Fate of the Vaal mechanics. Why do I need a degree in architecture just to run a temple? Why is the system designed so that if I make one wrong connection or create a loop, my entire progress "destabilizes" and gets deleted? This isn't "hardcore" or "challenging"; it's just tedious. Instead of making the game fun and accessible, they are doubling down on convoluted systems that punish you for not knowing obscure mechanics. If the goal was to bring in new players, scaring them away with a temple mechanic that bricks itself is definitely not the way to do it.

It feels like every patch adds more "friction" instead of fun. Here is a breakdown of why the community (and myself) is losing patience;

1. Druid: The "Bear" Trap
Everyone was hyped for the Druid. It was supposed to be the heavy hitter. But the reality? It feels clunky.
We wanted to smash things as a Bear. instead, we realized that shapeshifting animations are too slow and lock you in place. Most "optimal" Druid builds right now are just staying in Human form and casting spells like a wizard because it’s 10x smoother.

The class highlights the ongoing issue where being in melee range is a death sentence compared to ranged.
It’s mid-February and we still have bugged interactions with Herald of Ash/Ice and Spirit Gems on certain forms.

2. The "Fate of the Vaal" Disappointment
This league mechanic is arguably one of the worst in terms of respect for player time.
Why spend 4-6 maps carefully planning and building a Temple of Atziri, risking a "destabilization" that deletes rooms, when I can just run a random Ritual or Abyss and get better loot in 5 minutes?
As I mentioned, the mechanic is needlessly complex. It kills the flow of the game. It doesn't feel like a modern ARPG mechanic; it feels like a puzzle game where the punishment for losing is wasting an hour of your life.

3. Endgame is Still Missing in Action
We are more than a year into Early Access, and the "Endgame Rework" promised back in 0.2 is still a ghost.
The map layouts are still plagued with dead ends and backtracking. Feels like a running simulator.
The drop rates for currency in T1-T10 maps are abysmal. You can’t craft because you don’t have the mats. Running 50 maps to find 1 Exalted Orb isn't a "grind," it's a job.

4. Technical State & The "Ghost Town" Effect
The retention numbers for Patch 0.4 are alarming. Historically Low.
We are seeing drop-off rates worse than some of the worst PoE 1 leagues. People are quitting not because they are "done," but because they are frustrated/bored.
Crashes are still frequent, especially for controller players or when interacting with the cosmetics panel. It’s 2026; these should be ironed out by now.

5. The Fear of "Soon™" (Patch 0.5 & 1.0)
With Jonathan confirming that the 0.5 showcase isn't until late April, we are looking at another 2+ months of this stale meta.
The constant pushing back of features (Act 5, Endgame rework) makes us worry that the 1.0 Full Release won't actually happen in 2026.
What are we supposed to do until May? The current content isn't enough to hold the player base, and the "Vision" seems to be getting blurrier with each update.

I love this franchise, but GGG needs to stop confusing "tedious complexity" with "depth." We need the fun back.


Hi there,

POE2 is the king of ARPG and the game completely demolishes all the competitors.

In order to be the king of ARPG, the game needs to be as complex and challenging and difficult as much as possible.

If people can figure the mechanics in 24 hours, then the game becomes worthless and nobody will want to play the game anymore.

Are high end Rolls Royce and Ferrari more premium than the cheapo Kia and Suzuki? I believe everybody knows the answer better than me.

If poe2 degenerates into a cheapo game, then I believe it's pretty much that the game will die soon. Better to be a high end Ferrari than to be a cheapo brand.
34pre98qua
Dernière édition par stkmro#2432, le 14 févr. 2026 à 09:11:33
0.5 is being pushed? so we're over 4 months between release now, they need to drop PoE1 development asap to focus on PoE2. 4 months is already way too long for a season, most people are done within 2 months, 5+ months wait is atrocious.
Tech guy
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stkmro#2432 a écrit :


Hi there,

POE2 is the king of ARPG and the game completely demolishes all the competitors.

In order to be the king of ARPG, the game needs to be as complex and challenging and difficult as much as possible.

If people can figure the mechanics in 24 hours, then the game becomes worthless and nobody will want to play the game anymore.

Are high end Rolls Royce and Ferrari more premium than the cheapo Kia and Suzuki? I believe everybody knows the answer better than me.

If poe2 degenerates into a cheapo game, then I believe it's pretty much that the game will die soon. Better to be a high end Ferrari than to be a cheapo brand.


That car analogy is completely flawed.

A Ferrari is premium because it offers high performance, precision engineering, and a smooth experience. It does not randomly break down or require you to solve a puzzle just to start the engine. Right now, PoE 2 is not a Ferrari; it is a car with a powerful engine but a broken transmission and square wheels.

Also, your economic understanding of live-service games is backwards. A luxury car brand survives on low volume and high margins. A free-to-play ARPG survives on active player retention and microtransactions. If PoE 2 becomes a Ferrari that only 5,000 people can drive, the servers shut down.

We are not asking for a cheapo game; we are asking for a game that respects our time. Complexity is good when it adds depth, but bad when it adds friction like the Temple mechanics deleting progress. Confusing tedious with premium is exactly why the player count is dropping. Being a dead Ferrari is worse than being a driven Kia.
I think a big part of the frustration comes from the fact that PoE 2 often feels like two separate games packed into one: the Campaign and the Endgame. They don’t really "talk to each other".

The Campaign allows experimentation, closer combat and a certain rhythm, but once you hit Endgame, that same build progression often gets undermined and you’re pushed toward safer, long-range, off-screen playstyles.
And the problem, in my opinion, isn’t that the Endgame is hard, but that it changes the rules of the game without warning.

When the systems you’ve learned and enjoyed suddenly stop being viable, it doesn’t feel like meaningful difficulty: it feels like your time and choices were invalidated.

Until GGG closes this gap between Campaign and Endgame, disappointment is kind of inevitable.
temple is actually pretty fun for me. only reason why im still playing.

i mean first couple times i effed up and bricked my temple o well, third time is the charm.

but DEFINITELY need a redo button for temple cuz sometimes accidently will place a room
The masses play FIFA and Fortnite for half an hour a day, not hours and hours of an ARPG. The players who feed GGG are the ones who love to farm and minmax, do Sekhemas hundreds of times, and have the patience to build a 70+ room temple. These are the players who buy the $480 package and spend it on cosmetics.
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Japonbu#0742 a écrit :
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Sakanabi#6664 a écrit :


So everyone who is not "hardcore" is automatically "casual" now? Nothing in between?

And by "exploits/bugs" i didn't mean spirit ashes and over-leveling. I meant real exploits/bugs like Giant Jar exploit where you let enemies fall from the cliff and die which is used by casuals to get over challenges.


The middle ground exists, but you do not hit 459,263 concurrent players or sell 25 million copies without the casual demographic heavily participating. The sheer volume requires them.

And regarding Elden Ring, you are cherry-picking cheese tactics while ignoring the massive, intended accessibility mechanics. Spirit Ashes and open-world freedom were not bugs; they were deliberate design choices by Miyazaki to help the broader audience beat the game without needing exploits.

PoE 2 lacks those intended safety valves. It relies on friction and punishment, which alienates both the casuals and the mid-core players who do not treat gaming as a second job.


OK, maybe Elden Ring was not the best example. But honestly 459,263 players are not that many considering total number of players on Steam only. Even twice as much could include non-casual players only.
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Babonzo#0016 a écrit :
I think a big part of the frustration comes from the fact that PoE 2 often feels like two separate games packed into one: the Campaign and the Endgame. They don’t really "talk to each other".

The Campaign allows experimentation, closer combat and a certain rhythm, but once you hit Endgame, that same build progression often gets undermined and you’re pushed toward safer, long-range, off-screen playstyles.
And the problem, in my opinion, isn’t that the Endgame is hard, but that it changes the rules of the game without warning.

When the systems you’ve learned and enjoyed suddenly stop being viable, it doesn’t feel like meaningful difficulty: it feels like your time and choices were invalidated.

Until GGG closes this gap between Campaign and Endgame, disappointment is kind of inevitable.


You described the bait and switch perfectly. The Campaign is effectively a 20-hour tutorial that teaches you to play a game that does not exist in the Endgame.

They hook you with the tactical, weight-based combat, and then punish you for using those exact mechanics once you hit maps. It is not just a gap; it is a betrayal of the player time.

If the game teaches you to dodge and parry, but the endgame demands you off-screen enemies to survive, the design is fundamentally broken. That invalidation of choice is exactly why people quit.
Dernière édition par Japonbu#0742, le 15 févr. 2026 à 19:32:52

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