Context:
I finished Act 3 Cruel and started mapping. For reference, I have approximately 2,500 hours in POE1, usually achieving a 1-2 mirror build in about a month while completing all content—from T16-T17 max-juiced maps to Uber pinnacle bosses. Additionally, I’ve played around 1,000 hours in D3 and 500 hours in D4.
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The Good:
1. Boss Design: The bosses are well-designed and offer enjoyable mechanics.
2. Skill Gem Redesign: Moving skill gems from item slots to a dedicated tab is a decent improvement, streamlining this aspect of the game.
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The Bad:
Oh boy, where to begin...
1. Illusion of Build Diversity
Unlike POE1, where meaningful choices define your build, POE2 offers only an illusion of diversity. Skills are tied to very specific support gem combinations, and alternative options often feel like straight downgrades instead of sidegrades.
2. Skill Tree Limitations
In POE1, the skill tree allows players to tailor builds with choices for more defense, damage, clear speed, or quality of life. In POE2, you’re left with only two options: more damage or more defense. This lack of flexibility undermines player agency.
3. Slowing Down the Game
I understand the developers’ choice to slow down gameplay, but it feels excessive. My first campaign playthrough took about 40 hours, which is acceptable for a one-time experience. However, repeating this grind every 3-4 months for a new league is a dealbreaker. The removal of movement speed flasks and skills further compounds this issue, making the campaign feel unnecessarily tedious.
4. No True Crafting System
Slamming exalts and praying isn’t crafting—it’s RNG masquerading as mechanics. A functional crafting system is sorely needed.
5. Useless Uniques
Uniques are largely irrelevant after, or even during, the campaign. In POE1, uniques—though generally weaker than crafted gear—can enable specific builds and offer meaningful benefits (e.g., Headhunter). Why would I want a Headhunter in POE2 when maps feature only 5-6 rares?
6. No Map Juicing
While I understand that map juicing could come later, it raises the question: what’s the priority here? With so many core issues, will this even make it onto the roadmap in the near future?
7. Bad "Vision" Choices
Some design changes feel unnecessarily restrictive and dismissive of player investment. For instance:
• The removal - yes this is not a nerf, a nerf would be lowering the damage or the proc rate a little bit, not nuking the mechanic - of mechanics like Cast on X isn’t a balance adjustment; it outright eliminates certain builds. This goes beyond a simple nerf—it makes them unplayable.
• When such drastic changes are implemented, players without enough gold to respec are left with no choice but to start a new character. This wastes significant time and effort.
8. One-Death Maps
Failing maps due to off-screen one-shots or enemy swarms is frustrating. Investing in defenses is often suggested, but sacrificing too much damage leaves you overwhelmed regardless. This feels like unnecessary punishment rather than rewarding difficulty.
9. Enemy Respawns After Death
Respawning enemies only serves to artificially prolong gameplay without adding meaningful challenge.
10. Lack of Defensive Layers
In POE1, defense involved balancing multiple layers—armor, evasion, energy shield, block, and more. In POE2, defenses are oversimplified. You’re essentially forced to choose between resistances and one other stat (armor, evasion, or energy shield) because attribute requirements prevent wearing gear outside your primary stat. Considering the 1 portal map, this is not enough.
11. Ascendancies Are Lacking
Most Ascendancy choices are underwhelming, and they cannot be repicked, further limiting build flexibility.
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Final Thoughts:
All these points could be countered with, “It’s early access; they’ll fix it.” But many of these issues seem tied to GGG’s “vision” rather than content that’s missing due to early access status. Without a vocal community pushing for change, I doubt these design philosophies will shift.
I can't belive I am saying this but D4 at launch (let's be realistic, that was an early access as well), felt better than the current state of POE2. Yes, I know, jump with jesters.