PoE Sanity

Path of Exile 2 MUST Take A Stand.

Summary

  • The Identity Crisis: Originally planned as an expansion, Path of Exile 2 (PoE 2) pivoted to a standalone game to preserve its new, more tactical, and readable gameplay vision.
  • Early Access Friction: Post-launch reality in 2024 saw endgame systems (imported from PoE 1) clash with the slower combat vision, leading to a “PoE 1.5” feel.
  • Patch Progression: Patch 0.3 (Rise of the Abyssals) and 0.4 (Fate of the Vaal) further pushed the game toward high-speed screen clearing and “screen vomit” builds.
  • Why the Vision Shifted: Grinding Gear Games (GGG) is defaulting to what they know, responding to vocal veteran feedback, and struggling to reconcile inherited PoE 1 mechanics with PoE 2’s goals.
  • Proposed Solution: GGG must explicitly decide whether PoE 2 is a “PoE 1.5” or a distinct tactical ARPG, then commit to changes like lower monster density and overhauled loot systems.

From Expansion to Standalone

Path of Exile 2 began as a massive expansion to Path of Exile 1, announced in 2019. The plan included a new campaign and skill gem system within the original game. However, in 2021, the decision was made internally to split the games. Developers felt the new gameplay systems were diverging so fundamentally that they would alienate the existing PoE 1 player base if forced upon them.

By 2023, the external marketing shifted toward a vision of a more engaging, readable experience. The core promise was:

  • Interactable Combat: Instead of shooting 100 arrows a second like in PoE 1, players might shoot 10, but with equal power and higher visual clarity.
  • Readable Progression: Players would eventually reach “godhood,” but the journey there would be interactable rather than a blur of projectiles.
  • Loot Philosophy: The goal was a game where a loot filter would highlight items rather than being a mandatory tool to hide screen-filling clutter.

The Reality of Early Access and Endgame

Upon the December 2024 Early Access launch, the campaign successfully delivered a slower, more deliberate feel. However, this vision did not survive the transition to the endgame. Mechanics imported directly from PoE 1—such as Breach and Ritual—felt out of place and forced a return to “zoom-zoom” gameplay.

The Patch Cycle (0.1 to 0.4)

  1. Patch 0.1: Initial balance patches were met with community backlash, leading GGG to stop mid-league character nerfs three weeks after launch.
  2. Patch 0.2: This update massively nerfed player power and changed monster behavior. It was negatively received due to bugs and “super fast” monsters that ignored the tactical pace GGG initially pitched.
  3. Patch 0.3 (Rise of the Abyssals / Thirtieth Edict): This introduced the Abyss mechanic. While fun, it required builds to clear screens instantly to survive rare monster modifiers like Shroud Walker. This was the moment the game effectively became “Path of Exile 1.5.”
  4. Patch 0.4: The introduction of the Fate of the Vaal league and Abyss going core solidified the move toward high-density screen messiness, “Cast On Crit” builds, and a focus on “divines per hour” efficiency.

Root Causes of the Identity Crisis

Several factors are pushing PoE 2 back toward the PoE 1 formula:

  • Developer Comfort: GGG has perfected the PoE 1 formula over a decade and defaults to it when experimental changes face pushback.
  • Vocal Veterans: A significant portion of the audience wants more of what they love from PoE 1 and reacts negatively to slower progression.
  • Safety in Familiarity: Even if PoE 2 becomes “PoE 1.5,” it remains a more approachable entry point for new players than the original game, making it a safer commercial bet.
  • Legacy Systems: Since the game started as an expansion, it inherited DNA that does not mesh with the new tactical vision, including projectile scaling and high monster density.

A Call for Visionary Clarity

Grinding Gear Games needs to take a stand and be explicit about the game’s direction. There is currently an identity crisis between being a “PoE 1.5” (similar to Diablo 4 or Last Epoch) or being something truly distinct.

To move toward the distinct vision originally promised, the following steps are suggested:

  1. Define the Pace: Decide if the game is about tactical monster encounters or screen-clearing speed.
  2. Reduce Density: Move away from overwhelming monster counts and focus on high-quality, individual monster interactions.
  3. Remove Problematic Modifiers: Address rare monster mods (like Shroud Walker) that punish slower, skill-based combos.
  4. Overhaul Loot: Drastically reduce the amount of loot on the ground to make individual drops feel coveted and useful without needing a heavy loot filter.

Key References