PoE Sanity

The PoE 2 Campaign Problem GGG Hasn’t Fixed Yet!

Summary

  • Release Timeline: Grinding Gear Games (GGG) has announced that the 1.0 release of Path of Exile 2 is scheduled for later this year following ExileCon.
  • Patch 0.5 Goals: The upcoming patch aims to address long-standing issues, including endgame direction and campaign zone layouts, to prepare the game for its full launch.
  • The Balancing Disparity: There is a significant performance gap between different weapon types in the early campaign (Act 1).
  • The “Gold Standard”: Maces, Talismans, Bows, and Crossbows feature intuitive Level 1 skill combos that provide high damage and crowd control.
  • The Problematic Weapons: Spears and Staves currently struggle due to clunky skill progression, low damage, or overly complex mechanical requirements for the early game.
  • Proposed Fixes: Swapping the availability of certain skills (like Ice Strike) to Level 1 and increasing base damage/stun scaling for Spears.

Path of Exile 2: The Road to 1.0

The announcement of Patch 0.5 confirms that the 1.0 release is targeting a window after ExileCon this year. GGG is currently focused on refining the game state, specifically addressing the lack of direction in the endgame and the cumbersome nature of early campaign navigation. While these structural fixes are vital, a major hurdle remains: the balance of weapon damage during the initial hours of the campaign.

The Core Issue: Early Campaign Weapon Imbalance

PoE 2 faces a challenge in managing the “new player experience.” Historically, GGG has favored a hands-off approach that encourages trial and error. However, if the disparity between “good” and “bad” weapons is too wide at Level 1, new players may struggle, perceive the difficulty as “artificial,” and quit before reaching the more cohesive mid-game. Currently, the range of challenge between different weapon types is too vast, making certain classes feel significantly weaker than others during the start of Act 1.

The Four Pillars of Effective Weapon Design

Every successful weapon and skill set in the early game typically requires a foundation of “good damage” combined with at least two of the following:

  1. Mobility: The ability to reposition quickly.
  2. Range: The ability to engage enemies from a safe distance.
  3. Crowd Control: Tools like freeze or stun to mitigate incoming threats.

While not strictly required, skill comboing is the most effective way GGG has implemented these pillars to ensure “meaningful combat.”

The Success of Elemental Spell Comboing

The elemental spell redesign serves as the archetype for successful early-game design. For example, a Sorceress can use a simple, cohesive combo at Level 1:

  • Cast Flame Wall and shoot Spark through it for added fire damage.
  • Use Frost Bomb for chill and exposure, which provides a cold infusion to empower subsequent spells.

This setup is available within the first 20 minutes of gameplay, providing a sense of progression and power that some weapon classes lack.

The Gold Standard: Maces, Talismans, and Ranged Weapons

Several weapon types currently perform exceptionally well in Act 1:

  • Maces: Feature easy stun buildup and massive damage. The Rolling Slam and Bone Shatter combo is available at Level 1, rewarding players with heavy area-of-effect (AOE) bursts.
  • Talismans: Offer superior mobility via Pounce. Forms like the Wolf (freeze-based damage) and Bear (defensive scaling and Rage generation) have simple, effective Level 1 combos.
  • Crossbows: Utilize Permafrost Bolts to freeze and Fragmentation Rounds to explode enemies immediately.
  • Bows: Access a reliable damage combo early on with Lightning Arrow and Lightning Rod.

The Staff Problem: Clunky Melee Start

Staves, primarily used by the Monk, currently offer a poor early-game experience. The initial skill options—Killing Palm, Falling Thunder, and Frozen Locus—often force a melee-oriented character into a clunky, ranged-kiting playstyle.

Proposed Fix:

  • Move Ice Strike from the end of Act 1 to Level 1.
  • Swap the availability of Glacial Cascade and Ice Strike.
  • This would allow the Monk to engage in its iconic melee-combo gameplay (like Ice Strike and Tempest Bell) much earlier, avoiding hours of struggling with awkward positioning against fast-moving early enemies.

The Spear Problem: Low Damage for High Complexity

Spears (Huntress) suffer from a “mechanical overload” issue. While they have combos like Whirling Slash and Twister, the damage output does not justify the time investment required to set them up. Currently, achieving competitive damage requires a complex five-skill rotation involving Parry, Disengage, and Explosive Spear.

Proposed Fixes:

  • Increase Base Damage: Buff the damage scaling on low-level Spears or Spear skills.
  • Enhanced Stun Buildup: Increase the defensive and stun value of Parry combos to reward players for engaging with higher-skill mechanics.
  • Passive Benefits: Consider more passive defensive value for Spears so they are less reliant on perfectly timed active blocks during the chaotic early campaign.

Support Gems and Future Outlook

In addition to weapon-specific balancing, the availability of Support Gems in Acts 1 and 2 needs to be addressed. While GGG has increased Skill Gem drops through side events, Support Gem availability has not kept pace. Adding more guaranteed Support Gem rewards early on would help smooth out the power curve for all classes.

As GGG moves toward the 1.0 release, the mid-league economy reset patches provide an ideal opportunity to test these balance adjustments. Ensuring that all weapon archetypes feel viable and satisfying from Level 1 is crucial for a successful global launch.

Key References