Feedback and Suggestions for Path of Exile 2 - Season System
Hello POE Team and Community,
I have been a passionate fan of Path of Exile since its early days, during the first few months of the original game’s release. I’ve always admired the sheer brilliance of how the game is designed—especially the freedom of expression and the endless possibilities for creating unique builds. This creative freedom is what makes PoE and the upcoming PoE2 a true gem in the AARPG world. That being said, there is one major issue that has stopped me, and likely others, from fully embracing this masterpiece: the way seasons are structured. Specifically, the requirement to create a new character at the start of every season has always been a frustrating aspect for me. While I understand the reasoning behind seasonal servers, this setup can alienate players who, like myself, value their existing characters and want to continue building upon them. Here’s the core issue: Seasonal servers force players to abandon their well-crafted characters and the time, effort, and even money they’ve invested into them. The standard league, while available, often feels deserted because most of the player base gravitates towards the latest seasonal content. Many players, especially those with busy lives, jobs, or limited time, find it discouraging to start from scratch each season. A Possible Solution: Learn from "Once Human" Although "Once Human" is not a direct competitor to PoE, its concept of "Eternaland" could serve as inspiration. In this system: Players can temporarily set aside their character, gear, pets, and progress and later bring them into the next season if they choose. A point-based system allows players to carefully select what to carry over—such as a specific armor set, weapons, or pets—adding an element of strategy. Additionally, a massive, pre-designed world map is gradually unlocked over several seasons, keeping exploration fresh and engaging. The Benefits of Unified Servers If Path of Exile 2 were to implement a unified server structure where seasonal content is integrated into the same environment: Players could continue progressing their favorite characters while still participating in new content. It would create a more populated and vibrant world, as all players would remain in the same ecosystem. For balance, items or gear brought forward could be bound to the character (non-tradeable), ensuring that the economy remains fair and focused on farming. Why This Matters For many players, the frustration lies in the feeling of abandonment when our characters are left behind on the standard server. A system like the one proposed would: Allow players to choose whether to start fresh or continue with their existing characters. Maintain motivation by offering new levels, gear, and build options to expand upon established characters. Cater to the diverse player base, including those with limited time or the preference to stick with one character. Final Thoughts The work you’ve done to create unparalleled branching systems and character customization is exceptional. PoE is fantastic, but it feels limiting when we’re forced to let our characters fade into obscurity. I urge you to seriously consider adapting the seasonal structure to allow more flexibility and preserve the connection players have with their characters. I’m always open to dialogue and eager to hear suggestions from the community. Together, we can improve this already phenomenal game and create a system that satisfies both veterans and newcomers alike. Thank you for your time and dedication to making Path of Exile what it is today. An hug, Vincenzo Last bumped on Dec 17, 2024, 5:07:40 AM
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I agree with this form of league, understanding by the way the choices made by GGG to not develop this since now ( maybe for player amount statistic).
However, with POE2, this wouldn't be a problem since the huge amount of players. Looking forward for this to be implemented into. Cheers from Lathronelei (Edit) this guy's post isn't about merge all the league in one and deleting existing leagues, but rather create a new variant that let the player continue with new season with current items, I think it must be fixed for comprehension since I got some bad feedback from discord server. Last edited by Lathronelei#6335 on Dec 5, 2024, 7:16:31 AM
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I think it's weird to suggest completely redesigning a game that you've barely played.
https://www.pathofexile.com/account/view-profile/maverik99vc-1590/achievements |
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" Hi there, I find your comment a bit ironic, considering you’re accusing me while dismissing a constructive discussion without understanding the context. Allow me to clarify: I played through nearly all the content released in Path of Exile’s first year and immersed myself deeply in the game’s mechanics, design, and progression systems. My feedback comes from those experiences and from a genuine love for what Path of Exile represents in the ARPG genre. The fact that I didn’t rack up thousands of hours doesn’t invalidate my perspective. Quality feedback doesn’t always require a lifetime of grinding but rather a thoughtful understanding of the game’s strengths and areas for improvement. Suggesting improvements to an already amazing game doesn’t mean I’m asking for a complete redesign—it means I’m engaging as a fan who wants the best for this franchise. Dismissing ideas outright as “weird” simply because of perceived playtime is, frankly, shortsighted. A good suggestion stands on its own merits, regardless of who proposes it. I invite you to consider the points I raised instead of rushing to judgment. ( i've an account 4years older than yours ) You were simply shallow and superficial, with your reply. Last edited by mavslab#3203 on Dec 5, 2024, 8:12:28 AM
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" Yes and no. The fact that your feedback is based on decade old experiences DOES invalidate your feedback because you're using ancient info to comment on the current direction and important design choices. Your feedback has been asked and answered over and over again, both directly in interviews where Chris/Jonathan/Mark explains why the seasonal content, the fresh economy and equal start for all is paramount to PoE success and design philiosphy; and indirectly via their actions, as they clearly care little for the audience who only wants to play the same characters for ever and ever. I'm not arguing wether or not they could accomodate you and the people like you, I'm just saying that I get why they don't. And you would too if you had followed along in the past 10 years (which clearly you have not). Have a good launch ;) |
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" The fact that I didn’t play extensively after the first 1-2 years of the game’s launch doesn’t mean I haven’t followed its evolution. On the contrary, I’ve kept track of how Path of Exile has grown and adapted over time. It’s precisely because of the reasons you mention—like the importance of balance and the market sustainability that the current system provides—that I believe it’s worth discussing potential changes. The suggestions I’ve shared have been discussed by the community countless times, but they’ve never been seriously considered, likely due to concerns about balance or the economic model. However, just because something is difficult to implement doesn’t mean it isn’t worth exploring. My feedback isn’t about undermining the core philosophy of PoE but rather about finding ways to make it more accessible to players who don’t have the luxury of starting fresh every season. These are ideas worth revisiting with an open mind, especially as the game evolves into PoE 2. Constructive discussions like these are what help great games become even better. |
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Crossbows need fixing. Lots of bugs and errors. Crossbows will not auto reload and will sometimes take multiple tries to actually fire. Basically just shoots blanks sometimes for five or more seconds. Sometimes fires completely away from targets.
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it dosen't occur often (Thank goodness) but i would like to see it made that a monster with the regen modifier. NOT be able to have the magma barrier ability. because the mob becomes and unreasonable dps test that is annoying last game and possibly unkillable early game. i got one like this in Act2. where it took forever to break th e barrier then i got him low heath and when he was at about 20-30% his barrier poped back up. so while im trying to break his barrier again he heals back to full heath. now some option here could be if you want to keep this in the game, maybe you can have there MAX health lower everytime that barrier pops back up. this way there can at least be SOME hope of progress for people who cannot overcome the dps test. this is just one of many ways to deal with this but i honestly almost rage quit when i spent about an hour banging away on this one mob who couldn't kill me but i couldnt kill him...it was the ultamate stale mate. i eventually just moved past him because there was no progress to be made with that thing.
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Please this is a serious post about Season System.
Dont go Off topic, Thanks. |
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The ritual tornado effect is so annoying, especially in small areas. I often get stuck by mobs and killed by the tornado, particularly when playing as a melee character. I die almost 90% of the time because of it. Please consider nerfing the tornado or disabling the effect in small spaces—it's just too big for such areas.
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