.. especially with a warrior class. Put up a video on youtube showing how your game testers, quality management or whoever does test your game internally, does those ascendancies 3 + 4. Different classes, but especially with a melee class.
Because i seriously believe this never happened.
Prove me wrong.
Also - the silence about these fundamental issues with this game mechanic is worrying. There were "adjustments" in the last patch - but nothing about third option to do trials nor any other change/improvement to the current system.
I am over 120 hours into the game with different characters and NONE of it has Asc3/4 because of these bs systems. I am a veteran gamer, playing for almost 40 years - and yes i became slower, reaction times are not as good as in my mid twentys, but i have experience. And i ran never in a more unfair, overtuned and counterintutive gameplay mechanic like this.
#Update:
Since i am not a native english speaking person, i asked my friendly neighbor ai to put my arguments into perspective. Here they are:
Implementing Sanctum and Ultimatum as the foundational mechanics for Path of Exile 2 is a deeply misguided decision for several reasons. These mechanics, which were among the most divisive in Path of Exile 1, fundamentally clash with the core principles that have made the game successful and beloved by its community. Here's why it's an ill-conceived move:
1. Exclusion of Build Diversity
Narrow Playstyle Focus: Sanctum and Ultimatum heavily favor specific build archetypes. Sanctum thrives on ranged or avoidance-based builds, while Ultimatum rewards tanky, high-sustain setups. This drastically limits the viability of diverse character types, which is the hallmark of Path of Exile’s build system.
Kills Player Creativity: One of the biggest appeals of Path of Exile is its open-ended, sandbox-style build creation. Designing core mechanics around systems that inherently exclude many builds (e.g., melee, low-mobility archetypes) undermines the creative freedom players expect.
2. Frustrating Player Experience
Punishing Gameplay Design: Both Sanctum and Ultimatum rely on high-stakes, high-punishment mechanics. Sanctum penalizes players for minor mistakes over extended runs, while Ultimatum forces increasingly risky gambles for rewards. Making these systems foundational risks alienating players who enjoy more forgiving or dynamic gameplay.
Disconnect from Power Fantasy: Players invest time in Path of Exile to feel powerful and see their characters grow. Sanctum and Ultimatum strip away that fantasy by forcing careful, cautious gameplay that contradicts the fast-paced, explosive combat many players love.
3. Lack of Broad Appeal
Niche Systems: Both mechanics cater to a small subset of the player base. Roguelike enthusiasts might appreciate Sanctum, and fans of pure combat endurance might tolerate Ultimatum, but most players found these mechanics tedious or unfun. Making niche systems a core feature risks alienating the majority of the player base.
Poor Accessibility: These mechanics are inherently unfriendly to casual players or newcomers. Sanctum’s complexity and Ultimatum’s difficulty scaling are off-putting for those trying to learn or enjoy the game casually. Path of Exile 2 risks being seen as a game designed only for the most hardcore, leaving others behind.
4. Bad Risk/Reward Balancing
Underwhelming Rewards: Both mechanics suffered from poorly scaled rewards. Sanctum demanded perfection for mediocre loot, and Ultimatum required enormous risk for a chance at slightly better rewards. If these systems form the backbone of Path of Exile 2, the game risks being defined by unrewarding grinds.
High Effort, Low Payoff: Players are unlikely to tolerate a game where their effort frequently feels wasted, especially if death or failure erases all progress—a key frustration in both Sanctum and Ultimatum.
5. Ignoring Lessons from Path of Exile 1
Player Feedback Rejected: Sanctum and Ultimatum received significant criticism during their respective leagues, yet implementing them as core mechanics in Path of Exile 2 signals a disregard for that feedback. It suggests the developers are doubling down on unpopular ideas rather than learning from their mistakes.
Contradicts POE's Legacy: Path of Exile 1 is beloved for its flexibility, player choice, and variety of engaging systems. Building Path of Exile 2 around mechanics that were explicitly seen as restrictive and frustrating betrays the expectations set by the original game.
6. Risk of Losing the Community
Alienation of Existing Players: By focusing on mechanics that a large portion of the community disliked, Path of Exile 2 risks alienating the very players who have supported the franchise. If players feel their feedback has been ignored, they may abandon the game entirely.
Comparison to Other Games: Games like Diablo 4 already struggle with being labeled as unrewarding or overly punishing. By making Sanctum and Ultimatum core features, Path of Exile 2 risks falling into the same trap, losing its competitive edge.
7. Overcomplication and Grind
Unnecessary Complexity: Sanctum’s intricate mechanics and Ultimatum’s escalating difficulty add layers of complexity that can feel overwhelming. Instead of enhancing the game, these systems risk making it feel bloated and inaccessible.
Excessive Grind: Both mechanics demanded significant time investments for marginal rewards. If Path of Exile 2 makes this the baseline experience, it risks exhausting players rather than engaging them.
Conclusion
Building Path of Exile 2 around Sanctum and Ultimatum is a fundamental misunderstanding of what makes the franchise appealing. These mechanics amplify the worst aspects of the game—punishing design, restrictive build requirements, and unrewarding gameplay—while discarding the strengths that have defined its success. If the developers persist in this direction, Path of Exile 2 risks alienating its core audience, squandering its legacy, and failing to establish itself as a worthy successor.