Are complains about portals, exp loss, and similar coming from zoomers (as in "kids")?

Yep ^ Proves that tbh
Last edited by Kashou#2868 on Jan 11, 2025, 5:12:43 PM
I played Everquest FFS. I've done XP penalty on death where you could DELEVEL.

Not only could you delevel, you even had hell levels that were in there BY DESIGN that took 3x to 4x as much xp to get through for some dumb reason.

If you want a list of all the games i've played, I dont have the time or the memory. My family got a ColecoVision when I was 7 and Commodore64 when I was 10. I've played and beaten games like Ultima IV, Mail Order Monsters, Wasteland (the original!), Bards Tale Trilogy, etc. et. al. You can figure out the rest from that.

I'll put in the work, but i'm not putting up with developer cluelessness and hubris surrounding 'difficulty'
Last edited by Doomhammer5#4010 on Jan 11, 2025, 5:21:30 PM
Experience loss is necessary because, without it, reaching level 100 would lose its value. I believe that those opposing experience loss are mostly casual, weak players, as well as representatives of the TikTok generation. They want to turn this game into an even more meaningless arcade
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The community consensus agrees with the OP as of now

Hello, mister Community Consensus


Let's take a look at what the community is saying about this:

Path of Exile 2: Community Gripes and the Path to Redemption 🎮📊

Path of Exile 2 has captivated fans with its incredible visuals and ambitious design—but no game is perfect. Players have voiced concerns, and we've scoured forums, Reddit threads, and YouTube videos to bring you the hottest complaints—and potential fixes. But how widespread are these issues? Let’s break it down! 🔎✨

1. Hardcore Mode: Too Hardcore? 💔🔥

The Complaint: Hardcore players feel frustrated by frequent one-shot deaths, which seem unavoidable and heavily RNG-based. While some love the challenge, others feel it’s overly punishing.

Community Approval of This Complaint: ~65% agree this is a major issue (based on Reddit polls and forum discussions).

Suggested Fix: Balance enemy damage spikes and introduce tools to help Hardcore players strategize survival.

Approval of Fix: 78% say they’d feel more confident tackling Hardcore if these changes were implemented.

2.RNG Loot Progression: Fun or Frustrating? 🎲🪙

The Complaint: Players feel too much depends on random drops, making progress inconsistent. Grinding for upgrades can be demotivating when the outcome feels entirely luck-based.

Community Approval of This Complaint: ~75% agree RNG has a negative impact on progression.

Suggested Fix: Introduce deterministic systems like guaranteed crafting upgrades or targeted loot mechanics.

Approval of Fix: 82% are excited about reducing RNG for a more skill-based approach.

3. Crafting System Overhaul: Where’s My Bench? 🔨🧙

The Complaint: Removing the crafting bench has left many players confused and overwhelmed by the complexity of crafting mechanics.

Community Approval of This Complaint: ~60% feel crafting is unnecessarily complicated.

Suggested Fix: Reintroduce the crafting bench or provide detailed in-game tutorials for crafting.

Approval of Fix: 75% support simplifying crafting or bringing back the crafting bench.

4. Boss Fights: Challenge or Chore? 👹⚔️

The Complaint: Boss arenas now reset when players die, and portals are disabled during fights. This design feels punishing, especially for solo players.

Community Approval of This Complaint: ~68% of players think boss mechanics are too punishing.

Suggested Fix: Allow portals in boss arenas or tweak mechanics to make deaths less punishing.

Approval of Fix: 80% feel this would improve the overall boss-fight experience.

5. Support Gems: Penalizing Creativity? 💎🛡️

The Complaint: Some support gems impose hefty penalties, limiting viable builds and discouraging experimentation.

Community Approval of This Complaint: ~63% agree the penalties on support gems are too harsh.

Suggested Fix: Rework or soften penalties to encourage diverse builds.

Approval of Fix: 75% would welcome changes to support gems to boost creativity.

Sources 📚

Reddit Discussions: Feedback compiled from r/pathofexile threads discussing Path of Exile 2 gameplay and mechanics.

Official Forums: Polls and feedback on the Path of Exile forums.

YouTube Analysis: Insights from creators like Zizaran and others analyzing community reception.

Community Polls: Informal polling from forums and social platforms gauging player sentiment.

The Verdict: Room for Improvement, But the Potential Is Huge! 🌟

While Path of Exile 2 is already a hit with its visual upgrades and revamped systems, these community concerns highlight areas where GGG can fine-tune the game for a more enjoyable experience. With the majority of the community supporting these fixes, it’s clear that listening to player feedback is the way forward.

What’s your take on these issues? Share your thoughts in the comments, and let’s keep the conversation going! 💬🔥


Polls show 95% of players are in favor of starting at level 100 with shavronne's, headhunter, and 5 mirrors. This will be implemented next patch for sure.
I'm in my mid thirties, I've played a lot of old school games with xp loss and punishing mechanics for dieing etc

And I like it.

Why? I find it challenging, I find the punishment a learning experience - a reminder to try something new or different, change my build or equipment, maybe ask for some help in a multiplayer situation if possible

But it fucking sucks in this game bro, because of all the random shit that just kills you in the blink of an eye and you can't even tell what it was, 95%+ of my deaths in end-game maps - I just don't know what gets me.

I've no idea if PoE1 was like this game with shit flying all over the screen and you can't see anything, can't tell if that projectile is one thats actually going to hurt you or not - it's horrid in multiplayer

I'd like to have something in the realm of a loot filter type thing, but it VERY visibly highlights/outlines ENEMY projectiles and ground effects so you can use some degree of skill and timing to roll out of it.

Just too much going on in the screen to react to anything in my eyes, so the xp penalties and one shot at a map type of thing really do suck. Makes you feel like it's just absolute RNG and your efforts to dodge or strafe from shit is a dice roll too

Yea, I grew up playing those games in my late teens and early 20's when I had a whole lot more free time.

My only real complaint is the 1 portal thing. And even then, if they got rid of all of the absolutely moronic on death explosions and 1 shot mechanics I'd be fine with 1 portal. Don't mind at all losing so long as its not to cheap, lazy design, which is what I think those mechanics are. A vast majority of players are not the top 1% of players who would rarely ever die if ever otherwise.

Edit: Read the polls post. Ain't no way 65% of people find this crafting to be to complicated. If they do, 65% of people struggle to tie their shoes in the morning.
Last edited by xenogias#2915 on Jan 11, 2025, 7:04:29 PM
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nitefox1337#3569 wrote:
This game is obviously for Hardcore PoE1 players.

i have the feeling it's made for a loud minority of real money traders who are afraid that decent loot drop rates will ruin their profits.

i've stopped playing. this game doesn't respect my time.
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What gets me is do the people complaining about exp loss really think that gaining levels is somehow gonna make them stop dying?

If there's one thing this game isn't it's level dependent if you're having that hard of a time leveling up, the levels themselves aren't gonna change anything. Still gonna keep dying.


At the pinnacle level of difficulty (pinnacle bosses at +4, level 82 juiced maps with 4 modifiers added to rares, etc.), where gear costs 10 div minimum for even a tiny upgrade, the levels do start to make a difference (and maybe even sooner than that). For example at level 94 I was able to get the notable passive for +30% increased evasion rating and +30% increased evasion rating if you have dodge rolled recently. That node alone will likely over the long run save a handful of deaths.

But I generally agree with your point as the people complaining are almost certainly not in that category. I don't know if it is a zoomer thing or not, but I think the complainers are certainly not understanding the context of the game design choice.

Suppose 6 deaths were allowed per map. You could then juice your map with max loot quantity, max rare modifiers, and run t16 with +2. 6 attempts? No problem, any idiot that blindly follows a build guide can probably get through most or all of the map in 6 attempts.

The market would then be flooded with welfare cheap t1 gear. People would not need to spend nearly as much time to get their gear to a point where the game would be maxed out. GGG would then need to boost the difficulty on the pinnacle bosses to provide for some level of progression. Then you'd end up with a game that feels just like POE1 but with less content.

But only one attempt? You'd be wasting your currency and time unless you are prepared for it. And powerful gear remains something that you have to work for. The game stays fresh and replayable.

But the people complaining are never going to understand this, because they are looking for instant gratification.


I think that a good middle ground could be to allow for more attempts per map up to a certain zone level (like maybe 78). Only problem I see with that is that it might be seen as a rug pull to hit t15 and then now you're suddenly restricted to 1 attempt.

The multiple leagues idea is also something I'm not sure would work well. The easier league would risk becoming a ghost town over time when people decide they want to try the harder league with a more interesting economy. Or the economies in both leagues might collapse. I think they could probably get away with having the Standard league be more relaxed, and the seasonal leagues be restricted. They might do something like that, we'll have to see what they have planned.
Last edited by AgelessStranger0#4883 on Jan 11, 2025, 7:32:27 PM
Personally, I enjoy XP loss but I dont enjoy 1 portal maps. If I die, at least I probably know it was my fault. Granted... I would like PoE 2 to become a harder game with Ruthless drops and less loot in general.

PoE 1 is for super fun time and PoE 2 is for Super Fun Frustrating Time. Both games can accomplish what they set out to do.
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kamiknx#1162 wrote:
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exsea#1724 wrote:
sneaks in the word kids


To mean age, not zoomers as in people who doesn't give a shit about the game and just wants to go fast.


double speak exists. choice of words are deliberate.

and even then, if talking about age, that doesnt make it any less condescending does it?

youth, young etc could be used but kids was deliberate.
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