Content Update 0.2.0 -- Path of Exile 2: Dawn of the Hunt

i played the first patch from release until about 2 weeks ago. i have spent 3 or 4 hours in Dawn of the Hunt and its an absolute slog just to boot up the game. everything is slow and boring. i feel like the monsters in d4 werent even this spongy. game feels more like a chore right now than something i WANT to do
How to pan minimap on a controller? right stick doesnt work for that
"Skeletal Warrior can no longer be engraved in the Gemcutting menu, as it was only provided as a stop-gap until this functionality was implemented. Existing copies of the Skeletal Warrior skill gem have been turned into Skeletal Sniper gems. The Skeletal Warrior skill granted by some sceptres now allows you to summon additional skeletons by reserving spirit, in addition to the two free skeletons it grants automatically."

I hate this change, i loved the power fantasy of being able to have a huge army of skeleton warriors under my command, now that this super basic skill is item bound, my hope of having that huge army is now bound to how much currency i have to pay someone for a top tier scepter, or RNG roll it.

This sucks ass and on the surface for me makes skeleton warriors just flat out worse.

Please reverse this and remove skeletal warriors off the scepter, and rather replace that scepter with something else.

and also... Lich ascendancy as a summoner was a massive letdown.. oooo i get some bonus to chaos damage. woopdedoo, the warrior ascendancy and fire whitch still looks like a better choice for minions
I didn’t play Early Access on release because I knew it was going to be a disaster. I like Path of Exile, and I didn’t want to invest my time into a game that was going to change a lot.

Now I tried this update because the Huntress looks very similar to the D2 Amazon, so I was curious.

First, I tried my own build, and the extremely slow movement and the low damage I was putting out—even though I had kind of figured out early game—felt horrible.

Next, I want to point out that I’m not a hardcore player. I like chill games with challenging bosses. That means I don’t really care about map monsters and their weird difficulty spikes, so I was kind of mad that I was fighting them for like 100 hours.

That said, even though my build sucked, when I fought bosses, I really enjoyed the mechanical side of the encounters. 😄 Even though I died like 20 times in a row, that kind of difficulty on bosses is something I think they should keep and even make harder. In the long run, I don’t think early Acts will matter much since we only have 3 right now and more are on the way, so those Acts will eventually get nerfed.

I also had problems with monster movement, like many other players early on. Your character can’t even use abilities before getting hit—and if there’s a group of enemies, it’s a horrible experience.

Another thing I hate, and I don’t understand why it’s in the game, is the pushback. When enemies charge at you, sometimes they drag you with them. That’s just bad design.

Now, on the other side of the story—at first I was disappointed. I really didn’t enjoy the game.

But then I saw Ben playing a Lightning Crossbow Deadeye, and I watched how easily he moved and killed stuff. So I copied his build. Let me tell you—the difference between my experience with my own build and his was night and day.

Monsters suddenly did nothing to me, bosses were melting, and I easily got to Act 5. I don’t play all day, so it took me longer, but the experience I had with a good build was extremely good.

I enjoyed every second of the combat. I enjoyed getting my crossbow. I really liked leveling—it had a much faster pace and smoother gameplay. It wasn’t brain-dead easy, but it also wasn’t a slow and boring slog like with my own build.

GGG is making a good game. I’m not saying they don’t make mistakes—because they do. The areas are too big, and I don’t know why anyone would do that in an ARPG. Not even Diablo ever had areas this big.

I know there's this idea that "bigger is better" (thanks Blizzard), but no—sometimes less is more. Simpler is better. Faster and smoother is better. You don’t need all this hardcore nonsense.

To me, ARPGs have always been about a naked guy turning into a godlike entity. I get that GGG doesn’t want to make another Diablo IV—because that one was a disaster—but we also don’t want a game that’s a slog to play through.

Also, drop the combos. Make abilities work more like in PoE 1.

I personally don’t like combos, but I can live with them if there are more abilities and more gems to play around with.
Wow. I no longer want to play this game, this is absolute garbage. HotG can't be cast without stunning? Notables nerfed? Everything nerfed, actually. They really want to just shoehorn us into only playing the meta builds and nothing else, don't they?
"
crims#6666 wrote:
I'm writing to express my significant concerns regarding the current state of balance and testing within the Path of Exile 2 early access. While I understand the iterative nature of development, the current experience raises serious questions about GGG's awareness and approach to player feedback.

1. Lack of Awareness Regarding Core Gameplay Issues:

It's frankly baffling how fundamental issues persist despite multiple patches. The state of melee combat, the initial oversight with an unselectable ascendancy, and the widespread suffering of various classes point to a disconnect between development and actual gameplay experience.

The fact that white mobs remained unadjusted after substantial player nerfs is perplexing. Were there no internal playtests to identify such a glaring imbalance? Similarly, the Huntress parry mechanic, mirroring the issues with shields, feels fundamentally flawed in high-density scenarios. Expecting players to single out an enemy amidst dozens for a marginal damage bonus is unrealistic and unengaging.

The gutting of minions and spectors to the point of near-uselessness is another major concern. Requiring a full minion arsenal to barely contend with basic white enemies, especially given the game's high monster density and speed, makes these archetypes feel like an afterthought. The lack of apparent consideration for monster HP values alongside these changes further highlights a potential lack of thorough testing.

The implementation of spectors feels particularly underdeveloped. The spirit cost formula appears arbitrary and easily demonstrably flawed with minimal testing. It suggests a design process lacking in practical gameplay evaluation.

The current approach to early access feels less like incentivizing valuable testing and more like a tedious slog. Instead of fostering an environment where players are eager to replay the campaign to provide feedback, the repetitive nature, exacerbated by the feeling of constant weakness, actively discourages participation. If the focus is solely on a narrow internal vision without considering player experience during this crucial testing phase, the long-term appeal, especially to casual players, is questionable. It seems the current design caters primarily to an extremely hardcore audience willing to endure prolonged periods of feeling underpowered.

2. The Inability to Swap Ascendancies:

The refusal to allow ascendancy swapping is a significant impediment to effective testing. The argument that it mirrors the passive tree restriction to prevent players from constantly shifting to "broken" builds misses the crucial point of early access. Allowing free ascendancy swaps would be the most efficient way to identify which classes and ascendancies require the most urgent tuning.

The current system forces players to repeatedly re-roll and grind through the campaign to test different ascendancies. This is incredibly punishing and disrespectful of testers' time, especially after the previous patch. Expecting players to endure this repetitive process multiple times is unreasonable and actively discourages comprehensive testing. The fact that a significant portion of the player base gravitated towards only a few ascendancies in the previous league should be a clear indicator to prioritize balancing those outliers and working downwards. The current approach of forcing re-rolls instead of facilitating quick experimentation is counterproductive and will likely lead to less thorough feedback. Personally, I will not be engaging with the campaign further until this fundamental issue is addressed or the final game is released. Please understand that players are generally on your side and want to contribute to the game's success, but this current design feels like an unnecessary punishment.

3. The Cost of Passive Tree Respecs:

The implementation of a gold cost for passive tree respecs during early access also hinders the testing process. While I can understand the desire to create some friction to prevent constant shifting to the most overpowered builds in a live environment, this rationale is flawed during a testing phase. The primary goal should be to enable players to experiment with various builds quickly and efficiently to identify balance issues. Imposing a cost on this process directly contradicts that goal and discourages thorough exploration of different build possibilities.

I believe the current approach to balance and testing in the Poe2 early access needs serious reconsideration. The apparent lack of awareness regarding fundamental gameplay issues, the restrictive approach to ascendancy swapping, and the unnecessary cost of a passive tree re-spec are creating a frustrating experience for testers and hindering the feedback process. I sincerely hope GGG will take these concerns into account and prioritize a more player-centric approach to ensure the long-term success of Path of Exile 2.


Personal Qualms:

I have also contacted support regarding purchases made on my account months ago(at launch and beyond) and have only been pushed between one responder to another after providing my transaction details(as they asked in the email) and then silence since January 2025. I understand that it's early release and you had a lot of emails to respond to but 3 months for a turnaround on a microtransaction? Yeah, I'll go elsewhere till you get things sorted and actually want people to enjoy playing your game.


Dude nailed it.. i wonder if it will ever be read though, as GGG proved completely tone deaf so far...
Good job ruining the game. The era is over...
Just want to say that i actually prefer this update to the first version.
It's harder, i think it's better and more fun. Sad to hear so many blame anything other than themselves on failures.

keep cookin' ggg :)
*Upgrades my sceptre and checks notes >.>

"
Fixed a bug where Quality on Sceptres multiplied the amount of Spirit they granted instead of granting Quality to their inherent Skill.


Increasing the spirit when the sceptre quality is improved follows the game logic in that the armour or es would be increased on another offhand with such as the primary stat. Thus, wouldn't the bug be quality increases to weapons do not increase the quality of the associated skill?

~
i wonder GGG themselves have personally play the game after the patches have feel for us players. I feel this 0.2 patch is trash, i rather go work than play this.

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