Path of Exile 2 Endgame Made Me Quit 0.2 - Feedback Video
🎯 Strong dissatisfaction with 0.2 patch
Fubgun expresses deep frustration with the Path of Exile 2 (PoE2) 0.2 patch, especially with its endgame mapping experience. Despite being a dedicated player who usually enjoys grinding for weeks, this patch lacks enjoyment and motivation. 🗼 Towers mechanic remains tedious A major grievance centers around the tower system. Players must tediously search for three-tower overlaps for optimal rewards, which feels as burdensome and unenjoyable as similar mechanics in earlier patches. 💸 Juice dependency and imbalance Mapping "juice" (loot bonuses) is tied too heavily to towers. Alternatives like assigning juice effects to the map or device are proposed, removing the chore of tower searching while retaining gameplay balance. ⛏️ Tedious and complex preparation Mapping preparation is overwhelming, involving rare-only map selection, complex tablet rolling, and excessive interaction with in-game mechanics like corruption and instilling. This is deemed significantly more tedious than in PoE1. 🌲 Underwhelming Atlas and league mechanics League mechanics (e.g., shrines, breaches, rogue exiles) feel unrewarding. The Atlas skill tree offers minimal investment paths and lacks meaningful progression, especially compared to PoE1’s version. 📉 Loot drops and excitement are lacking The infrequency of exciting drops like divine orbs and the general unrewarding loot experience diminish the game’s fun. The creator emphasizes that audio cues and the thrill of valuable loot are critical to enjoyment. 🛠️ Quality of life features need reintroduction Basic quality-of-life features from PoE1, like faster item instilling and filter integration in rituals, are missing. Also criticized are annoying mechanics like movement speed scarcity and shrine downsides. 🧪 Suggestions for improvement Key suggestions include buffing underwhelming league mechanics, making tower setups less restrictive, simplifying map mods, and revamping the Atlas to offer diverse, rewarding gameplay. 😤 Conclusion: Temporary departure from the game Despite love for the franchise, the creator decides to stop playing until patch 0.3, hoping for substantial changes. They stress that fun must return to retain player engagement. Insights Based on Numbers 🔢 Mapping dependency on 3-tower setups gives 100%+ return – This extreme reward differential makes 3-tower setups almost mandatory, reinforcing tedious behavior loops. 🧾 Only maps with rarity mods are useful – This promotes a narrow meta, cutting off vast swathes of map content from practical use. 🪙 Divine drop rates – Even highly optimized players only find one divine per hour, while the average player may find one every 40–50 hours, highlighting imbalance in loot progression. - Fubgun https://www.youtube.com/watch?v=lRt2jpMl4zo Last bumped on Apr 20, 2025, 1:01:39 AM
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