Your top 3 downsides of POE

1) midgame trading trivialises progression, for just 10c i can buy items i never find ingame and even applying those 10c will not get me the item.

2) no ingame solution for sharing crafts, if you're not up to join closed secret circles of players or wanna give american services your identity with your phone number, or bother players with paying a colateral, you have to risk other players running away with your item.

3) no sheep pet yet

age and treachery will triumph over youth and skill!
Last edited by vio#1992 on Sep 16, 2021, 12:32:37 PM
1. The absurd cost of crafting.

2. No Auction House.

3. Watching fun builds get nerfed into oblivion.
1-game performance is strong contender for worse on the market. I know they are likely stuck with a lot of legacy code back when the game was small that cant be patched without massive reworks on script and its probably more pratical to straight up start all over again(hence poe2), but i cant be said enough how unreal a game with this graphical quality can turn a rig that can handle the likes of doom eternal on its knees. Just running a town hub eats more memory and processor cycles than D3 takes to run in high settings, its insane

2-path of nerfs is getting infuriating. The way they constantly overnerf stuff is getting seriously irritating. Nerf skills and mechanics that are overperforming is one thing, but when they turn their attention to something, they seem to dowble-down to make absolutely damn sure that thing will never reappear on the meta ever again. Look at the fortify nerfs for example: Instead of introducing something like a hard cap on how much you can increase fortify effect, they instead nerfed every single source of increase fortify efect. They always rather than just touch the whole, they go for take it apart on every single piece and the result is naturally that what was once overperforming goes all the way to unplayable. Cant we just touch the problematic stacking rather than destroy things completely and make it not OP but still viable?

3-trading. The trading manifesto is super outdated, it still clings to the initial view of having monster-killing as the best way to progress, but we all know its just out of touch with the current game. Even if they fear the effect of iplementing an auction house might have on the economy, i still thing its about time we have one AH at least for stuff like currency, fragments, maps and the like. Having to resort to third party sites to have functional trade was straight up pathetic, ty god we are slowly moving past that, but having to try wispering to over a dozen people even for a simple orb exchange in a process that can take almost a good hour is just... no...
All the clicking/"item weight." I'm old, my wrists don't care, just stop.

Interminable atlas grind. I'm old, I already have a job, please less.

League bloat. Some stuff needs to go/get consolidated. It's all become too much.

1. Terrible monster balance. Clearing is a snooze fest but you can, at any moment, still get randomly one-shot through 7K HP+defenses. Its OK to have item crafting be RNG, but surviving? feelsbad.png

2. GGG's heavy-handed nerf hammer. Rather than buff underused skills and leave working ones alone, they destroy working ones. wtf

3. Blatant lack of play testing on their end and general prioritizing MTX/new content over improving QoL and bugs.
I'm not bored or done, but I'll play anyway. Not doing the one word thing though because that's too vague and leaves too much to interpretation:

1. There is no advantage to melee. In almost all situations, it is worse.

2. The new Lioneyes watch music. It's not bad, but it will never be the original. The original felt like the core of the original POE mood.

3. Stacking damage without thought for defense is by far the best way to play the game. Erasing bosses before they do anything is too easy, and by far the best way to handle the fights.
Thanks for all the fish!
1 - Lack of balance/true build diversity. It's already difficult and time consuming to make your own builds with off-meta skills and it is now even worse with all the nerfs.

I wonder what would happen if people stopped having access to POB.

There shouldn't be "bad skills" at least 95% of gems should be viable for endgame except if you royally fuck up your build or have very bad items.

2 - Fake melee. If you can hit monsters that are at double the distance of your weapon range then you're not melee. I could care less except that it has become a very bad base for unhealthy balance.

They balance with giant AOE spell like "melee" in mind and true melee build that have way less range suffer because the game throws 300 projectiles at you every 0.5s that effectifely 1 shot you. So to counteract that true melee has to build a lot of defenses and lose a lot of dps in the process.

GGG took the easy way out when they started to make these "melee" skills.

3 - GGG's attitude towards all of this...

Their game is supposed to encourage experimentation and creativity but at the same time it restricts it with faux difficulty way more than it should.

They don't communicate well, say one thing and do things that have the opposite effect... it seems like they don't play their own game and only listen to no-lifer/streamer POV.

They can't seem to decide if their game is only for meta builds to complete because "hard gam3!" "git gud!" or if they want the promised experimentation and creativity to actually be in the game besides the: "Oh but this build works for yellow maps so it is kind of viable"...

3.1(extra) - Too many build mechanics

Complexity is good but when they keep adding stuff and more stuff over the years like "fortify"(old I know) and "wards" it keeps getting more and more complex to make a decent build, now imagine making that without POB.

I'm not against it but it has become a big crutch. Just imagine what would happen if people lost access to it.
Last edited by Gordyne#2944 on Sep 19, 2021, 2:38:18 PM
My 3 cents ia the same like everyones in here
1. Manual loot pickup (could be MTX pet's function)
2. Portal/Wisdom scrolls (1990x games this system came from never had such fast gameplay tempo as current PoE does)
3. Currency/Map/Fragment stash tabs should be integrated into map device UI (you spend 5-7 min preparing a T16 map, then spend same 5-7 min to clear it, except for the boss fight. Is that really intended? Why don't make a template system for the 4 map device slots, with macros?)

If project leadership thinks those extra clicks help keeping players in game, it somehow does not work in my case. All it does is slowly building annoyance.
1. Trading for consumables(and maps) for mapping, slow and a pain. Maps are end game, getting the consumables shouldn't be such a hassle.

2. Having to roll your maps to get the mods you want, can be time consuming and also a pain because of point 1.

3. The grind conquerors become when you've fought the first Sirus and you need to run up to 9(or is it 11?) maps to spawn a conqueror. You can do burner maps to spawn them quicker, but then you have to go back to point 1, trading being a pain for consumables and maps.

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