POE 2 Painpoints AI compiled to be concise

Introduction
I wanted to share some compiled feedback from fubgun and his chat during a fruitful feedback conversation. The stream had around 3k viewers at the time. Please note that the weighting of issues may vary and my own feedback is also included within these points.

Build Diversity & Balance
Core Issue: Melee and life-based builds underperform compared to ES or ranged builds, limiting playstyle variety.
Example: Many players report low damage and survivability for melee setups, making them feel inferior to meta or ranged options.
Reason/Severity: This imbalance reduces experimentation, funneling players toward a handful of proven “safe” builds.

Punishing On-Death Effects
Core Issue: Certain enemy or ground effects can lead to sudden one-shots, even with capped defenses.
Example: Mid-tier maps containing surprise explosions or instant death effects generate frustration.
Reason/Severity: Frequent one-shots slow progression, discourage melee builds, and undermine player confidence.

Trials & Ascendancy Concerns
Core Issue: The three ascendancy paths do not feel equally viable, and Trials are sometimes too punishing or lengthy.
Example: Some Trials demand very specific strategies, yet that requirement isn’t always apparent beforehand.
Reason/Severity: Players may feel forced into content they dislike to unlock critical power, limiting freedom of choice.

Map/Gameplay Frustrations
Core Issue: Overly complex layouts, single-portal bosses, and unclear map-rolling mechanics hamper enjoyment.
Example: Maps with excessive doors or backtracking slow down gameplay flow; dying once on a single-portal boss can lock you out of all loot.
Reason/Severity: These design choices frustrate both new and seasoned players, impacting progression and fun factor.

Difficulty & “FOMO”
Core Issue: The difficulty curve seems inconsistent—early Acts are too easy for veterans while endgame can be punishing for casual players.
Example: Time-limited players find it hard to catch up, while no-lifers breeze through and gear up fast, creating a wide power gap.
Reason/Severity: Leads to a “fear of missing out” among those unable to invest large blocks of time, stirring community tension.

Miscellaneous Mechanics Clarity
Core Issue: Stacking rules and some new systems (e.g., spirit gems) lack clarity.
Example: Players are unsure if multiple gold charms stack or how precisely spirit gems modify skills.
Reason/Severity: Unclear tooltips deter experimentation and can result in wasted currency on trial-and-error.
Last bumped on Dec 23, 2024, 7:04:53 AM
Theres also too many monsters that have proximity activation and/or keep going invis / diving underground.

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