Patch 0.2 Review
My Review of Path of Exile (Patch 0.2) – 110 Hours played (POE2 total played 350 hours, POE - 4800 hours), Level 93 Smith of Kitava
After 110 hours in Patch 0.2, playing I feel I’ve seen enough to share my thoughts. First, let me clarify my perspective: 110 hours is a significant time investment for any game. In my view, after 100–200 hours, a player should be able to clear most content, deal massive damage (like clearing 2–3 screens with one button), and access top-tier builds or wildcards. If it takes 500+ hours to achieve this, the game feels designed for an unclear audience—certainly not for the average player. Below are my main critiques and suggestions for improvement. 1. The Game Feels Painfully Slow The pacing in Path of Exile is excruciatingly slow, and it’s frustrating. During the campaign, I tolerated it, hoping it would improve, but it never does. Tier 16 maps feel as sluggish as the campaign. This lack of progression in speed makes gameplay feel like a slog, and it needs a serious overhaul. 2. Defenses Are Ineffective I chose Smith of Kitava to build a tanky character, accepting slow totem-based gameplay (there’s little choice otherwise) as the price for durability. On paper, my stats look impressive: 90% all resistances, high armor, ~700 life regeneration, and phys converted to fire. Yet, I died in a Tier 2 Simulacrum. This is beyond frustrating - my character should feel near-invincible with these stats, but instead, I’m punished for no clear reason. 3. Rework Movement Speed and Travel Skills Movement speed and travel skills need to be simpler and more accessible for all classes. If a player wants to zip through maps at 500% speed, why not let them? It’s about player choice. Right now, mobility feels restrictive and uninspired. 4. Maps Are Absurdly Large Maps feel infinitely large, to the point of absurdity. I often check my minimap and see no rare monsters because they’re off-screen, far beyond my reach. In my opinion, map size should be reduced by 200–300%. The current design makes exploration tedious and confusing. 5. Forced Rare Monster Kills Are Pointless Requiring players to kill all rare monsters is frustrating and feels arbitrary. Why force players to do something they don’t enjoy? If someone wants to enter a map and leave immediately, that’s their choice. This mechanic should be removed entirely—not nerfed, but scrapped. Concerns about farming Citadels could be addressed by market-driven map prices. 6. Increase Jewelry Orbs Drop In 110 hours, I haven’t found a single 5 socked orb. For that amount of playtime, I’d expect at least 10+ of them for my main character and alts. Orbs drop rates need a significant buff. 7. Buff Atlas Tree Impact The Atlas skill tree’s influence on gameplay feels negligible. Choices should have immediate, noticeable, and significant effects. If I invest in a node, I want to see clear changes in my experience right away. 8. Remove Negative Modifiers Negative properties on rare items and the Atlas tree are a terrible design choice. No player enjoys gaining a benefit only to be slapped with a drawback. These should be removed wherever possible — only someone out of touch would think players enjoy this. 9. Buff Legendary Items Legendary items are underwhelming. Out of the entire game, maybe 2–3 items feel worth farming. For a game centered around loot, this is unacceptable. All legendaries need a substantial buff to make them exciting and desirable. Final Thoughts It’s disheartening to see POE2 in this state. The development team, which once created a beloved game, seems to have lost touch with what players want. These issues — slow gameplay, ineffective defenses, restrictive mechanics, and unrewarding loot—make the game feel like a chore. I hope declining the online and Steam reviews will serve as a wake-up call. Adapt or risk losing the community. Last edited by Deeppee#4969 on Apr 17, 2025, 6:13:50 AM Last bumped on Apr 17, 2025, 7:28:28 AM
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Agreed!
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POE 2/10
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All valid points!
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Strong list. +1
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The vision must be abandoned.
0.2/10 |
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Solo-Self-found enviroment is more like self-punishment in this game.
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