The Cyclic Problem of Build-Defining Uniques in PoE2
I want to raise an issue that I think many of us with jobs, families, and limited playtime are running into in Path of Exile 2: the *cyclic problem of endgame builds and build-defining uniques*.
---The Core Problem For many “meta” or guide builds, the first step is a **build-defining unique** (a bow, a chest, a specific weapon, etc.). Without it, the build feels incomplete, underpowered, or outright unplayable. The catch? These uniques often cost **dozens of Divine Orbs**. And here’s the loop: - To farm Divine Orbs efficiently, you need a strong endgame build. - To have a strong endgame build, you need the unique. - But you can’t get the unique until you farm enough Divine Orbs. This creates a **cyclic trap**: normal players without huge amounts of time or trade mastery are stuck at the starting line, unable to break into the loop. (GGG loses money at this point...) ---Why This Hurts Normal Players - **Limited time**: People with jobs and families can’t spend dozens of hours farming mediocre maps hoping for a lucky drop. - **No starter power**: Without the unique, the build doesn’t function the way the guide promises. - **Market lockout**: Watching a video guide only to see the first “required item” listed at 60 Divine Orbs is demoralizing for anyone who isn’t a no-life grinder. - **Experimentation punished**: Trying a new class/weapon combo (Warrior, Crossbow, etc.) feels punishing when the path forward is gated behind impossible prices. In short: the game effectively says, *“you need a good build to farm currency, but you need currency to make a good build.”* For example patch 0.1 Astramentis amulet... average players was literally gated out from it ---The Bigger Picture I’m not saying uniques should rain from the sky, or that the chase should disappear. But the current system heavily favors people who can dump 50–100 hours in the first week of a league. For casual or normal players, the build-defining unique is not an exciting goal — it’s a **wall**. This isn’t healthy long-term for player retention. If someone tries a build, can’t access the core item, and feels stuck, they will log out rather than reroll from scratch. ---Possible Solutions Here are some ideas to break the cycle: 1. **More budget alternatives**: Introduce viable rare or lower-tier uniques that can substitute until the big ticket item drops. 2. **Gradual power curve**: Let builds scale decently without the unique so you can still farm comfortably while aiming for it. 3. **Accessible acquisition**: More deterministic ways to target-farm specific uniques rather than relying purely on currency or luck. 4. **Encourage experimentation**: Lower respec costs so players can pivot without feeling punished for making a “wrong” choice. ---Conclusion PoE2 has amazing build depth and potential, but the **cyclic dependency between uniques and currency farming** makes it hostile to average players. A game this rich should reward creativity and steady progress, not gate entire builds behind a loop that only full-time grinders can realistically break. แก้ไขล่าสุดโดย Jagdkommando90#7200 เมื่อ 15 ก.ย. 2025 11:20:53 ขุดครั้งสุดท้าย เมื่อ 15 ก.ย. 2025 13:46:20
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this is a real issue
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