What happened to Engaging Combat? Video Feedback.
Here is my take on the issue.
Path of Exile, as a franchise, CAN'T HAVE SLOW COMBAT because "Customizing and Automating skills" in order to promote player agency and choice in build crafting represents the core aspect of the Path of Exile franchise. You can take a skill and alter it in a way that works with your desired build. Afterwards, if your rotation becomes longer than 3-4 buttons, you can automate a good chunk of your rotation. You could in theory slow down the combat by taking away automation, but at that point you take away the WoW factor from the game without having a good enough replacement for it. Personally, I consider the changes brought to PoE 2 to be a direct upgrade to the system in PoE 1. Grinding is easier and the skills feel more impactful because the animations are tailor made for the weapon. However, PoE 2 doesn't bring enough to the table to justify it's existence alongside PoE 1. Both PoE 1 & 2 operate on a league based system where you grind randomly generated maps and that represents a massive overlap for both games. GGG needs to find a new WoW factor for PoE 2 which doesn't indirectly attack PoE 1 the way slogans like "less grindy" or "more complex/difficult" can by dividing the overall playerbase. |
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they lied - that's all. Just a poe 0.5 entire poe 2 identity exist only in first two acts - then it's one button holding like in poe 1.
so with no content of poe 1 it's 0.5 we are to powerful, they don't know what they are doing... gems like bloodleting can't exist in poe 2 - it gives few hundrets more power than normal supports, there's to much "Autiomation" - everything goes to automation because it's most efficent. Normal skills need to have minimum 2x dmg of a automated skills for be efficent. If something is 5x10x-1000x mmore powerful than the two button/3 button builds - those builds are not viable even if we can complete entire game with them - strugling and sweating. It's not a point when we have "easy/cheat" mode with bloodleting and so on. แก้ไขล่าสุดโดย saashaa#5518 เมื่อ 20 ก.ย. 2025 11:46:31
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" what's breaking the game in the 3rd act? the pacing goes when like.. your character is OP so it's really not an issue in the campaign for me at all. Even early maps have pretty good pacing. Just once there is a lot of monsters in end-game, the only way to mitigate that is through player power. So you gotta solve things with stats and not skill. And I think it kinda has to be like that. แก้ไขล่าสุดโดย AverBeg7#1689 เมื่อ 20 ก.ย. 2025 11:48:36
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" in third act we have enough power to devastate campain and trivalize any mechanic - to use one button holding which have more dmg than synergies and so on. |
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" Ok, but what specifically is doing this? It's just not my experience, I'm not familiar with builds that do that. แก้ไขล่าสุดโดย AverBeg7#1689 เมื่อ 20 ก.ย. 2025 11:49:30
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" I've played minion witch, actually. I've mentioned before but, the moment I saw them tease minions before launch, I knew minions would be a make or break moment for the game so I had to try them. Funny enough, since they were super weak initially, it was even harder then with warrior to progress in act 1... I was initially positive about the command skills but the underlying issues were still obvious to me for that specific archetype. As for contagion, it doesn't really surprise me you liked it heh, I've mentioned in the video it's one of those that shouldn't be in the game. Warrior was the sweet spot experience, which makes sense since that's the one they worked on the most and showcased the most initially. Still not perfect.. but very close to the real deal. "Sigh"
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" No one will name those builds because they don't want GGG to nerf them...which makes the player base hypocrites by saying tey want less power and more hassle, but not having the balls to name the troublesome builds. I am fine with the difficulty of this game and won't bother naming such builds. |
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" Kind of... everything? Since Boss HP was nerfed a lot. In my playthrough with crossbows/mercenary .. the shatter combo was enough to destroy everything.. and further down the lines grenades were ridiculous. As well as Pin being ridiculously overpowered in terms of CC. Minions were also very powerful in my experience. I also tried contagion on a low level toon and saw how every pack of mobs just melt and said "ok" and closed the game. "Sigh"
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Act 3 is when we become too powerful and blow through things too quickly? But then Acts 3 and 4 are also "too large". I guess I don't know what to do with that feedback but disagree.
I like 0.3. I like almost everything about it. The game gets slow/boring/slog in the endgame. Not because I might have a character that does maps in 2m but because there's so much traveling on this "infinite atlas" just to find the spots that might be juiced. Or find citadels. Or find FUN. So I think 0.4 dealing with endgame is exactly what they need to focus on. |
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" The only real thing that I liked was the addition of trade I guess. I want to say Act 4 too but.. I only like it as presentation/story wise.. because I couldn't really engage with bosses as if they were actual bosses otherwise. "Sigh"
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