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Post Reply: Path of Exile 2: Community Wishlist, Concerns, and Dreams for the Next Era of ARPGs
<blockquote><div class="quotetitle">Quote from Guest on Tháng 8 15, 2025, 4:04 chiều</div>Path of Exile 2 (PoE2) is one of the most anticipated action RPGs of the decade — not just for veterans of Grinding Gear Games’ (GGG) original title, but for the entire ARPG community. As the game moves through its ongoing development and testing phases, each new patch, teaser, or interview sparks intense discussion about where the sequel should go. Recently, a large-scale collaboration between over a dozen <a href="https://www.mmoexp.com/Poe-2/Currency.html">POE2 Currency</a> content creators, theorycrafters, and fans shed light on what the community believes PoE2 needs most right now. The conversation touched on everything from skill balance to currency systems, quality-of-life improvements, and the delicate art of keeping endgame fresh. The result is a fascinating mix of practical feedback, passionate rants, and even a few tongue-in-cheek demands for cookbooks. Here’s a deep dive into the major points raised — and what they reveal about the hopes and frustrations surrounding PoE2. <ol> <li>Skill Balance and Build Variety</li> </ol> The number one request, repeated in different forms, is clear: PoE2 needs more viable builds. While the game already has a variety of skills, many are not competitive or appealing for endgame play. Community members stress that “main skill” candidates — those you’d realistically use from early leveling all the way to high-tier maps — should be balanced to ensure players aren’t funneled into just a handful of meta options. Importantly, most players aren’t calling for perfect balance. In fact, some actively reject it. As one comparison goes, “League of Legends has never been balanced in its life, and that’s fine — as long as the balance changes from patch to patch.” The community’s real demand is variety across leagues: if something is overpowered, it shouldn’t dominate for multiple seasons in a row, and if a build gets nerfed, there should be other fun, strong options to pivot to. There’s even an interesting proposal for adaptive monster resistance: if 70% of players are using lightning builds, enemies could evolve to resist lightning more often — forcing variety through in-game ecology. <ol start="2"> <li>Endgame Identity and Mapping Improvements</li> </ol> One consistent criticism is that PoE2’s endgame currently feels like a slower, less fleshed-out version of PoE1. The Infinite Atlas — the main differentiating mechanic — has its fans, but many agree it’s still just a skeleton of what it could be. Players want: More unique maps with memorable encounters. Greater variety of map events and mechanics (akin to PoE1’s league integration). Better map juicing tools that increase challenge and rewards without relying on old PoE1 systems like scarabs. Improved mobility options so traversal feels less sluggish between content. Some argue for adding higher-tier maps, like PoE1’s Tier 17s, though others would prefer juicing existing maps for difficulty and loot rather than simply extending the tier list. <ol start="3"> <li>Unique Items and Build Enablers</li> </ol> PoE2’s unique items have generated mixed reactions. While a few standouts like the Desolate Crossbow or Whispering Ice Staff have their fans, many players never even tried the mid-league uniques because they weren’t impactful enough or came too late in the cycle. The community wants more early-game uniques with meaningful effects to help shape leveling builds — not just late-game chase items. Build-enabling uniques (items that make entirely new playstyles possible) are especially in demand. Examples include the Poison Spear, Pillar of the Caged God (pre-nerf), and certain rings and boots that enable niche strategies. Socketables — items with extra gem slots or special affixes — are another divisive feature. While some appreciate the flexibility and crafting potential, others find the loot pool diluted and most options uninspired. <ol start="4"> <li>Atlas Progression, Juicing, and Currency Systems</li> </ol> The Atlas Tree in PoE1 is widely regarded as one of the best endgame systems in ARPG history, but PoE2’s version hasn’t won the same universal praise. The main debate is between universal access to all mechanics versus focused specialization. In PoE2’s current setup, you can engage with all mechanics freely, but this removes the sense of economic or strategic focus found in PoE1’s Atlas. On the loot and economy side, currency inflation is a big worry. Some argue for currency sinks (ways to permanently remove currency from the game) to control runaway Divine Orb prices, while others caution that sinks might make divines even rarer and more expensive. Suggestions include adding Exalted Orb sinks or designing crafting recipes that consume excess currency. When it comes to juicing (maximizing map difficulty and rewards), there’s a strong resistance to simply copy-pasting PoE1 scarabs. Many players want GGG to develop a fresh system that gives similar control without overwhelming inventory management. <ol start="5"> <li>Content Pacing and Mid-League Changes</li> </ol> A hotly debated topic is whether GGG should make significant mid-league balance changes. Supporters argue this would keep leagues fresh and prevent single-build dominance. Opponents — including some experienced players — warn that nerfing mid-league can devastate casual or time-limited players who have invested heavily in a now-weakened build. The consensus middle ground seems to be: Avoid heavy-handed mid-league nerfs. Focus on larger balance passes between leagues. When nerfs are necessary, pair them with buffs or free respecs to reduce frustration. <ol start="6"> <li>Quality of Life and Accessibility</li> </ol> PoE has always had a reputation for complexity — sometimes to a fault. In PoE2, players are asking for modern quality-of-life improvements without compromising the game’s identity. These include: An in-game auction house or offline trading to replace cumbersome third-party tools. Inventory management tools like a “dump all currency” button. Better controller support and possibly optional sorting for console or hybrid players. Clearer progression tracking for acts, maps, and bosses. GGG has historically resisted auto-sorting inventory as a matter of philosophy, treating inventory management as part of the “classic ARPG experience.” But the demand, especially from controller users, remains strong. <ol start="7"> <li>Community Wishlist: The Fun and the Serious</li> </ol> Beyond the big systems, the discussion was peppered with creative and sometimes humorous ideas: Blight in PoE2 — Many fans of the tower-defense league mechanic are desperate to see it return with the new engine’s visuals. All six acts and twelve classes at launch — Some want the full campaign from day one, with balance to come later. “Cookbook” feature — A running joke from the collab, but also a nod to the idea of better in-game recipe tracking for crafting. Adaptive enemy resistances based on global player trends. More creative tools so builds aren’t limited to combinations GGG has pre-designed internally. Conclusion: A Game in the Making The conversation around Path of Exile 2 is a reminder that live-service ARPGs are as much about their communities as they are about their developers. While opinions differ sharply on some topics — especially balance pacing and economic systems — there’s broad agreement on the fundamentals: PoE2 must offer more viable builds and better build-enabling items <a href="https://www.mmoexp.com/Poe-2/Currency.html">buy POE2 Currency</a>. Endgame needs greater variety, more surprises, and stronger identity. Currency systems and map juicing should evolve beyond PoE1’s recycled mechanics. Quality-of-life upgrades should make the game more accessible without sacrificing depth. Ultimately, the excitement is still there. Even amid criticisms, the dominant tone is one of hope — that PoE2 can become not just a worthy successor, but the best ARPG on the market. The wishlist is long, but in the eyes of many players, the potential is even bigger.</blockquote><br>
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