Path of Exile 2: A Sustainability Post-Mortem

Note: I am a student, I thought this would be a fun way to practice writing reports, so any grad students who are also gamers, I accept feedback. For everyone else, chill out. I should add this is very wordy, its a thesis statement. Its a review of the current state of the game and from my perspective. I do hope GGG will take a honest look, I made a docx but I realize now. I can't upload it, so all my cool graphs are going to have to be boring tables. I won't be responding, not that I don't want too but this was a lot of work.

The Friction Paradox
A Critical Analysis of Path of Exile 2: A Sustainability Post-Mortem
Game Design and Digital Economies
December 20, 2025
By Aenoan (nee Volriath)

(I hate this, my cover page is so nice and clean)

Abstract

This study examines the long-term viability of Path of Exile 2’s current development trajectory. While the title introduces significant technical advancements (engine stability, dodge mechanics, and gem overhauls), these are contrasted against a "pay-to-access" model and a "punishment-first" design philosophy. The results suggest that the "Friction Paradox," where mechanical difficulty and progression hurdles outpace player reward, risks alienating the free-to-play audience before the game’s official launch. During its extended Early Access phase.
While the title introduces industry-leading technical fidelity, it is currently characterized by a "Friction Paradox"—a design philosophy that prioritizes mechanical resistance and punitive scaling over player agency. By synthesizing player population data, meta-distribution trends, and qualitative feedback from Patch 0.4 (The Last of the Druids), this study argues that the current format may alienate the broader free-to-play audience upon launch due to systemic bloat, unrewarding loot cycles, and excessive combat friction.


A Critical Analysis of Sustainability in the Path of Exile 2 Format

Path of Exile 2 was marketed as a foundational evolution of the ARPG genre. However, a
year into Early Access, the game has transitioned into a "Gatekept Beta." The core conflict lies in the transition from the "Zoom-Zoom" power fantasy of PoE 1 to a "Souls-lite" methodical pace.
This thesis argues that the lack of a sustainable power curve, combined with an overly restrictive trade and movement economy, creates a format that is psychologically and mechanically exhausting for the average player. While this is a criticism of the game Path of Exile in its current state, this is just some feedback. I have 200+ hours in Path of Exile and 400+ hours in Path of Exile 2.

Methods and Materials

Data was aggregated from Steam Charts (2024–2025), community sentiment analysis
across Patches 0.2 (Dawn of the Hunt) through 0.4 (The Last of the Druids). Data for this report was collected via Steam Charts (December 2024 – December 2025) and community sentiment
analysis from official forums and the r/PathOfExile2 subreddit (you all need to chill out).
Qualitative metrics were derived from Patch 0.4 feedback threads, while quantitative build data was sourced from ladder distributions (e.g., Maxroll Meta Reports).

Core Systems Analyzed:

1. Monetization: The $30 USD entry fee is a barrier to the F2P promise. Worth noting that
this is a beta prepurchase, but the premise is based on the fact that at launch, the
free-to-play community will be hurt by additional systems that are likely to remain at full
launch.

2. Mechanical Friction: Stun-locking, "spongey" enemy health, and the dodge-roll
dependency.

3. Progression Loss: XP loss and total map failure upon death.

4. Skill Economy: The "Kiss-Curse" nature of current Ascendancies and support gems.

Results

Data indicates significant "churn" between major updates. While Patch 0.3 and 0.4 saw
surges in concurrent players, retention remains volatile. As shown in Figure 1, peak concurrent players dropped by nearly 39% within the first month post-launch.



Build diversity is currently skewed toward classes that can bypass "spongey" mob health
and fast boss movement. As illustrated in Figure 2, a staggering 34% of the high-level population is concentrated in the Deadeye/Crossbow archetype.



(I apologize, I am learning R Studio and was having trouble fixing the squished words)

While the majority of data points indicate significant friction and attrition, a distinct
subset of the player base (the "Top 5%") demonstrates successful sustain and progression.
However, a comparative analysis suggests this is not indicative of systemic health, but rather a result of Survivorship Bias.

Key Findings on "Thriving" Players like mechanical elitism: The successful players exhibit an input frequency (APM) and reaction time significantly higher than the mean F2P target audience. I should add that Jonathan, in an interview, mentions this as a point of contention. I hope someone can find this clip; I could not. But he does mention something about not wanting a two-button or one-button play style. This suggests the game’s "Floor" is set at a level that requires professional-tier mechanics to bypass. Insulation via Meta-Selection: 82% of thriving players utilized "S-Tier" archetypes (e.g., Deadeye Crossbows or Amazon) that feature defensive nodes like Soul Tether. These builds do not interact with the game’s friction; they bypass it entirely.

The "Speed-to-Market" Advantage: Data shows that thriving players reached Map Tier 10 within
48 hours of Patch 0.4. By reaching the endgame before the general population, they effectively monopolized the early economy, insulating themselves from the "unrewarding loot" cycle that plagues the average player.

Discussion

A primary point of contention is "rubber-band" scaling. A Player reported that dying at level 56 in an Act 1 (Level 20) trying to help a group finish Act 1 zone (Reddit User, 2025). This breaks the traditional RPG power fantasy. Time investment should equate to the "obliteration" of lower-level content; by removing this, PoE 2 removes the primary motivation for long-term grinding.

The implementation of WASD movement and mandatory dodge-rolling (comprising
25–50% of all inputs) has shifted the genre's focus. Visual overload from particle effects in fights like Azmadi makes it nearly impossible to time attacks or your again stuck in a dodge loop waiting for an opening, leading to deaths that feel "unfair" rather than "skill-based." The fast movement skills in favor of a clunky sprint turns travel into a punishment rather than a utility.

Despite these criticisms, PoE 2 achieves several "industry bests." The Gem Link Overhaul is a revolutionary change that removes the frustration of re-coloring gear, allowing for unprecedented equipment flexibility (Screen Rant, 2024). Additionally, the Spirit Resource System replaces the cluttered aura-stacking of its predecessor. The introduction of WASD movement alongside the dodge roll has transformed combat into a visceral, responsive dance, providing a polished, modern foundation that could define the next decade of the genre.

The current format of Path of Exile 2 is technically superior but mechanically exhausting, while I didn't get a chance to look at demographics, I would venture to guess that there are not nearly as many new young players as there are older mature players who were veterans of games like Diablo and Diablo 2, Lords of Destruction.

For the game to be sustainable as an F2P title, GGG must address the "Friction Paradox." This requires reducing the death penalty, loosening the re-specialization for Ascendancy penalty via Trial of the Sekhemas and the Chaos Temple, and restoring the "power fantasy" that allows players to eventually out scale content, which doesn’t result in players relying on outside services for resources and currency.



References
Grinding Gear Games. (2025, December 11). Early access patch notes - Content update 0.4.0 —
Path of Exile 2: The Last of the Druids. Path of Exile Forum.
https://www.pathofexile.com/forum/view-thread/3883495

Maxroll. (2025, December 12). The build meta - Path of Exile 2. Maxroll Meta Reports.
https://maxroll.gg/poe2/meta/the-build-meta

Naharez. (2025, July 21). Early access feedback - Path of Exile 2 short review. Path of Exile
Forum. https://www.pathofexile.com/forum/view-thread/3816869

Reddit User. (2025, December 18). Build diversity is looking really healthy right now r/PathOfExile2.
https://www.reddit.com/r/PathOfExile2/comments/1ppnye5/build_diversity_is_looking_really_healthy_right/

Screen Rant. (2024, September 1). 10 biggest differences between Path of Exile 2 & the first
game. Screen Rant. https://screenrant.com/path-exile-2-differences-gameplay-classes/

Steam Charts. (2025, December). Path of Exile 2 - Steam player count. SteamCharts.com.
https://steamcharts.com/app/2694490


EDIT: I don't know why the images aren't working but here is the direct links
https://imgur.com/a/lrMyEGC and https://imgur.com/a/PQisCl0
Zuletzt bearbeitet von Volriath#0147 um 20.12.2025, 11:06:27
Zuletzt angestoßen am 20.12.2025, 11:02:16

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