Vaal Temple and Curse level restrictions

I am currently playing a homebrewed elemental infusion djinn sorceress, and have run into a frustrating problem with the endgame progression. My damage heavily relies on my ability to use both exposure as well as elemental weakness, which add up to about 130% reduced resistance on enemies. Mind you this is not a meta build, and this interaction is the main reason I am able to continue with what I am trying to do build-wise.

I became aware of the level restrictions to curse/exposure based on area level due to wasting 50 ritual splinters and finding I could not use them on the King in the Mists. That took a good chunk of google-fu and inspecting my build/abilities/KitM's tags on the various databases and wikis. Notably, the skills in game do not specify this restriction on the gem itself, only on the level-up interface.

That was annoying enough, but I was really slapped in the face by this today when I opened up a Vaal Temple for the first time in a while. I got about 2-3 rooms in before I realized that I had no ability to use my elemental reductions, due to the Vaal Temple scaling with character level. I was left with a simple and frustrating choice, leave my temple to go buy upgraded gems, losing it in the process, or continue through the temple while suffering heavily reduced damage.

I understand the intention of this design is to stop players from using low level curses for "free" extra damage (even though it takes up a skill slot + hotkey + cast time), but the unintended consequences of this mechanic are that if an endgame player is progressing "too quickly" they likely will not have yet received gem drops of an adequate level for the areas they are in.

By attempting to restrict players from using low level curses, those who focus in on those curses are caught in the crossfire.

I would simply advocate for the removal of this restriction or at the very least, updating the gem and tag descriptions to include this information clearly and explicitly. The in-game descriptors for exposure and curses also lack this information, which seems like "they" couldn't be bothered to give complete information even though that seems to be a major goal of PoE2 compared to 1. Quite frankly, due to the significant delay they've added to curse activation, I don't see many builds trying to slot in curses to their builds without at least having to invest in them somewhere on the passive tree. I am sure others might have better ideas or solutions that reach a middle-ground, but as far as I am concerned they should just remove this restriction altogether.
Zuletzt angestoßen am 25.02.2026, 12:58:34
I ran in to the same issue today. I lost a temple in the proces trying to understand why my curses and exposure was not working. I have to say that this is extremly stupid and annoying.

I do not care for their reasons. We should be able to use low level gems if we want to. I absolutely hate they are making changes like this. Was never a problem in poe 1. This is just one of a few changes that really annoy me and feels like a step back from what made poe 1 good.

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