Path of Exile 2 is the perfect game with so much room for growth
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First of all, I want to say this clearly:
Path of Exile 2 is already an incredible game. The combat, atmosphere, pacing, systems depth, and overall direction are outstanding. This post isn’t about criticism for the sake of criticism — it’s feedback from someone who genuinely loves PoE2 and wants to see it reach its full potential. What follows are quality-of-life, clarity, party-play, and long-term ecosystem suggestions that don’t aim to make the game easier or more casual — but clearer, fairer, and more engaging across different playstyles and energy levels. 1. Combat Readability & Visual Clarity 🔹 Camera Culling Camera culling works well for tall structures, but many low-height objects (trees, fences, props, interior walls) are not culled even when they block the player’s view. This can obscure: ground DoT effects enemy telegraphs on-death effects Suggestion: Expand camera culling or apply transparency to low-height, non-walkable obstructions when they block visibility. This improves fairness and readability without reducing difficulty. 🔹 Presence AoE Visibility Some skills and passives rely on Presence-based effects, but during combat it’s often impossible to tell: the actual radius who is affected (allies vs enemies) Suggestion: Add a toggleable visual indicator for Presence AoE (e.g. a faint circle). This preserves positioning skill while removing guesswork during complex fights. 🔹 Weapon Set Indicator Weapon sets are now a core mechanic, but during hectic combat it’s easy to lose track of which set is active. This can lead to: miscasts unintended resource usage potentially run-ending mistakes in Hardcore Suggestion: Add a clear, always-visible indicator showing the active weapon set. 2. UI & Information Visibility 🔹 Talisman Charge Indicator Talisman mechanics feel good, but there’s currently no way to know if a talisman is out of charges without opening the inventory. Suggestion: Add a small UI indicator showing talisman charge state. This improves flow without changing mechanics or balance. 🔹 Map Attempts Indicator Maps have limited attempts, but players currently must mentally track remaining attempts. Suggestion: Display the number of remaining attempts in the UI. This enables informed decision-making without altering difficulty. 🔹 Map Navigation Waypoints Using the map overlay blocks combat visibility, but closing it removes navigation context. Suggestion: Allow players to place a map waypoint and show a simple directional indicator on the HUD so the map overlay can be closed while navigating. 🔹 Initial “Press to Play” Screen The initial “Press A to Play” screen followed immediately by character selection feels redundant. Suggestion: Skip this screen or allow it to be bypassed to streamline login flow. 3. Resource Fairness & Edge Cases 🔹 Reload Mana Hard-Locks Reload-based builds can be completely shut down by mana drain effects, especially in small arenas. Suggestion: Reloading the same ammo type costs 0 mana Switching ammo types still costs mana This preserves resource tension while avoiding binary failure states. 4. Party Play Improvements 🔹 Character Selection Before Maps In party play, switching characters before a map requires leaving the party, relogging, rejoining, and re-entering. Suggestion: Before entering a map for the first time, allow players to select and lock a character for that map’s attempts. 🔹 Temporary Matchmaking Sometimes players want help right now for a single encounter. Suggestion: Add optional temporary matchmaking for specific maps or missions, creating an anonymous party that dissolves after completion. 5. Optional Challenge & Discovery 🔹 Hidden One-Off Dungeons Maps could occasionally contain optional hidden dungeons, unlocked by specific actions (e.g. killing a rare). Significantly harder than the base map Completely optional One-off per map (failure prevents re-entry) This rewards curiosity and confidence without affecting progression. 6. Structured Party Objectives Beyond maps, it would be great to have objective-based instances, similar to Trial mechanics, designed for coordinated play. Examples: survive for X seconds hold or rotate control zones endure escalating waves These would: reward teamwork emphasize positioning and survivability add variety without replacing maps 7. Competitive & Guild-Based Content (Optional, Long-Term) This is not about turning PoE2 into an esport — but about structured, watchable competition. 🔹 Objective-Based Competitive Modes Instead of pure DPS PvP: capture objectives hold areas complete tasks faster than opponents These modes: reduce DPS dominance reward coordination and utility builds remain fully optional and self-contained 🔹 Fixed Layouts for Competitive Play Competitive objective modes should use fixed, non-random layouts to allow: meaningful planning fairness skill-based outcomes Action combat still provides unpredictability and tension. 🔹 Guild Wars & Recognition Guild-focused competitions could include: team-based objectives MVP highlights stat-based recognition (most revives, biggest hit, objectives captured, etc.) Rewards could be: titles cosmetics guild recognition This strengthens guild identity without affecting PvE balance. 8. Spectatorship & Community Growth One of the biggest opportunities here is engagement beyond active play. I love PoE2, but after a long day I don’t always have the mental capacity to play — and watching unstructured PvE gameplay can be just as draining. Structured, objective-based matches would: be mentally stimulating without being exhausting be watchable even for non-players allow spectators to be part of the community This creates space for: guild rivalries community events streamed competitions potential sponsorships that support long-term development All without compromising PoE’s PvE identity. Closing Thoughts PoE2 is already something special. These suggestions aren’t about making it easier or more casual — they’re about: clarity over hidden states fairness over friction optional depth over forced systems supporting players across different energy levels Path of Exile 2 feels like the perfect foundation — and with thoughtful iteration, it could grow into something truly unmatched. Thank you for building something worth caring this deeply about. Zuletzt angestoßen am 11.01.2026, 08:25:36
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