I understand why a segment of the player base that loves PoE 1 would prefer for PoE 2 to essentially feel like a remastered or modernized version of the first game. While I personally think that perspective is a bit misguided, I can see where it comes from. PoE 1 has been around for a long time, and people are understandably attached to its systems and pacing.
That said, I'm genuinely glad that GGG is committing to making PoE 2 a distinct experience rather than just a refinement of what already exists. Each patch does seem to pull the game a little closer toward the identity of PoE 1, and while that has certain benefits, it also comes with drawbacks. What excites me most is the slower pace and more deliberate combat that PoE 2 is leaning into. Enemies feel more relevant. They're not just speed bumps to be ignored, but actual threats that need to be dealt with. For me, that's refreshing. I love PoE 1 for what it is, but I've always disliked the extreme “zoom zoom” playstyle it eventually evolved into. ARPGs lose something important when the entire experience is reduced to twitchy screen-clearing as fast as humanly possible. I find PoE 2's more methodical and thoughtful approach to be far more engaging.
That said, the game clearly needs "more" across the board. More classes, more ascendancies, more skills, and simply more variety to flesh things out. I'm also still on the fence about the design choice of tying abilities so closely to weapon types. While I think I can eventually come around on it, at the moment it feels restrictive. Too many builds end up feeling similar to one another, which I hope is just a temporary byproduct of limited options at this stage of development. With time, expansion, and refinement, that system could still win me over.
One other area where I think the game could improve is boss design. Not necessarily in terms of difficulty, but in terms of presentation. I don't mind tough bosses; in fact, I think punishing and demanding encounters are part of what makes games like Elden Ring so memorable. But what works there is the ability to jump back in quickly after failure. In PoE 2, the issue isn't so much the bosses themselves as the drawn-out, overly theatrical "LARPing" sequences that precede the real fight. If the game is going to hit players with punishing encounters (which I'm fully on board with), then it should also respect their time by letting them retry without sitting through an extended LARP session every attempt.