Path of Exile 2

mkopec

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I am enjoying this shaman druid thing, but damn if it isn't pulling teeth to level on it. Might have to do something meta to shovel things into druid.
Well I did the bear thing and all it really takes is a good druid pDPS weapon. Its all you really have to ramp for the leveling. I got some that I crafted, some that I bought from vendors and some that I got for like 1-5 ex off of traders. rest of my gear was shit along the way and I did just fine. If its they wyvern thing, its prob spell dmg, right? Im not sure how the wyvern thing scales, never looked into it.
 

moonarchia

The Scientific Shitlord
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Well I did the bear thing and all it really takes is a good druid pDPS weapon. Its all you really have to ramp for the leveling. I got some that I crafted, some that I bought from vendors and some that I got for like 1-5 ex off of traders. rest of my gear was shit along the way and I did just fine. If its they wyvern thing, its prob spell dmg, right? Im not sure how the wyvern thing scales, never looked into it.
I am doing bear. Should probably look into another weapon then. Been using the one Burnem Wizfyre Burnem Wizfyre gave me.
 

Deathwing

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From memory most "melee" builds like slams and the like in POE1 had HUGE fucking gains from better weapon DPS. I mean its like the fucking FLAT dmg that everything scaled from.
PoE1 emphasizes your weapon as an attack build to a degree. And your ability to meet that demand while leveling through drops, barebones crafting, and the bench is somewhat achievable. The passive tree is putting in a lot of work too. I still prefer to league start something that doesn't depend on it.

PoE2 overemphasizes the importance of your weapon. Not only that, they've decided to throw casters into this mess. And since they've essentially removed concoction skills from the game, I don't think any build archetype can skate by on bad drop luck like they can in PoE1.

That said, just start a week later and by a weapon off async trade every 5-10 levels. You're almost guaranteed to get an ex or 2 in that range. I don't know if that's purposeful, but I don't really like it as a longterm solution.
 
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Xevy

Log Wizard
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A couple quests along the way really should have "pick a well-rolled weapon it's good we promise" as a reward.
They could definitely add a smart-loot rolled weapon selection from something like a quest Ritual. An all-phys rolls or all elemental or all fire type roll would help a lot for most people around the act 2/3ish area.
 
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moonarchia

The Scientific Shitlord
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New weapon has been great so far. Am almost done with act 2. Put the old talosman in other set and changed it to ww. Been using this build because it was the one that came up on google when I was looking.

 

Kirun

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PoE1 emphasizes your weapon as an attack build to a degree. And your ability to meet that demand while leveling through drops, barebones crafting, and the bench is somewhat achievable. The passive tree is putting in a lot of work too. I still prefer to league start something that doesn't depend on it.

PoE2 overemphasizes the importance of your weapon. Not only that, they've decided to throw casters into this mess. And since they've essentially removed concoction skills from the game, I don't think any build archetype can skate by on bad drop luck like they can in PoE1.
I don't actually disagree that PoE2 currently overweights weapon quality but this is one of those critiques where PoE1 gets a massive nostalgia pass for having many of the same problems, just papered over by years of accumulated systems and player familiarity.

PoE1 absolutely emphasizes weapon power for attack builds, and leveling "smoothly" is only achievable if you already know which vendor recipes, crafts, bench mods, and stopgap uniques to lean on. That isn't good onboarding, it's just veteran knowledge doing unpaid design work. New or returning players in PoE1 still brick characters all the time due to bad weapon luck. We just don't talk about it because the community has collectively decided that's part of the game's "charm".

The same goes for casters. The idea that PoE1 casters are immune to gearing friction is revisionist. They rely heavily on gem levels, specific supports, reservation math, and early aura access, all things PoE2 hasn't fully fleshed out yet. PoE1 feels smoother because it has a decade of band-aids: concoctions, overpowered leveling skills, vendor recipes, league mechanics that vomit gear, and a passive tree bloated enough to brute-force bad luck. PoE2 stripped those crutches away before replacing them, so the pain is more visible, not fundamentally new.

And yes, losing concoction-style skills removes an important pressure valve. But let's not pretend PoE1 didn't spend years nerfing or soft-deleting the exact same safety nets whenever they became too reliable. The difference is that PoE1 is allowed to be inconsistent because it's "the real PoE," while PoE2 gets framed as broken for exposing the same dependency chains more honestly.

This is where a lot of the political-style tribalism has bled into gaming, and it's exhausting. When one game does something, people bend over backward to justify it as a positive or "part of the design." When another game does the exact same thing, it suddenly becomes proof that the game is fundamentally broken. Players criticize PoE2 for weapon reliance while defending PoE1's version of the same problem as "build knowledge," "planning," or "skill expression." In reality, both games struggle when power is too tightly coupled to gear early on. PoE1 just masks it better because players already know how to route around it.

So the criticism isn't wrong, but it gets selectively applied. If PoE2 is guilty of overemphasizing weapons, then PoE1 has been guilty of it for years. The real issue isn't which game does it "worse," it's that PoE2 hasn't yet rebuilt the scaffolding PoE1 accumulated to mitigate the exact same friction.
 
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Arbitrary

Tranny Chaser
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I'm not asking for a lot here. I just want to be able to count on a weapon upgrade from a quest every ten levels or so so the league start is smoother.
 

mkopec

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I honestly dont know why they dont like the idea of the crafting benches from POE1. They added in just that extra you needed either in weapon power or resists, especially during leveling.
 

Deathwing

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I don't actually disagree that PoE2 currently overweights weapon quality but this is one of those critiques where PoE1 gets a massive nostalgia pass for having many of the same problems, just papered over by years of accumulated systems and player familiarity.

PoE1 absolutely emphasizes weapon power for attack builds, and leveling "smoothly" is only achievable if you already know which vendor recipes, crafts, bench mods, and stopgap uniques to lean on. That isn't good onboarding, it's just veteran knowledge doing unpaid design work. New or returning players in PoE1 still brick characters all the time due to bad weapon luck. We just don't talk about it because the community has collectively decided that's part of the game's "charm".

The same goes for casters. The idea that PoE1 casters are immune to gearing friction is revisionist. They rely heavily on gem levels, specific supports, reservation math, and early aura access, all things PoE2 hasn't fully fleshed out yet. PoE1 feels smoother because it has a decade of band-aids: concoctions, overpowered leveling skills, vendor recipes, league mechanics that vomit gear, and a passive tree bloated enough to brute-force bad luck. PoE2 stripped those crutches away before replacing them, so the pain is more visible, not fundamentally new.

And yes, losing concoction-style skills removes an important pressure valve. But let's not pretend PoE1 didn't spend years nerfing or soft-deleting the exact same safety nets whenever they became too reliable. The difference is that PoE1 is allowed to be inconsistent because it's "the real PoE," while PoE2 gets framed as broken for exposing the same dependency chains more honestly.

This is where a lot of the political-style tribalism has bled into gaming, and it's exhausting. When one game does something, people bend over backward to justify it as a positive or "part of the design." When another game does the exact same thing, it suddenly becomes proof that the game is fundamentally broken. Players criticize PoE2 for weapon reliance while defending PoE1's version of the same problem as "build knowledge," "planning," or "skill expression." In reality, both games struggle when power is too tightly coupled to gear early on. PoE1 just masks it better because players already know how to route around it.

So the criticism isn't wrong, but it gets selectively applied. If PoE2 is guilty of overemphasizing weapons, then PoE1 has been guilty of it for years. The real issue isn't which game does it "worse," it's that PoE2 hasn't yet rebuilt the scaffolding PoE1 accumulated to mitigate the exact same friction.
You have no proof they intend to do that. I have a year of proof that they don't seem to want to address the issue. I'm not going to pretend it's an easy problem to solve, but they aren't even giving it lip service.
 

Deathwing

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I honestly dont know why they dont like the idea of the crafting benches from POE1. They added in just that extra you needed either in weapon power or resists, especially during leveling.
Runes were supposed to replace the crafting bench. They were (too?) common in 0.2. Too rare in 0.3. Still too rare in 0.4, I'm not even sure they adjusted the drop rate. Some lesser runes still go for multiple exalts at this point. Mind bottling.
 

mkopec

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Yeah that shit is just too rare IMO. I mean you DO get them to drop, but usually not the ones you want or need, lol. Again, at the mercy of RNG. Sure you can buy them but fuck that while leveling and in act 2-3 lol. I think crafting benches are just better. You get the currency and you craft what you need.
 
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Kirun

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I'm not asking for a lot here. I just want to be able to count on a weapon upgrade from a quest every ten levels or so so the league start is smoother.
That sounds reasonable on the surface, but it's also treating a symptom instead of the underlying problem. Guaranteed weapon upgrades every X levels would smooth league start, sure. But it also papers over the fact that early progression is too tightly coupled to weapon power in the first place. If you need scheduled upgrades to keep the game playable, that's a sign the baseline tuning is off.

PoE1 didn't feel better because it handed you weapons on a timer. It feels better because you have multiple ways to compensate for bad luck - vendor recipes, temporary skills, crafting benches, and passives that carry more of the load early. PoE2 stripped most of those safety valves away without fully replacing them, which is why players are now asking for deterministic handouts instead.

I'm not against smoothing league start (in fact it's one my big complaints about the game), but I'd rather see early damage and survivability rely less on raw weapon rolls and more on skills, passives, and early crafting options. Otherwise you're just formalizing the problem instead of fixing it and locking the game even harder onto rails.
You have no proof they intend to do that. I have a year of proof that they don't seem to want to address the issue. I'm not going to pretend it's an easy problem to solve, but they aren't even giving it lip service.
That's fair frustration, but "they haven’t fixed it yet" isn't the same thing as proof they don't intend to. A year of Early Access with major system churn, reworks, and course corrections suggests prioritization and sequencing issues more than outright indifference. GGG has a long history (sometimes to their detriment) of letting problems sit until they have a solution they're willing to commit to, rather than addressing them piecemeal.

You're right that it isn't an easy problem, and I agree the lack of explicit messaging makes it worse. When players don't hear even an acknowledgment, it feels like the issue isn't on the radar. But PoE2 is still having its foundational systems reshaped in real time. Combat pacing, itemization, skills, and endgame all feed into this one problem. Any meaningful fix probably touches all of them, which makes it harder to tackle cleanly.

Criticizing the silence is valid. Concluding intent from it is a leap. GGG could do a much better job giving "lip service" and setting expectations, but absence of a fix in EA isn't proof the problem is being ignored IMO. It's proof the game is still unfinished and wrestling with first-order design questions.
 

mkopec

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I started POE1 back in 2011, at least thats where my first purchase was. Anyway, the game back then went through HUGE growing pains to where it is now. It was a MUCH harder game and MUCH slower than it is today. In fact I think POe1 got away from them somewhere between then and what it is now. I mean its easy to compare something thats been around more than a decade to something still in EA. I can tell you this, POE2 in EA is a way better product than POE1 was back in 2011, lol. And I think it should be, right? This is not a company of 2 dudes working out of their garage anymore.But aside that, I think they know much more now, they have a product that has been around for ever and can see where they went wrong and where they went right. Its like with any second product, they have the lessons learned. So my thought to all this is just let them cook. If they release 1.0 with huge glaring problems, im sure they will catch the flak they deserve.



 
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Penance

Avatar of War Slayer
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On the topic of how much power is in weapons, I forget who it was but they basically tested a uber created weapon and it was more power then like 3000 passive points on the tree. I could be completely mistaken cause I can't find the clip but it is kind of funny even if you tone it down. Basically the passive tree is garbage.