Path of Exile 2: Dawn of the Hunt, the eagerly anticipated update since its early access launch last year, hasn’t exactly been smooth sailing. The excitement that filled the air just last Friday quickly turned to frustration as players found the game’s difficulty level had ramped up to the point of absurdity. Even in the early stages, battling the weakest monsters was a drawn-out process, leaving the newly introduced Huntress class feeling underwhelming. Reddit buzzed with discontent, with threads popping up titled things like “This game feels like a massive waste of time” and “Game feels miserable.” The dissatisfaction was palpable, with even well-known streamers stepping away in frustration.
To address these concerns, Grinding Gear Games quickly rolled out a few patches intended to lighten the players’ load. They toned down monster life and enhanced some of the less powerful skills, like those involving skeletal minions. However, many in the community are still not convinced these changes suffice to make the game feel worthwhile.
Grinding Gear Games took a proactive approach by posting a response to the community’s broader concerns and laying out their plans for improvements over the upcoming weeks. A key focus is on addressing the campaign’s pacing, which players are required to experience anew with each season. While some tweaks are already in effect, the slow burn of the gameplay is testing players’ patience as they strive to reach those elusive endgame dungeons.
In an interview with streamer Zizaran, game director Johnathan Rogers openly stated, “I can absolutely tell you that our goal here was to nerf the things that were trivializing the endgame before you’ve even managed to get your items and stuff like that.”
Game director Mark Roberts chimed in candidly about the issues, admitting, “There were some blatant mistakes, speaking bluntly.” He highlighted the mishandling of underpowered skills that needed quick fixes. “We’re shooting from the hip here — we try things out, see the reaction, and if it’s not working, we roll it back.”
Rogers further elaborated on the complexity of crafting the game experience, especially compared to its predecessor, Path of Exile 1. “The margin for error is smaller because we want the combat to be more engaging. That means balancing is key.”
Acknowledging the high learning curve of PoE 1, which rewarded players who clocked in thousands of hours, Rogers wanted PoE 2 to steer clear of that pitfall, although achieving the right balance is no easy feat. The gameplay is designed to incorporate a challenging, strategic combat style, reminiscent of a Soulslike game. It’s meant to be tough.
Both developers reassured players that they’re looking at multiple aspects to enhance the experience, but they’re also wary of making it too breezy, potentially leading to players breezing through dungeons in no time at all.
“If we reach a stage where good players breeze through without a challenge, it’s not going to be a game that stays fun in the long run,” Rogers pointed out.