End-of-Season Engagement & A New Combat Experience for POE2

To the Developers of Path of Exile 2,
I'm writing to voice a common frustration among dedicated players and to offer two concrete suggestions aimed at boosting player engagement right up until the last moment of every season.
I. 🏆 Sustaining Season Engagement: The Level-Based Carry-Over Incentive
(헤드라인 1: 시즌 집중도 유지: 레벨 기반 장비 이월 보상)
Yesterday, the public trade chat was flooded with players announcing they were quitting the season early and giving away their items for free. Watching this, while I was still trying to farm an extra Divine Orb, honestly made me feel foolish, so I logged out. It feels discouraging to have nothing to strive for until the next season begins. I want to enjoy the game until the very last second of the season.
My Core Suggestion: Introduce a Level-Based Item Transfer Mechanic.
• Proposal: What if players could transfer one random piece of equipment they are wearing into the next season's league? The key is to make this transfer guaranteed at max level, or highly probable based on the character's level (e.g., Level 100 guarantees a 100% chance of transfer, with the chance scaling up significantly from lower levels).
• Engagement Boost: This system would motivate players to:
• Strive to acquire best-in-slot (BiS) gear for all their equipment slots, maximizing the value of the potential random transfer.
• Heavily reward the effort to reach Level 100, ensuring players have a clear, high-value goal to chase until the season ends.
• Encourage the creation and gearing of multiple new characters to increase the total number of transfer attempts.
• Economy Guardrail: To prevent this from destabilizing the new league's economy, the transferred item should be Account-Bound (Non-Tradable). This way, it only provides a personal head-start, not a massive injection into the trade market.
II. ⚔️ A New Server/Mode: Low-Density, High-Tactics Combat
(헤드라인 2: 새로운 서버/모드: 저밀도, 고전략 전투)
This is a separate concern, but one that touches on the core identity of POE2. I propose the creation of a new server type or optional game mode, similar to a Hardcore league, but focused on low monster density.
• The Desire: I often long for the gameplay experience seen in the initial POE2 trailers and during the early leveling phases: tactical combat where I can observe monster movements, actively dodge attacks, and progress deliberately.
• The Reality: The current endgame meta often devolves into a screen filled entirely with skill effects and monster gore, where the monsters themselves are invisible and the screen is a sensory overload. We rely heavily on our loot filter to hide almost everything that drops.
• The Suggestion: A Low-Density / High-Difficulty Server or Mode.
• Create a mode (either a separate server like HC or a toggleable mode within the main server) where monster density is significantly lower, but individual monsters are much stronger (higher HP, more dangerous mechanics) and provide equivalent or superior XP/Loot compared to the high-density meta.
• The Goal: Bring back the "feel" of carefully aiming each skill, dodging enemy attacks, and truly engaging with the combat system, rather than just screen-wiping.
• Feasibility: Since the core loot/XP reward structure would remain the same, this simply offers a diverse playstyle that caters to a different preference for combat pacing and visibility.
Thank you for considering these proposals. We are excited about the future of Path of Exile 2 and hope to see continued efforts to provide rewarding content for all players, from league start to the very last moment.
Last bumped6 нояб. 2025 г., 20:27:47
Bruh post this in the korean forum, GGG doesn’t concern with any feedback in the english one, this place is just for people to vent their frustration.

Пожаловаться на запись форума

Пожаловаться на учетную запись:

Тип жалобы

Дополнительная информация