Player power - level progression - new player experience
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Gearing Progression, Player Power, and New Player Experience
One of the biggest current issues is player power being heavily tied to gear A big reason for this is that new players don’t understand systems like the passive tree, so that complexity i believe got shifted onto gear instead. This ends up affecting the broader player base overall Why this matters? Future-proofing the game: If 80–90% of power comes from gear, there’s little room to introduce new unique prefix/suffix modifiers in the future. Limits creative build design: Restricts the ability to build around uniques and if there was less travel nodes potentially more unique builds that can grab nodes from all sides of the tree. Weakens level-up impact as the skill tree feels less meaningful You rarely feel stronger on level-up unless it’s a major node (e.g. Blood Magic, +1 totem, CI) The passive tree in PoE 2 is arguably more overwhelming than PoE 1 This is despite 4 classes still missing, The tree is already extremely large and It will likely grow even more as additional classes are introduced There are too many travel nodes Fewer impactful/interesting nodes to aim for Potential Direction for Improvement Reduce dependency on gear Remove roughly 1/3 of the nodes on the tree Combine power into more impactful nodes Introduce something similar to “masteries” Result: Less confusion More meaningful progression Shifting Power Back to the Player With better onboarding power could shift away from gear and back into: Skill tree Ascendancies Skill gems This would be more in line with PoE 1 Helps bridge the gap between informed and uninformed players Proposed Idea: Structured Class Mode Not traditionally a Path of Exile feature (sandbox freedom), but there’s room to better support new players Add an optional class-based mode alongside the current freeform system Does not replace sandbox, acts as a guided alternative How it would work When selecting a class (e.g. Warrior) Showcase the relevant ascendancies skills and weapon types tied to that class Present: A condensed skill tree (~1/4 of full tree), or Highlight relevant sections while fading out the rest Skills in this mode could be soul bound with a higher baseline power to ensure campaign completion but nothing too crazy. Show only class-relevant skills and supports while leveling preset loot filter for said class Each class should have a baseline setup capable of clearing the full game but can opt out of said preset class if they feel comfortable. Reflecting on my first-time experience from years ago: No clear direction without watching multiple guides/videos this could be alleviated by having predefined baseline classes Not to restrict players, but to teach core systems through structured experience like the Skill tree, Scaling and progression of the end game. Also Reduce the reliance on third-party tools (PoB, build guides, etc.) on first playthrough and maybe shift the player power back to the player not as heavily on the gear. Last edited by Sheldon_ballantyne#2597 on Apr 11, 2026, 2:33:53 AM Last bumped on Apr 11, 2026, 2:29:27 AM
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Ye they could do that.
Or a player could watch an yt video and get same info. Cool qol for the future game polishing after the release. |
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