Path of Exile 2’s much-anticipated update, Dawn of the Hunt, has sparked quite the controversy since its debut in early access last year. The rollout last Friday was met with immediate backlash as players found the heightened difficulty levels almost laughably tough. Even the simplest beasts proved to be a slog, and the freshly introduced Huntress class left much to be desired. Venting their frustrations, players took to Reddit with titles like, “This game feels like a massive waste of time” and “Game feels miserable,” while some well-known streamers simply gave up in frustration and left the game.
Faced with this tidal wave of dissatisfaction, Grinding Gear Games hurried to implement several patches to level the playing field a bit. They reduced the life of monsters and gave some underperforming skills, such as skeletal minions, a necessary boost. Yet, for many, these tweaks just scratched the surface, leaving them still disheartened and feeling unrewarded.
In a bid to address the uproar, Grinding Gear Games posted about their long-term plans for the game. A key focus is the sluggish pace of the campaign, a hurdle players must jump over every new season. Despite some modifications already rolled out, players still find it hard to muster the patience required to push through to the endgame content.
Game director Jonathan Rogers, in a chat with streamer Zizaran on Tuesday, candidly expressed, “Our aim was to tone down features that made the endgame trivial even before players got their gear in place.” Fellow director Mark Roberts weighed in, admitting to some missteps along the way, particularly concerning the skills that needed urgent patching. He explained, “We’re taking a bit of a trial-and-error approach—throwing ideas out there and gauging player reaction to sort out what works.”
Rogers further elaborated, comparing the difficulty balance between Path of Exile 1 and its sequel. “For PoE 2, the margin for error is slimmer because more engaging combat dynamics require a precise balance,” he stated.
Highlighting their vision, Rogers pointed out that Path of Exile 1 rewarded players who had devoted thousands of hours mastering its systems. The challenge now is to design PoE 2 to sidestep that issue without sacrificing difficulty. It’s about striking the right balance to maintain the deliberate, dodge-heavy combat style akin to a Soulslike.
Both developers are committed to refining the game but are wary of swinging too far in the other direction, where players could breeze through dungeons too easily. They agree, “If our game allows a skilled player never to face a real challenge, it might lose its charm over the long haul.”
Ultimately, the team is walking a tightrope, trying to ensure the game remains challenging yet fair, something they feel will maintain players’ engagement over time.