Since its early access debut last year, Path of Exile 2 has finally released its first major update, Dawn of the Hunt, but it hasn’t gone as planned. When players jumped in last Friday, they were met with a difficulty level that was unexpectedly tough. Even weak monsters in the game’s opening hours were annoyingly resilient, and the new Huntress class left much to be desired. The outcry on Reddit was swift, with threads popping up that lamented the game as a “massive waste of time” and “miserable.” It wasn’t long before some popular streamers just threw in the towel entirely.
In the face of such backlash, Grinding Gear Games quickly rolled out a series of patches aimed at leveling the playing field. They trimmed down the monster life stats and boosted some lackluster skills, such as those for skeletal minions. However, many players are still unconvinced these tweaks are enough to make the grind feel rewarding.
The developers acknowledged the wave of player discontent with a public statement concerning the update. They’re focusing on revising the game’s campaign pacing, which players are required to slog through every time a new season launches. While they’ve already implemented some changes, players still find it hard to muster the patience needed to push through to the endgame dungeons.
Game director Johnathan Rogers, in a chat with streamer Zizaran, admitted, “The things that were trivializing the endgame needed nerfing before you even get your items sorted.”
Mark Roberts, another game director, didn’t mince words when he noted, “We’ve had some blatant screw-ups,” particularly with the underpowered skills that required a quick fix. “Sometimes we just go for it,” he continued. “If it doesn’t work, we’ll dial it back.”
Rogers further explained that the sequel aims for more engaging combat than its predecessor, Path of Exile 1, but that leaves a smaller margin for balancing. “The balance needs to be spot on,” he remarked.
Both Rogers and Roberts acknowledged the team is working on solutions to address player frustrations without making the game too easy. “We can’t let it get to the point where players breeze through without ever facing a real challenge,” Rogers concluded.
Their goal, ultimately, is to strike a balance that keeps the game’s engaging difficulty intact, providing players with a rewarding experience without resorting to the monotony of endless grinds or trivial encounters.