The launch of Path of Exile 2: Dawn of the Hunt, the game’s first major update since it rolled out in early access last year, has not gone as planned. Last Friday, eager gamers logging in for the fresh experience quickly discovered that the game had taken a turn for the absurdly difficult. Early campaign hours turned into a slog with even the weakest monsters taking ages to defeat, and the much-anticipated new Huntress class offering little to thrill. Criticism erupted on Reddit with threads titled things like “This game feels like a massive waste of time” and “Game feels miserable,” while several popular streamers dramatically abandoned their playthroughs mid-stream.
Faced with the outcry, Grinding Gear Games quickly rolled out several patches, attempting to tip the scales back in players’ favor. Life points for monsters were reduced, and underwhelming skills, such as those of the skeletal minions, received enhancements. Yet, many players remain skeptical, arguing these tweaks hardly compensate for an overall sensation of unrewarding gameplay.
The developers took to the web, posting a detailed response to address the widespread feedback about the patch, particularly acknowledging the sluggish campaign pacing that players must revisit every season. Even with some adjustments already in place, many still find it hard to muster the motivation to persevere to the endgame’s dungeons.
“We intended to tone down elements that were cheapening the endgame experience before players had a chance to secure the necessary gear,” explained game director Jonathan Rogers during an interview with streamer Zizaran on Tuesday.
“There were some blatant oversights, to be honest,” added game director Mark Roberts, referencing the underpowered skills that required a swift fix. “We’re shooting from the hip quite often, trying out new things, and seeing player reactions. If something doesn’t work, we’re prepared to reverse it.”
Rogers expressed that with Path of Exile 2, the development team’s aim is for an engaging combat experience, which naturally means tighter balancing compared to the original game. “The challenge is finding a balance that keeps players engaged without demanding thousands of hours of investment,” he says, noting that while the combat is designed with a challenging, Soulslike feel in mind, they acknowledge it’s a difficult balance to get right.
The development team is cautiously examining solutions to the current woes, ensuring they don’t swing too far in the opposite direction, where players might blaze through dungeons effortlessly.
“If the game becomes so easy that a skilled player never encounters a challenge, it won’t hold its fun over the long term,” Rogers concludes, highlighting the fine line they are navigating in crafting a fun yet challenging experience.