POE2 Endgame Issues: Overlooked Aspects & Fixes

       by        Game: Path of Exile 2 Guide       

Path of Exile 2 has been a wild ride since its Early Access launch, with its campaign earning praise for its tight design, killer bosses and compelling story. But as players hit the endgame—myself included—something feels off. The grind kicks in, and the excitement quickly fades. Grinding Gear Games (GGG) has teased updates like the Huntress, tower tweaks, and super gems for the 0.2.0 patch (due out shortly after 27 March 2025), but these feel like bandages on deeper wounds. Let's look at what's really missing from POE 2's endgame, why it's a problem, and one bold idea that nobody's talking about to shake things up.

The Atlas: A Bland Slog 

The Atlas is the backbone of POE 2's endgame, but right now it's a snooze fest. The concept - clear maps, kill rares, rinse, repeat - feels stuck in 2005. Sure, you can stack mechanics like Breach or Ritual into one map, but the novelty wears off quickly. Where's the creativity? Why are we still chasing five rare monsters around empty landscapes with no real purpose? It's not just boring, it's a waste of potential.
Imagine towers with actual levels - think multi-level dungeons with bosses, not just static buffs for nearby maps. Or what about game modes like a boss rush, a chaos dungeon with waves of enemies, or a timed challenge with leaderboards? Imagine a map where you fight across a bridge to a hulking commander, with stakes that feel epic. The current atlas lacks imagination, and the skills tied to it (like pack size boosts) are equally uninspired. GGG needs to ditch the rehash and go big - give us variety that keeps us hooked, not yawning.

Itemisation: Legendary Letdowns

Then there's the gear. Legendary items should be the heart-stopping drops that define your build, but in POE 2 they're a chore. Hundreds of uniques flood the pool, but most are rubbish - underwhelming mods, no excitement, just vendor fodder. Compare that to Diablo 4, where a major upgrade at least sparks a flicker of joy. Here? I'd rather poke my eyes out than identify another dud. The good stuff is locked behind bosses, so map drops feel pointless. Where's the mid-game hunt item that bridges you to endgame crafting?
Rare items shine later with crafting, but legendaries need an overhaul. Take a page from Diablo 2's book crafting uniques, with clear, build-defining roles that make you scream when they drop. And those omens? The rare, expensive ones (10-20 divines) that actually matter are hard to come by - I've farmed rituals for hours and nabbed one decent drop in a thousand. Soul cores and runes are just as bad - 12% resistance and done? Yawn. Itemisation is a mess, saved only by the skill system and the depth of the passive tree. GGG, give us loot worth caring about.

The Big Miss: No Competition

Here's the kicker no one's addressing: POE 2's endgame has no competition. ARPGs like this live and die by replayability, but after a month, the player base tanks. Why? Because once your build is online - like my Sorcerer, who can clear maps in a jiffy - there is nothing left but the same old grind. PvP is a non-starter (unbalanced and unwanted), but that doesn't mean competition is off the table. Enter PvE team battles.
Imagine two teams racing through a wave-based dungeon. You've got an economy - spend gold to upgrade defences or send mobs at the enemy. Think Warcraft 3's Legion TD or Custom Hero Survival, but POE-style - brutal, strategic and tied to your build's strengths. Maybe you unleash a beefed-up rare mob on their side, or they counter with a mini-boss. It's not about fighting players directly, it's about outlasting and outsmarting them in a shared space. This could keep your main character relevant, instead of being shelved for a reroll, and stop the month-long exodus cold.

Why It Matters

The campaign's pace—fast, rewarding, epic—doesn't carry over. The endgame feels like kiting through molasses, and that's a death sentence for a game about power progression. A slow atlas, boring items, and no competition to test your build against? It's a recipe for burnout. GGG has the bones of something great - skills, passives, progression - but the flesh is rotting. Updates like 0.2.0 may tweak towers or gems, but without addressing these core issues, it's just polish on a cracked vase.

How to Fix it?

Atlas Overhaul: Add different modes - boss rushes, timed waves, tower dungeons with stakes. Make maps feel alive, not empty.  
Item overhaul: Cut the legendary bloat. Craft uniques with power and rarity that excite, not bore. Fix drop rates for key crafting currencies.  
PvE Competition: Introduce team-based PvE modes. Let players indirectly test builds against each other to keep the game fresh beyond week four.
This isn't about turning POE 2 into something it's not. It's about giving the endgame a purpose beyond mindless clears. GGG's early access is for bold swings. Let's hope they swing hard.

Thanks for Reading

That's my take on POE 2's endgame woes and a wild fix to spice it up. What do you think - am I off the mark, or does this hit the nail on the head? Keep an eye on MMOJUGG for more as the game develops!

Special Pack for Your Endgame:

Also, we made some packs for your endgame! Easy Trading (Divine x50, Exalted x400), All-in-One Quality Pack (Etcher, Whetstones, Scraps, Baubles), and Ultimate Skill Pack (Gemcutters and Jewellers). Awesome, right? Check them Out!

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