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!