
Havoc's PoE 2 Ranger Gameplay Review | Quin Reacts
Source: YouTube · Quin69TV · published Nov 17, 2024 · 49:46
The video critiques Path of Exile 2’s design, emphasizing that meaningful combat, resource management, and player agency are underdeveloped, with a strong preference for depth over simplicity. The main goal is to provide feedback on gameplay mechanics and foster community discussion on recurring issues.
• Mana sustainability is seen as a flawed mechanic—players find it frustrating when they can’t cast skills, and the author argues for removing or significantly reworking it to improve engagement [4:14–5:50].
• The disenchant system is criticized as unbalanced and poorly designed, offering low rewards (e.g., 20 items for one shard), making it feel like a grind rather than a meaningful progression tool [10:42–12:32].
• Combat design lacks depth and agency, with a lack of decision-making during encounters—players feel forced into binary choices (fight or flee), and the absence of meaningful consequences undermines tension and immersion [22:34–25:00].
• Dodge roll and phasing mechanics are viewed as potentially detrimental to gameplay depth, as they remove risk and consequence, making encounters feel "quality of life" rather than challenging [24:33–25:00].
• The game’s pacing and progression feel unbalanced, with early content being too easy and lacking the tension found in Path of Exile 1, while the potential for one-button gameplay is seen as a risk to strategic depth [30:13–31:32].
The overall message is that while Path of Exile 2 has strong potential, its current design prioritizes convenience over engagement, and meaningful player choice and risk are missing from core mechanics.
The author calls for deeper combat systems, better resource management, and more player agency to create a more engaging and challenging experience.
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First 800 characters of the transcript
you me your life now run little rabbit oh [ __ ] Bro havoc's dying bro that's not a good sign if havoc's dying I'm going to be Giga dying bro it is important to note this video is primarily based on my March and June playthroughs meaning that come early access on December 6 the game most likely will be different and any feedback given in this video may have already been addressed on that note the primary goal this video is to of course provide feedback to GGG emphasizing gameplay and design elements that stood out to me but secondarily for the players in community I hope I can further the discussion on some recurring topics especially in regards to combat CH wait wait wait what's the point of mans what's the point of Ms like what's the point of Ms bro uh like I I I remember those from like…