It won’t be long now before we dive into Path of Exile 2’s early access. This year’s been a treat for ARPG enthusiasts, with Last Epoch making waves and Diablo 4: Vessel of Hatred proving to be a thrilling enhancement. And now, the eagerly awaited sequel to one of the all-time greats on PC is nearly here. Before we get a full reveal of what PoE 2 has in store, I had the opportunity to chat with game director Jonathan Rogers about the choices that shaped the launch content.
The early access preview for Path of Exile 2 gave us a sneak peek at some seriously expansive content. To kick things off, we’ll explore six out of the twelve classes that will eventually be available in the full release, each with two initial subclasses called ascendancies. Right now, the Path of Exile 2 campaign is only offering its first half, which you’ll have to replay on a more challenging difficulty after finishing. This decision was made as developers redirected their focus earlier this year toward ensuring the endgame is robust and chock-full of activities right from day one.
Rogers explained they opted for this second ‘cruel’ difficulty level to bring players to around level 65 before diving into the endgame. “A big part of early access is getting it right, and reducing the difficulty would’ve meant we wouldn’t see a true representation of the game,” he shared. It also allows the team to test how the campaign unfolds for the players. “Shifting priorities at the last minute was tough but ultimately necessary for positioning us where we need to be.”
The endgame content launching alongside the game will feature four core systems: Breach, Ritual, Delirium, and Expedition. These are effectively ‘sequels’ to beloved systems from the original game. Additionally, there are two new ‘trials’, inspired by previous PoE leagues, which will initially help players earn their ascendancies but eventually mature into complete endgame systems. There’s also the prospect of battling uber bosses and a pinnacle encounter providing the ultimate test for your build.
These systems have their own unique mechanics. With Ritual, for example, you’ll unlock a new crafting type that strengthens your existing items, whereas Delirium introduces ‘distilled emotions’ which allow access to distant skill nodes. “One crucial takeaway is understanding why PoE 1’s endgame felt effective—it’s all about choice,” Rogers noted. Repeatedly running the same system can get tedious, but a varied endgame sustains engagement. “The current offering is what we see as the bare minimum for this variety. Four operate one way within the Atlas while the other two feel entirely distinct due to the trial system.”
Path of Exile 2’s Atlas marks a notable shift from its predecessor, though it feels like a natural evolution of the original fixed map. Rogers shared that while the old Atlas was grounded in exploration, “it never fully delivered the sense of adventure I intended. Inspiration came partly from the Delve league, which was always a favorite of mine, as it captured a real sense of progression through a map.”
Balancing different maps presents its own challenges. “There’s always one map that’s the most efficient, which can overtake others. While having unique maps for various drops is exciting, we wanted a system free from that bias, letting us naturally make some maps better and incorporate distinct item drops into the mix.”
The balance Rogers aimed for involved not overwhelming players with choices while still offering the satisfaction of charting a course and influencing progression. The towers on the Atlas map unveil the surrounding areas and allow players to use tablets to impact mechanics on nearby maps. “Our goal is for players to continuously anticipate the next exciting development.”
Expedition fans might wonder if they can keep it accessible at all times. Rogers assured, “If you’re managing your map and tablet crafting well, self-sustainability is achievable. If maps aren’t as optimized as possible, sustaining one activity might be tough, but with a strong build, it’s certainly doable.”
The crafting overhaul includes significant changes like the removal of traditional gem sockets on gear. “It may not carry the same complexity as PoE 1,” Rogers mentioned, “but we want to make sure there are ample options for players to feel powerful throughout.” PoE 2’s revamped sockets replace the old crafting bench in effect. “We’re always open to trying big changes—it’s a fun process, but we’ll see how players react.”
“We often faced issues where pleasing both players and designers was impossible. If players were happy, designers weren’t, and vice versa. A system that causes constant tension eventually needs replacing. The new socket system seems to strike that balance.”
Crafting resources like Orbs of Transmutation and Augmentation are more common in PoE 2, encouraging early experimentation. Players often hoard currency in the original game, so I’m intrigued by this shift. “It required a mindset change—turning scarce PoE 1 items into common PoE 2 resources—but now it seems like a no-brainer.”
Regarding class selection, Rogers explained the initial six choices were partly based on readiness. “Covering key play styles is crucial, but not launching the Druid is a letdown for many. It’s high priority on our to-do list.”
Ensuring each class had a complete kit of unique items, support gems, and ascensions ready required extensive groundwork. “The workload became apparent, so we decided tackling everything later was a smarter option.”
One standout overhaul is the passive skill tree’s redesign, one of the first game’s iconic features. Rogers admitted this transformation was more demanding than anticipated but said PoE 2’s version is a big improvement. “The tree now features unparalleled uniqueness with attributes in each cluster not replicated elsewhere.”
Changes also come to the class starting areas, with each of the two starting classes having unique areas (e.g., Witch and Sorceress start in the Intelligence section). “Each type has its own start, with a third option for others entering from different tree sections,” Rogers elaborated. This was driven by players’ tendency to avoid stats they didn’t need, even if they needed some from the same node. “It necessitated separating those attributes.”
PoE 2 places an increased emphasis on skill combos and spell interactions. Monks, for instance, can build charges with one skill and expend them with another, while Sorceresses might create fiery barriers to electrify foes. So, are ‘one-button builds’ over? “Expect such builds to persist, but hopefully they won’t outperform multi-skill reliant setups,” he speculated.
“PoE’s item and support scaling allows for powerful endgame builds, so it’s conceivable to achieve that,” he said. “Ideally, engaging with content will encourage using multiple skills and synergies for optimal performance.”
Many elements not featured in the initial phase are nearly complete, needing only refinement. However, PoE 2 will debut with over 400 enemy types and 50 bosses, doubling by final release. With the launch date just weeks away, anticipation is mounting.
Finally, I revisited the potential feature discussed with Rogers previously—the ability for players to import a premade build highlighting skill tree nodes as they level. “While a prototype exists, it’s not enabled for early access,” he noted. “Though not fully fleshed out, it’s something we’ll eventually complete.”
Path of Exile 2’s early access kicks off on Friday, December 6. Though it will become free-to-play at launch, early access requires a supporter pack, starting at $30. Long-time supporters who’ve spent over $480 will gain automatic access as gratitude for their patronage. For more details, check Grinding Gear’s early access FAQ.
Prepare for day one with our guide to Path of Exile 2 system requirements and keep an eye open for potential Twitch drops offering exclusive cosmetics.
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