Home News Path of Exile 2 Devs Comment on Endgame Difficulty

Path of Exile 2 Devs Comment on Endgame Difficulty

Author : Bella Feb 26,2025

Path of Exile 2 Devs Comment on Endgame Difficulty

Path of Exile 2's challenging endgame has sparked debate among players, prompting a response from developers. Co-directors Mark Roberts and Jonathan Rogers defended the difficulty, emphasizing the importance of meaningful consequences for death. They argued that the current system, which includes the loss of experience points during the Atlas of Worlds endgame progression, prevents players from prematurely advancing beyond their capabilities. Rogers stated, "If you’re dying all the time then you’re probably not ready to keep going up the power curve."

While acknowledging player concerns, the developers affirmed their commitment to maintaining a challenging endgame experience. They highlighted the significance of the "death actually mattering" aspect of the game, suggesting that simplifying the difficulty, such as reverting to a single-portal system, would fundamentally alter the gameplay feel. The team at Grinding Gear Games is currently analyzing the various elements contributing to the endgame's difficulty to determine which aspects should remain to preserve the core Path of Exile 2 experience.

Despite the availability of advanced strategies and guides focusing on high-Waystone Tier maps, gear optimization, and portal usage, many players continue to find the endgame exceptionally demanding. The Atlas of Worlds, accessed after completing the main campaign on Cruel difficulty, presents a complex network of interconnected maps, each teeming with challenging bosses and intricate layouts designed to test even the most seasoned players. The need for carefully optimized builds and strategic gameplay adds to the overall difficulty. The recent Patch 0.1.0 addressed bugs and crashes, particularly on PlayStation 5, but the core endgame challenge remains a key design element. The developers are actively monitoring player feedback and considering adjustments while aiming to retain the game's intended level of difficulty.

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