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I've sunk a worrying number of hours into Path of Exile 2, and it's clearly trying to stop being the ARPG people describe as "homework." The big surprise is how it teaches you. It doesn't front-load a textbook and hope you keep up. You learn things as you need them, in the middle of playing, which makes the early game feel less like a test and more like a run you can actually enjoy. If you're the kind of player who ends up browsing trade chatter or checking prices, you'll probably bump into PoE 2 Currency talk anyway, but the nice part is you don't need any of that just to get through the first hours.
The smartest change is what they did with gems and links. In the first game, you could find a killer piece of gear and then realise it was useless because the sockets weren't the right colours, or the links were wrong. That's the sort of pain that makes people quit. In PoE 2, the linking lives with the gems, not the armour. So you can swap gear without your whole build collapsing. It also nudges you to try stuff. The game suggests support options in a way that feels like a friend tapping your shoulder, not a wiki yelling at you. You'll still make "bad" combos sometimes, sure, but at least you'll understand why it's bad.
Yeah, the passive tree is still huge. It should be. But it's laid out in clearer chunks now, so you're not staring at a galaxy map wondering where to click. You can pick a direction, follow it, and not feel like you're ruining your character with every point. I've noticed new players tend to do the same thing: they commit to a theme first, then refine. That approach actually works here. You won't always be optimal, but you'll be functional, and that's a big difference.
Loot is less of a mess because the default filtering is better. The screen isn't constantly screaming at you with junk drops, and you spend more time fighting than sorting. Controls are also surprisingly smooth. I bounced between mouse and keyboard and a controller, and it didn't feel like the game was fighting me. Still, there's a weak spot: accessibility options. Font scaling and more robust colour-blind settings should be easier to find and more flexible, because in busy fights it can get hard to read what matters.
Don't mix up "easier to learn" with "easy." Once you get deeper into the campaign, you'll feel the teeth. Bosses punish sloppy movement, and build choices start to matter fast. The difference is you're losing because you made a call and it didn't work, not because the game hid the rules. That's the sweet spot, honestly. You get to the fun decisions sooner, and if you want to push further, you'll end up caring about upgrades, crafting, and even small resource choices like poe2 materials along the way.
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