[Feedback] Revert Campaign Difficulty to Patch 0.1, Campaign Is Too Easy Now
" That's a ridiculous statement, the campaign is the game, not a tutorial. Last edited by CharlesJT#7681 on Apr 4, 2026, 3:42:42 AM
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The real question is why are so many arpg players carebears? Of all the things to complain about, but players complained about wolves in Act 1 and they got nerfed.
Last edited by CharlesJT#7681 on Apr 4, 2026, 4:55:25 PM
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Campaign in 0.1 was the GOAT in my long ARPG history.
I still remember, when I've completed the campaign in SC in the first days after release and typed /deaths... I don't remember the correct number anymore, but it was damn high. And during all of the SC campaign journey I only thought: "Damn, HC is impossible in this game!". And Ive always enjoyed HC more, than SC since good old D2 times. Next day I've created my first HCSSF char and it was the beginning of a looooong journey and never touched SC again :D All the posts in HCSSF game chat, lots of names I still remember. How happy some were when they survived Colossus for the first time. Or how some people freaked out, when they've finally reached Act 3 just to be smashed by THE MONKE a couple of minutes later. Seeing Top 50 players in chat dying while they arent lightyears ahead from you (as usual) and you realize...hey we are all sitting in the same boat...Awesome days/weeks. Yeah, those days are gone. Of course we've learned a lot since day one and some newcomers still struggle. But it was more fun, when it was more challenging for sure. Edit: Man, we sound like old Grandpas talking about the past here :D Last edited by Supercow_X#7071 on Apr 4, 2026, 5:56:55 PM
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just for fun,
free chatgpt take
Spoiler
Short answer: it’s not one single nerf — it’s a perfect storm of meta shifts + opportunity cost + lack of standout builds in 3.28 (Mirage). Shadow didn’t suddenly become unplayable, but it lost its edge compared to what else is available.
Here’s what’s going on 👇 🧠 1. Meta shifted away from what Shadow is good at Shadow ascendancies = Assassin → crit / glass cannon Trickster → hybrid sustain / speed Saboteur → traps/mines In Mirage, the meta favors: Minions / scaling gems (lvl 30 interactions) Totems / safe scaling Tanky or high-scaling builds 👉 Early data shows Necromancer and Guardian dominating because of the new gem scaling and survivability ➡️ Shadow archetypes don’t benefit as much from: level scaling passive “free power” defensive stacking So even if Shadow is “fine,” it’s just not optimal. ⚖️ 2. Power creep from new options (especially Reliquarian) The new Scion ascendancy Reliquarian is a big deal: It literally borrows Unique item powers into ascendancy Extremely flexible and scalable late-game Can mimic multiple archetypes at once ➡️ That means: Builds that used to require Shadow can now be done better elsewhere Players gravitate to “do-everything” classes 🧱 3. Shadow ascendancies lack strong identity right now Assassin Used to dominate with crit scaling But: Crit is easier to get elsewhere now Not enough defensive tools → bad in harder Mirage content Trickster Previously top-tier (ES/evasion hybrid king) Now: Still solid, but no longer broken Outclassed by tankier or higher-scaling options Saboteur Biggest loser Community sentiment: “It’s just weak numerically… nodes need buffs” Issues: Mines/traps feel clunky vs modern builds Not enough payoff for the setup time Competes with simpler, stronger playstyles ⚔️ 4. Mirage mechanic favors survivability + consistency Mirage league mechanic: Spawns harder versions of maps Encourages juiced content stacking 👉 That punishes: glass cannons (Assassin) setup-heavy builds (Saboteur) 👉 And rewards: tanky builds passive damage (minions/totems) 📉 5. “Good but not best” = low play rate This is the key PoE reality: Players don’t pick “good” They pick top 3 strongest + easiest starters Shadow right now is: viable ✔️ but not top-tier ❌ ➡️ So it disappears from stats 🧩 6. Historical context (why it used to be popular) Shadow used to dominate when: Crit scaling was harder to get → Assassin was unique Trickster had insane sustain + ES synergy Mines had top-tier boss damage Now: Those strengths are either nerfed or normalized Other classes got buffed or new tools 🧠 TL;DR Shadow is underplayed in Mirage because: Meta favors minions/tanky scaling builds New ascendancies (like Reliquarian) offer more flexibility Shadow builds are: less safe less scalable less rewarding for effort Saboteur in particular is just numerically weak If you want, I can break down which Shadow builds are still actually strong in SSF Mirage (there are a few sleeper ones 👀). claude opus 4.6 take
Spoiler
Now I have a comprehensive picture. Here's the analysis:
Great question — the Shadow's decline in Mirage league is the result of several compounding factors that have been building over multiple patches. Here's what's going on: The Trickster's Fall from Grace The Trickster was the most popular Shadow ascendancy in 3.27 (Keepers of the Flame), consistently ranking in the top 5 of all ascendancies for several leagues running RPGStash. Its dominance was built on three pillars: Escape Artist (evasion/ES scaling), Spellbreaker (spell suppression), and One Step Ahead (action speed immunity). The problem is that GGG has been systematically dismantling what made Trickster dominant: Starting in league 3.27, the game subjected One Step Ahead to a drastic nerf, completely removing its former offensive bonuses. Then in 3.28, GGG implemented a more direct nerf to Energy Shield by reducing the amount ES gained per point of intelligence IGGM — the primary attribute Shadow builds use for ES scaling. The Trickster's survivability took a further hit with changes to the Escape Artist ascendancy node in 3.27 RPGStash, and Spellbreaker no longer provides a 20% boost in spell suppression RPGStash. So the Trickster went from being the gold standard of "offense + defense in one package" to a class whose defining advantages have been chipped away over two consecutive patches. In the current Mirage tier lists, Trickster sits in B-tier — viable but weaker than the top options MMOPIXEL. The Assassin's Awkward Position The Assassin had been largely untouched since 2019 and gradually fell behind as the Trickster and Saboteur gained modern defensive mechanics and smoother scaling tools Gamelarkrecords. It got a rework in 3.27 that modernized its nodes, but it still fundamentally relies on crit and poison — archetypes that aren't favored by 3.28's meta shifts. In Mirage league, the Assassin sits in A-tier MMOPIXEL, so it's not bad — but its best builds (Poisonous Concoction, Nightblade Mamba) are niche compared to what's dominating the league. The Saboteur's Niche Problem The Saboteur has long been pigeonholed into traps and mines. GGG buffed Saboteur's least popular ascendancy nodes in 3.28, potentially signaling new build directions RPGStash, but the class still struggles with the fundamental issue that mine/trap playstyle isn't what most players gravitate toward, especially in a league where mobility and clear speed matter (Mirage zones are compact and punishing). What's Actually Dominating Instead The real story is about what replaced Shadow at the top: The Necromancer stands as 3.28's undisputed S-Tier champion thanks to game-changing minion buffs — new support gems, adjusted gem scaling, and the game-breaking level 30 minion power spike aoeah.com. The Guardian received direct buffs including a permanent Sentinel of Radiance with 36% increased movement speed, full curse and ailment protection every 4 seconds, and a new damage notable aoeah.com. Meanwhile, the recommended league starters for Mirage were things like Lacerate Gladiator, Kinetic Fusillade Elementalist, and Dominating Blow Guardian /SKILL — none of them Shadow classes. The Bigger Picture The Shadow's situation is a classic PoE cycle: a class dominates for several leagues (Trickster was #1 for roughly 3.23–3.27), GGG nerfs it over successive patches, and the meta shifts to whatever got buffed. The Trickster specifically held the top spot for so long that it accumulated a critical mass of nerfs — One Step Ahead gutted, Escape Artist weakened, ES scaling reduced globally, and Spellbreaker trimmed. Each nerf on its own was manageable, but combined they've pushed the whole Shadow class from "default best choice" to "solid but no longer exceptional." If history is any guide, GGG will probably buff Shadow ascendancies again in a future patch when they've been underrepresented long enough. That's the eternal PoE balance cycle. Last edited by SalamiHaze#9389 on Apr 4, 2026, 7:26:17 PM
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" I believe this was for the shadow post =) Thanks tough was interesting SSF-HCSSF player
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" I Agree! Would love less zoom and more engaging combat :)! |
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" +1 We already have zoom zoom in PoE1, don't need same for PoE2. I hope Jonathan keeps true to the vision of slowing down the game to ensure meaningful combat rather than screen clearing monsters. Last edited by CharlesJT#7681 on Apr 6, 2026, 3:58:11 PM
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