Early access in Path of Exile 2 doesn't feel like a polite warm-up. It's more like the devs kicked the door in and said, "Alright, try to keep up." You roll into the first few regions, grab whatever gear you can, and before long you're already thinking about sockets, routes, and whether that last upgrade is worth burning a Divine Orb on. The old depth is still there, but the moment-to-moment fighting hits different now. You can't just mash forward and expect everything to melt.
Combat That Fights Back
The biggest shift is pacing. Attacks have more weight, and enemies don't always politely line up to die. Dodging matters, spacing matters, and bosses punish sloppy habits fast. A lot of veterans love that at first, then hit the "Dawn of the Hunt" changes and go, hang on, why does my build feel like it's moving through mud. If you're used to flying through maps in the first game, the new rhythm can feel like someone put a speed limiter on your character, especially when you're farming and just want that smooth flow.
Build Freedom vs. "Obvious" Paths
People still get that familiar buzz from the passive tree and gem setups, but there's been plenty of talk about certain paths feeling a bit too prescribed. You'll see players posting trees that look strangely similar, because a few routes are just so efficient they drown out the weird, fun options. And yeah, you can force creativity, but it can feel like you're paying a tax for it. When a game sells itself on wild experimentation, any hint of "this is the correct way" starts arguments immediately.
Endgame, Bugs, and the Usual Live-Service Bruises
Endgame is the other hot button. There's stuff to do, but it doesn't yet have that deep, endlessly remixable map identity that Path of Exile veterans are used to. Add early access problems—odd bugs, rubber-banding, occasional weird boss behavior—and you've got a community that's excited and irritated at the same time. Credit where it's due, though: "The Third Edict" helped a lot by expanding zones and making trading feel less clunky, and the steady smaller patches show they're actually reading what players are yelling about.
New Toys and Why People Keep Coming Back
"The Last of the Druids" was a real morale boost, mostly because shapeshifting brings a different kind of build planning and moment-to-moment play. It's not just another flavor of spin-to-win; it asks you to think about timing and form swaps, and that's the sort of variety the sequel needs. If you're the type who likes to plan upgrades, flip loot, or just keep your progression tidy, it also helps to have reliable places to sort out essentials, and that's where U4GM fits naturally for players looking to buy game currency or items without turning gearing into a second job.