|
People keep saying Path of Exile 2 is "slower," like that's a bad thing. But when you actually watch the fights, you realise it's not about being slow, it's about being pinned down. If you're thinking about your stash tab and how you'll keep up with PoE 2 Currency, you're going to have to unlearn a few PoE 1 habits. Sprinting through packs and treating every monster like a walking loot box doesn't look safe anymore. You don't just clip a corner and vacuum the drops. You earn the space to loot, and that changes everything. Melee Lives in the Danger Zone The biggest shock is how often you're forced to stand in it. In PoE 1, melee was risky mostly because you chose to be close. In PoE 2, close range feels like the default tax you pay for doing damage. You'll see it right away in those volcanic zones: projectiles, ground fire, sudden bursts from mobs you can't even name yet. Sure, you can dodge, but you can't dodge forever, and you can't dodge everything. Ranged builds get to "solve" mechanics by not being there. Melee has to read the room, eat a few hits, and keep going, which means your build can't just be a DPS spreadsheet. Loot Feels Tied to Staying Alive Seeing Waystones show up in footage, and then a Tier 15 dropping, is exciting in that "okay, endgame is real" kind of way. And it's funny how familiar stuff like an Exalted Orb still hits that part of your brain, even when it drops next to new gear like an Elegant Crossbow. But the moment you think about it, the message is obvious: none of that matters if you're dead. The hidden cost isn't the Waystone itself, it's the defence you have to buy with your passive points, gear rolls, and flask choices just to hold the ground long enough to pick up what you earned. Ranged Farming vs the Skill Ceiling There's already chatter calling ranged characters "baby" builds. I get why people say it. When you can attack from off-screen, you skip a lot of the nasty decision-making. Melee players don't get that luxury, so they end up learning enemy tells, timing, and which encounters are just time sinks with a huge health bar. That knowledge turns into profit. You start picking your fights better. You know when to back off, when to commit, and when a "quick" kill is going to cost you portals and momentum. Endgame Is a Marathon, Not a Sprint The map UI makes it clear the climb is long, with four Acts and an Interlude before you're really living in that loop. Places like the Fractured Lake, and bosses like the Hyena Lord, don't look like speed bumps. They look like checks. If you're going melee, you'll probably sweat more than you're used to, and you'll spend more time fixing weak layers than chasing the next damage spike, but that's also why the drops feel meaningful—and why players looking at PoE 2 Currency for sale are going to care a lot more about survival than they did in PoE 2.Welcome to U4GM, your no-nonsense spot for Path of Exile 2 currency tips that actually match how the game plays now. If you're running melee, you already know it's not "clear speed or bust" anymore—every mob has teeth, and one bad read can delete your profit. Want smoother currency per hour and smarter Waystone farming? Take a look at https://www.u4gm.com/path-of-exile-2/cur..., then build around survival, boss mechanics, and those Tier 15 pushes so when an Exalted drops, you're alive to pick it up.
|