Path of Exile 2: Why the Combat Finally Feels Good (and What Grinding Gear Games Changed)

Path of Exile 2: Why the Combat Finally Feels Good (and What Grinding Gear Games Changed)

The original game was always about the "spreadsheet." You know the feeling. You spend six hours in PoB (Path of Building) making sure your resistances are capped and your damage scaling makes sense, only to enter a map and clear three screens of monsters by pressing one button. It’s addictive, sure. But it’s not exactly engaging combat. With Path of Exile 2, Grinding Gear Games (GGG) is basically trying to fix the one thing that has always been a bit shaky: the actual moment-to-moment gameplay.

It’s been a long road.

First announced back in 2019, the project has morphed from a simple expansion into a massive, standalone sequel. Jonathan Rogers, the Game Director, has been surprisingly vocal about why this happened. They couldn't just "patch in" the new stuff. The engine needed a total overhaul. The animation system was ancient. If they wanted characters to move while attacking—a concept that sounds simple but is a nightmare to code in a 10-year-old ARPG—they had to rebuild the foundation.

The WASD Revolution and the Death of "Click to Move"

If you’ve played any ARPG since Diablo 1, your pointer finger probably has a permanent callus from clicking. Path of Exile 2 introduces WASD movement. This isn't just a comfort feature; it fundamentally changes how you engage with bosses.

Imagine you're fighting a massive boss like the Devourer. In the old system, you’d click to move out of a slam, stop, turn around, and then attack. With WASD, you’re constantly kiting. You can backpedal while firing arrows. You can circle-strafe while charging a spell. It makes the game feel less like a clicker and more like an action game. Honestly, after trying it during the various playtests, going back to click-to-move feels sluggish. It’s a polarizing change for the "purists," but GGG is keeping both options. You can still play with the mouse if you want to suffer, I guess.

The animations are where you really see the budget. Every hit has weight. When a Warrior slams a mace into the ground, there's a slight pause—a "hitstop"—that makes the impact feel real. It’s no longer just sprites overlapping until one disappears.

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Skill Gems are No Longer Tied to Your Clothes

This is the biggest quality-of-life change in the history of the genre. Period.

In Path of Exile 1, your skills are socketed into your armor. If you find a legendary chest piece with amazing stats but it only has two holes (sockets), it’s basically garbage until you spend a fortune in currency to fix it. It’s a friction point that makes leveling a chore.

Path of Exile 2 moves sockets to the Skill Menu.

Your gear provides the stats; your skills provide the sockets. This means you can swap your body armor whenever you find a better one without worrying about bricking your entire build. It encourages experimentation. You want to try a new support gem? Just slot it in. You don't need to pray to the RNG gods for a "Six-Link" anymore. This shift lowers the barrier to entry for new players while keeping the complexity that the veterans crave. Speaking of complexity, the passive tree is still there. It’s still huge. It still looks like a galactic map of a nightmare. Some things never change.

Bosses That Actually Matter

Most ARPG bosses are just "stat checks." If your health is high enough and your damage is high enough, you stand there and trade blows until they die. Path of Exile 2 is moving toward a "souls-like" philosophy for boss encounters.

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Every single area has a boss. There are over 100 planned for the campaign.

These aren't just big mobs with more health. They have mechanics. They have phases. Most importantly, they have a "Stagger" bar. If you hit a boss with enough heavy attacks, they’ll actually get stunned, giving you a window to unload your biggest combos. This makes heavy, slow weapons actually viable. In the first game, slow weapons were usually a death sentence because you’d get stuck in an animation and die. Here, the risk-reward feels balanced.

The Dual-Specialization Meta

Ever wanted to be a mage that suddenly pulls out a sword?

The new "Dual Specialization" system allows you to allocate passive points to two different sets of weapons. When you swap weapons, your passive tree swaps along with it. This is wild. You can have a staff for your fire spells and then swap to a flail for melee combat, and the game will automatically adjust your stats. It effectively doubles the complexity of character building.

It’s also a solution to the "one-button build" problem. GGG wants you to use combos. Use a frost spell to freeze an enemy, then swap to a heavy melee attack to shatter them. It’s a more active way to play. It requires more brain power than just holding down right-click while watching a podcast on your second monitor.

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Why the Delay Actually Makes Sense

Fans were annoyed when the Early Access got pushed back. It’s understandable. We’ve been waiting years. But looking at the scope, it’s clear why they’re taking their time.

The game features:

  • Six brand new acts.
  • 12 character classes (two for each attribute combination).
  • 36 Ascendancy sub-classes.
  • A completely revamped endgame based on the Atlas system.

Grinding Gear Games isn't a small indie studio anymore, but they still operate with a "when it's done" mentality. They are competing directly with Diablo 4. While Blizzard went for accessibility and "live service" polish, GGG is doubling down on "crunchy" mechanics and depth.

What to Do Now to Get Ready

If you're planning on jumping into the Early Access, don't go in blind. The game is significantly harder than the first one. The gold system is back (yes, actual gold, not just barter currency), which changes how you interact with vendors in the early game.

Focus on these three things before launch:

  1. Practice WASD in other games: If you’ve been a mouse-only player for a decade, your muscle memory is going to fight you. Try playing some top-down shooters or even Hades to get used to directional movement while aiming.
  2. Learn the "Tags": Understanding how skill tags (like "Area," "Projectile," or "Physical") interact is still the core of the game. Even if the sockets have moved, the logic remains the same.
  3. Follow the Developer Walkthroughs: GGG’s YouTube channel has deep dives on the Monk, the Ranger, and the Witch classes. They show actual unedited gameplay. Watch the boss fights. Notice the telegraphs.

Path of Exile 2 isn't trying to be a "Diablo killer." It’s trying to be the most complex, rewarding action RPG ever made. It’s a game for people who like to solve puzzles as much as they like to kill monsters. The friction is the point. The difficulty is the point. And based on what we’ve seen so far, it’s going to be a massive time sink for anyone brave enough to step into Wraeclast again.