I've been living in Path of Exile 2: The Last of the Druids lately, and it's one of those patches that feels great in your hands but a bit thin once you look past the shiny bits. If you're logging in for the new class, you'll probably have a blast, especially if you're also tinkering with gear and trade like most of us do with PoE 2 Items along the way. If you wanted the whole endgame to get flipped on its head, though, you might start asking what you're grinding for after a couple of nights.
Druid Gameplay: The Real Win
The Druid class is the reason to show up. Talismans are a smart idea: one item that changes the way your character moves, fights, and even thinks about positioning. Bear form is simple and satisfying—get in, take hits, flatten packs. Wolf is the opposite vibe, all speed and pressure, the kind of thing that makes you overcommit because it feels so good. Wyvern is weirder, in a good way, since you're playing around corpses and charges instead of just spamming the same button. And yeah, letting other classes use Talismans is the kind of "this could get silly" freedom PoE does best. The new Ascendancies fit that mood too: Shaman is straightforward power, Oracle is the one that has you staring at the passive tree like, "Wait, that works?" It's approachable, then suddenly it's not, and that's kind of the charm.
Vaal Ruins: Cool Idea, Rough Edges
The Vaal Ruins league mechanic should've been an easy win. Finding beacons across campaign maps slows you down in a good way; you stop tunnel-visioning to the objective and actually clear corners again. Then you get inside and place rooms and routes with that temple controller, like you're sketching a dungeon on the fly. The prosthetic limb swapping is properly unhinged too, and I mean that as a compliment. It's memorable, it changes your priorities, it gives you stories to tell.
The Patch Note That Kills the Mood
But the latest change to temples is brutal: if you leave to stash loot, the instance closes. That sounds like a small rule until you're deep in a run, bags full, and you've got to choose between losing drops or walking away from progress. It turns something that should feel rewarding into a constant "don't mess this up" anxiety. In early campaign it's annoying; in endgame it's worse, because that's where loot management already eats enough time. You can feel the community's patience thinning on this one, and it'd be nice if GGG eased up before everyone checks out for the holidays.
Endgame Familiarity, For Better or Worse
Outside of that, the endgame still feels like the same treadmill with a different paint job: fewer monsters in some places, tougher hits in others, and the maps look cleaner without that heavy fog. The campaign pacing is still uneven too—Act 1 flows, Act 4 feels like a reset, and Act 3 can drag if you're not in the mood. I'll probably finish the story on Druid because it's genuinely fun, then see what the next season elsewhere looks like, unless the endgame gets a shot of life soon and the PoE 2 Items for sale economy ends up nudging me into one more "okay, one more map" night.
Druid Gameplay: The Real Win
The Druid class is the reason to show up. Talismans are a smart idea: one item that changes the way your character moves, fights, and even thinks about positioning. Bear form is simple and satisfying—get in, take hits, flatten packs. Wolf is the opposite vibe, all speed and pressure, the kind of thing that makes you overcommit because it feels so good. Wyvern is weirder, in a good way, since you're playing around corpses and charges instead of just spamming the same button. And yeah, letting other classes use Talismans is the kind of "this could get silly" freedom PoE does best. The new Ascendancies fit that mood too: Shaman is straightforward power, Oracle is the one that has you staring at the passive tree like, "Wait, that works?" It's approachable, then suddenly it's not, and that's kind of the charm.
Vaal Ruins: Cool Idea, Rough Edges
The Vaal Ruins league mechanic should've been an easy win. Finding beacons across campaign maps slows you down in a good way; you stop tunnel-visioning to the objective and actually clear corners again. Then you get inside and place rooms and routes with that temple controller, like you're sketching a dungeon on the fly. The prosthetic limb swapping is properly unhinged too, and I mean that as a compliment. It's memorable, it changes your priorities, it gives you stories to tell.
The Patch Note That Kills the Mood
But the latest change to temples is brutal: if you leave to stash loot, the instance closes. That sounds like a small rule until you're deep in a run, bags full, and you've got to choose between losing drops or walking away from progress. It turns something that should feel rewarding into a constant "don't mess this up" anxiety. In early campaign it's annoying; in endgame it's worse, because that's where loot management already eats enough time. You can feel the community's patience thinning on this one, and it'd be nice if GGG eased up before everyone checks out for the holidays.
Endgame Familiarity, For Better or Worse
Outside of that, the endgame still feels like the same treadmill with a different paint job: fewer monsters in some places, tougher hits in others, and the maps look cleaner without that heavy fog. The campaign pacing is still uneven too—Act 1 flows, Act 4 feels like a reset, and Act 3 can drag if you're not in the mood. I'll probably finish the story on Druid because it's genuinely fun, then see what the next season elsewhere looks like, unless the endgame gets a shot of life soon and the PoE 2 Items for sale economy ends up nudging me into one more "okay, one more map" night.
