0.2.0g Patch Notes (deployed)
|
I mainly play SSF during EA, this patch is incredible.
From what i had time to test thus far, maps (t1-10) now actually drop something versus how it was prior to the patch. T15's without optimizing gear, tablets and waystones for rarity/quant, now feel very, very good. Hopefully it just goes up from here (not the loot, overall experience). Thank you! |
|
|
I feel like this patch only affected the amount of trash casino rolls I'm getting... It's 1% less casino now... great... now give yourself a pat on the back and don't even think about how to redo itemisation because pure gambling is good. Who doesn't like gambling, right?
|
|
" i did the exact same loot seems inconsistent as fuck, 2 exalts 5 regals 0 chaos 0 alchs all my build still from vendors |
|
" Hell no, I've read "Item Changes in Path of Exile 2" and part of the text not included here " So, it means that players which invest in items with Item Rarity now have nerfed loot. Just imagine that you farm for divines to buy gear with Item Rarity to have a normal loot because developers goes on 3 weeks vacation and now your gear just nerfed. Also, Jonathan said before that he made some "simulations" with wisps and he not satisfied of loot that they are drop and what? So, wisps aren't buffed in patch. AHAHAH Why? Because Jonathan don't want to see the player that invested in wisps atlas tree to get more loot than player who not invested in it. What a joke I hope that developers will learn their mistakes, will play their game by themself a little without words like "I've complete the campaign three times for each new class" or "Hmmm, on my side loot is ok", or "If the idea is good, but if I personally don't like it then I will not add it into the game" and finally understand why people aren't enjoyed. Hope, that the greatest developers that made the best ARPG of all time (ofc POE 1) will finally start thinking about players like it was in POE 1. |
|
|
I mean the whole POE 2 looks like that because developers don't want to see how players which investigated the game, that learned how to play, that learned how to farm shouldn't have better results as players that don't do nothing.
That's the reason - why the game haven't craft system as it was in poe 1. (now it's rng roulette) - why atlas tree is a joke that don't affect almost anything (2% pack size really?) - why T15 maps as easy as T1 - why Item rarity on items was nerfed again Crafting system in POE 1 is a blessing, yep it's complex, yep you should use a lot of different resources to find tags, item bases, changes and etc. But you are rewarded for your investigation and for your time. You could sell your knowledge for currency, you could share it, or you could sell items without notifying anyone and be the monopolist on the market. How it works in POE 2: 1. Collecting blue bases and identifying them 2. Aug/Regal/Essence 3. Ex slam And on each step item could broke. Atlas in POE 1 is also a blessing. Putting aside that you could use 3 different atlases for different strategies by one click, but you also see how your atlases affect your maps. POE 1 atlas is complex, but it's interesting to learn it how it works. Not rewardable knowledge in POE 2 is a problem. It's also the reason why game haven't recommended builds for newbie because developers don't want to push players to learn the game. Not to offend but I personally think that developers just don't really know how to their game works with real items, with real situations without admin console. It's understandable because as a developer you should spent like 20h+ for theory crafting how your build should work, than spent more than 100h in SSF for farming gear, so it a lot of expensive man hours. This job was often made by streamers and other enthusiasts but because all skills and loot were nerfed no one is interested in it. Even if you find a working build that works because of bug - until your build will became popular for players the developers could instantly fix it. |
|
|
I want proper crafting to the game we are just gambling thats it and its not fun, more ms on endgame it doesnt have to reach poe1 levels.
|
|
" I could agree on that because in POE 1 craft system is over buffed because we have Harvest, Recombinators, Fossils, Essences, Beasts, Influence currency like awakener orbs / exarch /, hinekora and veiled orbs. You could lost in it. But POE 2 should at least have scouring and alterations, I still don't understand why it's still not in the game. |
|
|
I believe we will get all those things for the full version.
I am happy with the direction and updates they make... Loot is dropping like crazy btw - at last for me... |
|
" +100500, especially for ugly 20 years old trade!!! |
|
|
yeah im done.
leveling my sorc, im getting a lot of rare items, which is good, but also bad. raising rare drops doesnt resolve the issue of those rares not being for my character class. my lv85 ranger cant pass lv85 because i get 1 shot. I can kill t15 mobs just fine, but getting one shot and losing 10% xp is a joke. Remove the 10% xp lose on standard mode, you can keep it in HC mode. The game is based on RNG. I cant get good gear because of it. Again, tie loot drops based on character class. Tie those loot drops tier modifiers level to character level. The leveling needs to be adjusted so that you can reach at least close to lv 100 at end of campaign. grinding maps just to level isnt fun. I was lv68 when i finished campaign, i grinded to level 85. grinding out 10 levels seems reasonable. If youre response is, just juice your maps and towers. thats also RNG. And fighting more mobs per map is just as useful as doing five more maps with less mobs. Juicing maps just means im going to spend more time in 1 map vs the same amount of time in 5 maps. To be honest, end game is kinda stupid. All im doing is more maps. Make it interesting and have a goal, not just to get to 100. Getting items just to get to a boss is an idea, but if thats the only goal, its boring. the game has a couple neat ideas, like the gold coast node and cast away node. Make more nodes like armor node, weapons node, gem node (support, skill, spirit), jewel node... your jewel atlas passive doesnt work or im the unluckiest player ever. Did 10 forest nodes and not one jewel dropped. 40% chance is viewed by all as 4/10 chance or 40/100. If theres a base chance of 10% for jewels, 40% more is only 14%. Nowhere does it state the base drop chance of jewels. or any other item like currency, just items from bosses. Please post these rates so at least we have an idea of what to expect. telling me you raised the drop chances of rares by 30% doesnt tell me anything if you dont mention the base drop rate globally and per unique/rare enemy. grinding expeditions to get items to use the recombinator just to get 5% chance is dumb. Just saw a youtbue short where a guy did get their item at 5% chance, but it took him 60 tries. Even IF the chance was higher, theres a higher chance you bork the rest of the modifiers, like reduced attributes or light radius. The game as it stands is very unbalanced and totally RNG based. Last edited by BingBongBeaR#3843 on May 4, 2025, 12:01:58 PM
|
|



























