[POE 2] Bugs

I have a headset plugged in. My default audio device in Windows 11 is to use my headset. In PoE2, I switched my audio device to use my monitor's built-in audio. This worked for all of my audio, except that when hovering over a new skill, the audio for the video tutorial played through my headset.
I get dc'd everytime i enter a Portal with a Waystone, lost so many Waystones Tier 3 and 4 because of this. its frustrating
Bug Check: "Tempest Flurry" and "Stand in Place While Attacking" Interaction

Hello,

I’d like to report and clarify an interaction with the "Tempest Flurry" skill and the "Stand in Place While Attacking" option.

Currently, I am using "Tempest Flurry" in combination with the "Charged Staff" skill. During regular attacks with "Tempest Flurry," my character moves forward with every hit. When I gain a "Power Charge" and activate "Charged Staff," the increased attack range synergizes well with "Tempest Flurry." However, I’ve encountered an issue: when I hold the Shift key to activate the "Stand in Place While Attacking" option, my character does not remain stationary.

The Issue
Even with the "Stand in Place While Attacking" option enabled, my character continues to move forward while attacking, which feels counterintuitive and limits control. This makes it difficult to maintain a fixed position during combat, as the character moves forward uncontrollably with every hit.

Example 1: Combat vs. Mektul, The Forgemaster
While fighting Mektul, The Forgemaster, I encountered a specific scenario that highlights this issue:

Mektul was standing in lava that gradually advanced towards my position.
As I used "Tempest Flurry" combined with "Charged Staff," my character continuously moved forward with each attack, eventually stepping into the lava.
Since every third attack from "Tempest Flurry" performs three consecutive hits, the forward movement is rapid, forcing me to cancel my attack, retreat, and restart the sequence repeatedly.
This issue made it challenging to maintain proper positioning without taking unnecessary damage.

Example 2: Group Combat with Mobs
In a group combat scenario, at the beginning of the attached video, my character’s inability to stand still while attacking with "Tempest Flurry" leads to forward movement directly into a large group of enemies. This creates additional risk and prevents me from executing a full attack sequence. Even when holding Shift, the character does not remain stationary, limiting my ability to control the fight effectively.

Video Example: https://files.fm/u/wg8xekjvdg

Request for Clarification
Is this behavior intentional? If so, could you provide guidance on how to better control my character while using "Tempest Flurry" with "Charged Staff"?

As it stands, this interaction feels inconvenient and restrictive. The inability to lock my character in place while attacking prevents me from fully utilizing the skill’s range and mobility options. If this is a bug, addressing it would significantly enhance the gameplay experience for this skill combination.

Thank you for your time and attention.
Had a minion instability support skill gem slotted into the skeletal warrior skill from my offhand scepter. After a break I come back to the game and the gem is gone from the skill. It is not in my stash or in my inventory either.

Think I might have upgraded to a new scepter, but did not notice if the gem disappeared at that instance.

I have not learned regular skeletal warrior skill, only been using the implicit skill from a scepter, not ssure if that can have anything to do with the bug
Placing the "Vitality" support gem into "Lingering Illusion" spirit skill makes the skill not work properly and the illusion doesn't appear.
Hey. I had Temporal Rift and Time Freeze. After respecing the skills disappeared with the support gems. Respecing back did not give me the support games back. Used about 100k gold to check this. Please make sure this will not happen in the future.
Last edited by thexanimix#0178 on Dec 11, 2024, 4:37:52 PM
Can't enter to the waypoint. Instance disconnect after click to portal. Portals don't consume after DC.
It's logfile:
"
2024/12/12 00:36:59 29385796 2d8e8abd [DEBUG Client 28424] Got Instance Details from login server
2024/12/12 00:36:59 29385812 403248f7 [INFO Client 28424] [SHADER] Delay: OFF
2024/12/12 00:36:59 29385812 91c6da6 [INFO Client 28424] Connecting to instance server at 49.51.173.77:21360
2024/12/12 00:36:59 29385859 91c69aa [DEBUG Client 28424] Connect time to instance server was 47ms
2024/12/12 00:36:59 29385890 91c4c6b [DEBUG Client 28424] Client-Safe Instance ID = 2108105738
2024/12/12 00:36:59 29385890 2caa1679 [DEBUG Client 28424] Generating level 68 area "MapAbyss_NoBoss" with seed 1241033869
2024/12/12 00:36:59 29385921 bfabe408 [WARN Client 28424] [FMT] Zero scaled mesh vertex group in 'Art/Models/Effects/FXModels/Bones/MB/buildClavicle01.fmt'
2024/12/12 00:36:59 29385921 bfabe408 [WARN Client 28424] [FMT] Zero scaled mesh vertex group in 'Art/Models/Effects/FXModels/Bones/MB/buildFermur01.fmt'
2024/12/12 00:36:59 29385921 bfabe408 [WARN Client 28424] [FMT] Zero scaled mesh vertex group in 'Art/Models/Effects/FXModels/Bones/MB/buildBiceps01.fmt'
2024/12/12 00:37:00 29387312 f0c29e12 [INFO Client 28424] Tile hash: 14992168
2024/12/12 00:37:00 29387312 f0c29e11 [INFO Client 28424] Doodad hash: 1500311402
2024/12/12 00:37:00 29387359 833064f7 [CRIT Client 28424] File Not Found: Metadata/Effects/Spells/monsters_effects/leaguestone_mod/buff/red/red_buff.epk. Using fallback EPK file
2024/12/12 00:37:00 29387375 4228e2c3 [DEBUG Client 28424] [ENTITY] Destroy static entities
2024/12/12 00:37:00 29387390 4228e42f [DEBUG Client 28424] [ENTITY] Finalize static entities
2024/12/12 00:37:00 29387390 4228e2c3 [DEBUG Client 28424] [ENTITY] Destroy static entities
2024/12/12 00:37:00 29387453 992412d1 [DEBUG Client 28424] [SCENE] Height Map Texture: 930 x 770
PROBLEM:
Radiant Grief unique helmet does not ignite enemies when paired with Blueflame Bracers unique gloves.
Wording in helmet says: Enemies in your presence are ignited as though dealt 100 base fire damage.
Gloves convert 100% of fire damage to cold damage.

EXPECTATION:
The use of "as though" implies the fire dmg does not need to occur for the enemies to be ignited.

REALITY:
Enemies in your presence are not ignited if 100% of fire damage is converted to cold damage.

What I believe should happen is that enemies are still ignited; if that's not intended, the wording should be changed.
Bug Report ID: #2091544216

During Viper Napuatzi fight in Act 3 Cruel I got close to the edge of the arena and subsequently elevated after which I couldn't move or use movement skills to escape.
She could target me with projectile attacks, and I could use attacks directly on top of myself
Something is wrong with Currency Exchange when you trade Armourer's Scrap for Exalts. For example you trade 1:7 Ex to Arm.Scrap. When deal is completed you can withdraw 1 Arm.Scrap instead of Exalted Orb. it is obviously a bug and scammers make use of it. Please fix!!!

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