0.2.0b Patch Notes
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
UUUUUUUUUUUUUUUUUUUUUUUUUUUU FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE AAAAAAAAAAAAAAAAAAAAAAAAAAAAA RRRRRRRRRRRRRRRRRRRRRRRRRRRRR SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS TLDR: Buff Spears FFS :) |
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I'm in Act 3 on Huntress and have been zooming through. A couple of things:
1. Volatile Plants – Encountering three of these at once is very difficult to manage. Please consider reducing their frequency, quantity, or damage. They're extremely punishing in the early game. 2. Dreadnought – This area could use some tuning. There are too many large packs clogging up the paths. I recommend either reducing pack sizes or lowering mob health/damage to ease the congestion. Personally, I’d prefer fewer mobs on these tile sets. 3. Skill Gem Restrictions – Locking down skill gems to not work with supports feels bad. Why are so many Huntress skills tagged with “cannot be modified,” “no more than 1 projectile,” “no fork,” or “no split”? The base skills shouldn’t be this heavily restricted. I really hope this doesn’t become a trend—it goes against the whole point of the support gem system. 4. Parry Reward vs. Gameplay – The parry reward (Frenzy Charge) feels good, but the gameplay itself doesn’t. Reactive-style combat in swarm situations feels clunky. Parry-specific support gems that offer pushbacks, bonus damage, or status effects could make this mechanic feel more satisfying. I’d love to see a bit more reward and refinement around the reactive parry playstyle. |
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loved the first season, this season is the worst gaming experience i had in 20 years of gaming, i want to play path of exile not fucking dark souls wtf is this shit
Simply choose to skip this season. |
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wait is the patch actually live now?
Saw it was launched then pulled back for a realm restart. And now that edit is gone, assuming that means it's live? |
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Not sure why you would first nerf player damage, and then reduce monster life.
It felt perfectly fine the way it was. What really bugs me is the 15sec cooldown on Flameblast - what is this skill supposed to be used for now? Main skill use is impossible, even for applying a burn 15sec cd is way too long? Does anyone know what this change is supposed to improve or what the reasoning and usecase would be now? |
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Got anymore of these fixes coming or should I just go back to PoE1?
~ Seph
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Everybody is arguing about the wrong thing. The game is just incredibly unbalanced because it's ea. They added a bunch of stuff, it's to be expected. Now, my experience.
Yesterday I was a bit upset. Myself and a friend both started huntress and it was a slog. About 12 hours to act 2, damage was non existent, 10-20 min boss fights, 6 skill use to kill a white mob, etc. Today, much happier. We started new characters, we are experimenting, and it's unfair to write the game off on 1 experience. I went Merc, he went huntress again to compare fairly. At first, I was hard carrying. 1-2 shot mobs out the gate, basically most of act 1. Went he finally got a specific skill and support (won't mention here) he was 1 shooting, doing more DPS than me.. Tldr; it's just unbalanced, and what feels unfair is you can't try out multiple skills, or have them all similarly viable, even through act 1. That's tough. You can brick a build easily right now, and it's important to see both sides of what's going on right now. Idk if it's spears, huntress, or new damage/ health balancing, but in some cases it's fine, and others it's practically unplayable. |
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ITs a start, still not there.
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Ancestral spirits are not working with totems, there is a bug for warbringer ascendancy. Please fix this GGG
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The game is still horrible where it's at right now. Oh well, I don't think my concerns will ever be addressed w/ poe2. The slow thing is just over the top.
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