0.2.0c Patch Notes (restartless)

I'm concerned overall with the continuity of whatever vision is being executed from the very beginning of the game to the very end. My observation from the nerfs, then the buffs, and having read hundreds of pages of responses on this forum that a primary focus of many of the changes was to make the game a slower, more methodical experience.

That approach works for the campaign (for some builds at least).
That approach works early atlas (for some builds at least).
That approach can work mid atlas (for an even smaller number of builds).
But it does not seem to work at the end of the end-game (at least for the builds I'm now playing).

All four end-game mechanics...simulacrum, breach, ritual, and expedition...are not designed to be, nor can be won, in a slow methodical style of play. Perhaps I'm just not skilled enough for that to be true. Once I reached these end-game modes after the changes, there was a play wall that was massively smacked into that halted forward progress. Simulacrum waves 1-9...really tough but doable. Wave 10? Insta-swarmed and dead. Breach difficulty 3...the wall of enemies is so thick its impossible to move through more than a few paces, despite the regular breach encounters in maps being changed to have significantly less dense enemy swarms.

Again...maybe I'm just not skilled enough but it strikes me as confusing and troubling if the campaign and early>mid endgame isn't preparing me for the late end-game. Honestly I feel like I need a completely different character build to be successful...a kind of character build that the nerfs seem to have targeted for removal. The fact that there is no method of changing ascendancy at the end-game stage is troubling. I can understand the logic, but that's something that could simultaneously be made expensive and rare to do, while also allowing for some build trial and error to surpass these very difficult encounters.

If anyone has legitimate advice for me regarding these endgame mechanics and increasing the chance to do them successfully I'm open to ideas.

There seem to be real bugs that need fixing first, but a future thing I'd love to see balanced related to my minion builds is to align the movement and travel actions between player minions and enemies to be more fair. Player minions still struggle to find a way to traverse openings the width of a residential door frame without getting stuck on each other, while hasted enemies can run through a line of player minions like they aren't even standing there. To me that's not balance.

Strategically I think it would be a welcome change to see minion orientation be introduced as a survival mechanism. That could be implemented in a lot of different ways, but a good first start in my opinion would be to make it so enemies either couldn't pass through a line of player minions, or the introduction of some sort of gem that made minions act a bit more like ice walls where there was an amount of damage that had to be applied before they could do so. Call it unbreakable formation if you like. :)
I think you guys need to do an hp nerf on endgame white and blue mobs. I just got to maps, and so far uniques and rare seem to be in a good spot. But it takes way too long to kill white and blue mobs, this was an issue in the initial release as well, but it got overshadowed by all the 19million dps builds.

The fact that you haven't addressed this as an issue is concerning.
Last edited by xDARKKNIGHTx09#9267 on Apr 7, 2025, 11:17:41 AM
Don't get too happy if you're playing minions. After like 2 maps, it's clear to me that they buffed non-soectre minions... Between that and how many spectres don't have their abilities they had as mobs, it's pretty clear to me that spectres are a non-gem rn... sigh...
Last edited by Seystuff#5465 on Apr 7, 2025, 11:18:05 AM
I still don't think the payoff for a lot of spear skills that require setup does enough damage. These buffs indirectly help that, but things like Blood Hunt, Fangs of Frost, and even Explosive Spear have really weak damage payoff in the early campaign and they feel terrible to setup and use.
Today while avoiding playing my Huntress, who gets kicked off the server if she tries to fight the count, my witch was unable to attack for seemingly no reason for very long periods of time.
The state of the game is so disgustingly bad that I'd rather go study. Seriously, it's scary and disgusting. And the plans they have for this game are very worrying. They want it to be a Dark Souls at all costs, that it would be a suffering to play and that it would only be fun for fucking masochists. They read what the community says but they don't care, they follow their own. The problem isn't that it's an EA, it's the plans they want for this game, which means it doesn't matter how many patches they put in or how long I wait. For me, they should put the WASD and the texture patch in Poe 1 and let Poe 2 die.

Jonathan's vision and plans are complete crap, and I don't believe the devs have even tested this shitty update. The fact that 3 days have passed and there are already 10 hotfixes and we are on 0.2.0c says it all.
I don't have the nerve to play this game anymore, I'm going to play something else that works normally. This game is completely ruined.
wild how big these numbers are

it's like GGG doesn't even playtest builds internally before giving them to players with a big hype train about how great they are (they aren't)
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zynthee#4542 wrote:
Warbringer's Ancestral spirit is still not working, please have a hotfix off of it as it just one of the core ascendancies of warbringer :(
yes please this really isn’t good!! I thought it would be fixed in this patch since it’s a pretty big deal.
"
wild how big these numbers are

it's like GGG doesn't even playtest builds internally before giving them to players with a big hype train about how great they are (they aren't)


I mean games no longer hire play testers because we are willing to pay $30 to test out everything xD.

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