Path of Exile 2 - Upcoming Changes
and the fact that for half a year now all your builds with periodic damage have not worked is how?
instead of several bleedings always 1no hangs. this is a mistake in your code, so lazy.. or even points in ascension are not working, which cancels the whole class in its choice. |
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Please don't change Arc
Arc now does a lightning explosion when it hits a shocked enemy but can no longer shock. It does not consume the shock. now the only viable way to get shock during the campaign is spark. and i dont want another spark playthrough. i agree lightning mage needs some uncapped aoe. but dont sacrifice chain lightning to do it. rework ball lightning or something or make a new spell |
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I wish you guys fixed grenades for mercenary. The fact that my explosive grenade takes 3.5 seconds to detonate on its own, and the only support gem that could reduce that is no longer supported doesn't make sense. Especially because this same support gem works for oil and gas grenades. Either it shouldn't work for any grenade or it should work for all of them. Plus I don't understand the game design behind not allowing the player to use a support gem to reduce fuse time. Enemy's just run past grenades at this point and then I die because although evasion works, there were no changes made to buff or fix armour.
A 30% reduced fuse time is not speeding up the game, its still delayed damage. Also limiting build potential on something that is not even remotely broken is confusing for a number of reasons. |
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Movement Speed Runes for Boots would be spectacular, I agree.
And I'm looking forward to those affinities you mentioned for Runes, etc, that will be very helpful indeed. Last edited by Amarynth#6327 on Apr 9, 2025, 10:07:14 AM
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Interviews with Zizaran (or other PoE influencers) should be a regular occurrence if they lead to patches like this one.
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Great patch.
Thumbs up. Keep up the good work GGG! |
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" Dude is full tin foil equipped, not only the helm slot xd |
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I appreciate GGG looking into the data behind the concerns players have been having (e.g. uncovering dead-ends in some map layouts, drop rates, etc).
I "TLDR'd" by bolding key statements. I have some feedback on the proposed changes that also address some of the concerns that GGG brought up in the Ziz interview: - re: All rares revealed on mini-map by default. Jon's argument was then people would play the minimap instead of being immersed in exploring the map. I agree this may devolve into a "connect-the-dots" gameplay style which may potentially rob us of some fun. Thus, as an alternative, my proposal is implementing a similar system to the League mechanic mini-map changes where once you are within a certain range of a Rare it becomes permanently revealed on the mini-map. Perhaps there can even be some sort of animation to the rare monster mini-map icon to alert the player that this point of interest has become within range (similar to how in 0.2 the map objective completion alert has some added flash flair to make the pop-up more obvious). - re: Balance changes. I propose two ideas for when giant balance changes occur. The problem with balance changes is not all players may necessarily be informed of the changes and also it robs the player of their legacy knowledge and expectations, thus 1) Inspired by DOTA2, have an indication on tooltips for skills and uniques that there have been changes since last patch and an advanced view that allows the player to review these changes in-game. 2) Have dynamic loot tables and lowered respec costs when big balance changes occur to facilitate player experimentation. As an aside, I started Huntress/Spears this league and had no expectations _but_ I also had no legacy knowledge. I had an experience where the strategy of my skill and support gem combination choices did not feel sufficiently impactful, and I wasn't sure if it meant I should grind more or try a different skill/support setup. I made the choice to change my skill setup but then I found myself punished because I was behind the curve of having appropriate support gems so I had to grind anyways to assess if the new skill combination was a better strategy. I do not necessarily think PoE2 encourages the concept of grinding in the campaign as compared to a game that's less linear with no loading screens so I was conflicted about what to think about the experience. Likewise, a player may find themselves with a similar experience if they rely on their legacy knowledge or expectations after a balance change. Last edited by Sircalcius#7425 on Apr 9, 2025, 10:09:42 AM
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Very good changes, GGG.
Please concentrate on fixing Blood Mage and PF's concoctions. Blood Mage is in a terrible state and her Sanguimancy node is a pure descendency while bossing. It does nothing practically, even when I played my BM as melee, I didn't get Remnants at all, having to pay life for nothing. Please rework the whole thing, it has no place in the game, especially while Lich is so strong. Unnerf some physical spells as well, because the whole archetype is beyond dead. DD is unusable and honestly, fuck DD, but give us Reap and Exsanguinate. One for nuking and one for clear. WE NEED HARD HITTING PHYS SPELLS. And consider removing this nonsense "crit ignores armour" talent. It makes zero sense, since you get that from the passive tree and you don't even want that ignore thing, since break armour applies the 20% inc phys damage taken from hits debuff. This node will never ever be used. Not a single person will take it being serious about the game, it is bad, it is trash, I can't even understand how could it pass together with the way you made Lich. HOW? A couple of words regarding PF. Concoctions were good only because of the well-known +2 to all proj skills quiver + Widowhail interaction. You didn't just nerf it, you nuked it without any realistic possibilites to recover. There has to be something else what could be done, because right now it is just as dead as BM. Last edited by grynnder#7112 on Apr 9, 2025, 10:27:27 AM
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PLEASE GGG ADD MOVMENT SPEED RUNES TO BOOTS AS SOON AS YOU CAN I BEG!
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