0.2.0g Patch Notes (deployed)
So when will the patch be deployed again?
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" I don't know why this should be a bad thing. Not every content should be "farmable"....Good ARPGs should offer a bunch of endgame content that offers challange even with very good gear (Pinnacle Content f.e.). Diablo 4 is the best example how a game would look like if 100% of the content is "farmable"....It's boring a.f. after a very short time. ^^ In my oppinion high investment into gear should only bring more QOL and prevent 1-shots from big bosses, but not more damage so the game becomes a 1-tap fiesta in endgame. ;) |
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Just wanted to check in and say that the game is incredible. I am thoroughly enjoying it. Keep up the great work.
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" Hi Jonathan! |
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Here's an idea. Check out the builds of people who are happy. Maybe they are doing something different that makes the game more enjoyable?
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" You're right. Any other class, without a broken spear, is an interesting gameplay in a team. A miracle that runs ahead of everyone and demolishes all mobs with one button, completely kills all interest in the game. | |
I think this is a pretty good start, I would have LOVED to see a massive amount of buffs too, but reading all the forums, reddit and X, I understand the push on loot first. I am hoping to see a buff patch before the weekend also. I want to play something other than LS and not feel punished for it. Either way, THANK YOU for the loot buffs even if I personally felt loot was in a decent spot.
Take a deep breath and hug someone. |
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For this new "crafting" system in the game to work, currency drops need to increase DRASTICALLY. Not by 2x or 3x, but by MANY times more. Rare currency should drop almost as often as magic currency. The same goes for Omens. Now, you'll face the issue where white items become scarce, while crafting currency doesn’t become significantly more abundant.
What’s the point of Divines in this game? Why do they retain their value from PoE 1, when there’s no crafting bench where they can be applied—the very thing that made them valuable in the first place? Why are you adjusting item drops when it’s blatantly obvious that currency drops need fixing, especially if you want players to engage with the new "crafting" system? The market would stabilize naturally because right now, the gap between "crafting one mod with an Exalted Orb" and "just buying the item for the same Exalted Orb" is absurdly huge—simply because the Exalted Orb itself drops FAR less often than the items you’d use it on. You’re not afraid to experiment with nerfs, but when it comes to fixing the crafting mechanics—and by extension, the economy—you suddenly get scared? And this is just one core issue with the game; I’m not even touching the others. This patch won’t change anything meaningful. The game we have now isn’t Path of Exile—it’s Jonathan’s Vision 2.0. So let Jonathan play it himself. |
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" Exactly.....And because of that I challange myself and try to carry underperforming skills into endgame rather than playing OP skills like LS and complain after 1 week in the forums that "there's nothing to do" and that I can watch Netflix while playing. ^^ Last edited by CroDanZ#1818 on May 1, 2025, 10:52:12 AM
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Wowsers. but but w wa wait. So you did a simulation a few weeks ago and it was this far off the mark on loot drops? This is not a small overhaul, you revamped it the same way D3 did after removing auction house. Totally different level of itemization and loot drops.
I am happy to see it but it leaves one wondering what was going on before this? Either way, things look good. Thank you for all the work you have put in. |