Upcoming Plans for Patch 0.2.1

When can we get crafting? Crafting is in such a horrible state right now that its pointless to do it...
Man, several more of these (where they relearn the lessons they already learned in POE 1) and the game will be in pretty good shape. Here's hoping 'lesson learned' on not having any more 0.2's.

I love y'all, GGG. I love POE 1 and I want POE 2 to succeed. Can y'all hang a sign up at the office that says, "THE GAME IS ALLOWED TO BE FUN" and start acting like it?

You've been trying to die on hills like respec for ascendancy (which you finally caved on, thank goodness), but the little bit of class identity we get being locked behind RNG mechanics is not fun.

At this point, you have squandered all the hype that POE 2 generated and are heavily into reactionary fixes. This should absolutely be a crystal-clear message to you that the design intent you came into making the game with is not working. Especially during an EA period.

I'd highly encourage Jonathan and others like him to stop thinking in terms of what's fun for them. Cause fun for them isn't going to help this game thrive and fund future projects. Fun for your players is.

At launch, I expected this game to take over my life. Today, I don't want to play it, and that makes me really sad. Eagerly awaiting Druid, but also afraid of another 0.2, so I might just wait for this thing to be out of EA if it's going to be small steps towards something fun each patch.

Again, I love you guys and want to see the game succeed, but we're past the point of "let them cook." The kitchen's on fire. It's ok not to be experienced at making a new game, but boneheadedly ignoring player concerns and complaints only to fix them months later after many people have moved on isn't the play.
Last edited by Sudoken#4585 on May 22, 2025, 9:43:20 AM
No trade revamp, buyout from trade site ? No thx GGG, ill keep on Slormancer until you guys change this pre-historic system, being playing for some many years, its enough for me, messaging 20 players to buy 1 item is insanity. Price fixing also.
Why not just remove the trading feature altogether? Everything is changed to fit the lone wolf mode, and players can meet all their drop needs themselves. Can’t you design a separate drop rule just for the lone wolf mode? You always love to make sweeping changes, or do you only see lone wolf players? If that’s the case, why not just make the game a single-player buyout? Shouldn’t it be normal for high investments to lead to corresponding returns in a game? Now you’re reducing the value gap of high-quality items while also narrowing the gap between high-quality loot players and speed-run players. So why is there still an extra drop bonus for teaming up? The difference in drops between lone wolf players and team players is so obvious—when are you going to shrink that gap a bit? Can we please stop with these conflicting decisions?
That's a nice unexpected mid patch update.Looking forward to the CPU optimization, waiting to see how it will handle with the maps on endgame (hope it will have effect there). Big "W" also for the tier list update was kinda confusing.

Keep the good work on GGG, you are in the right direction!!!
More items that can be used is a good direction. I never used any item I found in endgame.
1. Azmerian Wisp
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The wisp is "fun to play" with to an extent. The problem is applying it to a rare mob, which is often positioned at the back of packs or in the center of a large group. Also, when I kill packs, I do so instantly, and applying the spirit is a pain in the ass. I have died more times trying to apply the spirit to the rare mob than normally. The problem is the presence of the Azmerian Wisp is too small as of now. The solution would be to double its presence, and the problem would be solved. I wouldn't even mind if you added a node in the atlas skill tree to create a "100% increased presence of possession" node.
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There is also a slightly annoying aspect regarding speed. When you run next to the spirit (to the side of it or at the back), the spirit moves slowly. If you run in front of it, the spirit is fast (nice speed). The "fast" speed of the wisp should be applied in a "radius" instead of "front," as I want to move quickly. Make the radius 1/10 of the spirit's possession range. So if I want to move it slowly, I just need to back away a bit from the center of it.
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2. Rite of Passage Golden Charm
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The charm is good, but the problem lies in applying the spirit to a rare mob and the drop rate. Also, it's so uncommon and overpriced that it's extremely hard for a normal player to obtain. It's an item I want to chase after, but the bar is set so high. So my solution to this would be the "Small Rite of Passage Golden Charm."
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Example explanation:
Wolf Aura
Bonuses:
1. Break Armor equal to 10% of Hit Damage dealt
2. Attacks have a 50% chance to Maim on Hit
3. 15% increased Movement Speed
4. 30% increased Skill Speed
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(I don't know the numbers behind the drop rate.)
Let's assume the drop rate is 0.0003 for example purposes.
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So now you could also drop the "Small Rite of Passage Golden Charm." The charm would still provide the same "Golden Charm bonuses" (basic stats).
But what would be different is the bonus on kill effect.
So now you have 3 small golden charm bonuses:

Bonus aura 1. Small charm nr. 1
Small Pawn Wolf Aura
Aura gives:
15% increased Movement Speed

Bonus aura 2. Small charm nr. 2
Small Bite Wolf Aura
Aura gives:
30% increased Skill Speed

Bonus aura 3. Small charm nr. 3
Small Eye Wolf Aura
Aura gives:
Break Armor equal to 10% of Hit Damage dealt
Attacks have a 50% chance to Maim on Hit
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This part I need help with, as I am not familiar with loot tables, and it would need to be adjusted correctly with the RNG drop table.
Drop rate:
The drop rate would be increased, but it would only be rolled in case a Rite of Passage Golden Charm was not rolled in the roll.
So there would be a bigger drop rate:
Rolls Rite of Passage Golden Charm (Yes)
Now it picks: Chance to roll big charm (25%) chance to roll small charm (75%)
So the drop rate is 3x higher for the small gold charm to drop.
So the small gold charm would have a 0.0009 chance to drop (this is just example data).
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Now comes the BIG important part. You can combine 3 small gold charms of the same Aura into the bigger one.
This would be awesome as you can now choose more talismans and increase the importance of the talismans.
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Now you would have a feel of progress. I do know what it feels like to farm for 400 divine pice of equipment. It is pain.
Farming for Temporalis was challenging. But farming 5x or even 10x the amount of divines is insane and close to impossible for casual players who work and enjoy POE.
My done 6L lottery (winner) view-thread/686980

⚠ ⚠ Kujawiaczek ⚠⚠ Shop ⚠⚠ view-thread/596570
CyClone Discharger full eq sell: view-thread/664729
Persolan log: view-thread/664743
For sure positive changes for SSF, so gotta aknowledge that.

Theres still more issues with game, which i think are delayed to be adressed due to mistake of running league too early in current EA state.

Polski kanał globalny SSF
/global 966
seeing how much time and money they are spending on poe2, i think we weill see 3.26 on poe1 in 2026 :(
All my builds: https://www.pathofexile.com/forum/view-thread/1830178
Disabling weather/atmosphere effects, when?

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