Upcoming Plans for Patch 0.2.1

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axABE#0703 wrote:
Can you perhaps reduce the amount of times the map mod "Temporal Chains" is applied to our maps too? I feel like it's applied too often. Thank you!


Equip Wanderlust. It's that simple.
How about 32:9 implementation please ..
So spectres are still bugged, are you guys aware that they are bugged? they stay stuck in the wisp form constantly when moving around, so having 7 spectres is actually like having 4-5 at a time coz the rest is stuck somewhere.
Please remove temporal chains from map mod pool.
This is just too painful to run in a game where there's barely any counter to speed afflictions.
In POE1 this is no biggy as you have lots of fast movement methods.

Right now temp chains on map = vendor instantly.
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Jesus christ, 22 new Runes, 14 new Soul Cores and 7 new Talismans?
I for one would appreciate if you'd stop littering the game with this much random garbage to sort through. Inventory management fatigue is already excessive, and this game is only 5 months old. It's insane to me how much worse it is compared to the 10+ years I played PoE 1 for. I guess you really want to incentivize players to buy that new rune tab...


Yea it seems crazy and purely to sell the tab. All of this was nicely condensed into a workbench in PoE1


GGG nice patch btw very grateful
Last edited by GuiltyParty32#9913 on May 22, 2025, 4:46:51 PM
Please Remote the deli fog. It is such a nuisance. Every map you run are instilled and turns everything in to grey and bland experience.
Sounds like an amazing patch!

Volatiles are especially stupid in Rituals since they often spawn in cramped areas with various obstacles blocking your way. Coupled with the spawning monsters you would often find yourself stuck and unable to dodge the volatile effect. Just feels unfair and unfun.

Even with lowered damage it's still a bad mechanic.

Instead of plainly dealing damage they could apply poison and slow you down for example, that would be less of an issue with obstacles.
Just remove temporal chains entirely please.
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LeFlesh#9979 wrote:
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axABE#0703 wrote:
Can you perhaps reduce the amount of times the map mod "Temporal Chains" is applied to our maps too? I feel like it's applied too often. Thank you!


Equip Wanderlust. It's that simple.


What did I just read. What if the whole guy build is around his boots, respec to complete the map? And he is right, the amount of temporal chains you see on map is not normal, due to the fact that mods dificulty do not gain you more quantity and rarity as it works in POE1, so you are not rewarded more for completing one of the most annoying mods (the second one is splited between penetra/-max res)

So, you haven't movement ability, you haven't quicksilver, you haven't move speed in tree and you are affected by temporal chains which is reducing not only cast or attack speed but movement speed as well. It is one of the most lethal mods you could roll on a waystone because it's harder to attack, it's harder to dodge death mechanics like plants and because developers (Jonathan especially as he said on the interview) don't want to players to run away from mobs, so mobs are almost always faster than you.
Each time I saw temporal chains - I'm just deleting the waystone and I guess that more than 50% of all players do the same
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I'm really excited for these Omen improvements. I know crafting is limited in PoE 2 at the moment, but I'm well aware that this will open up opportunities for new crafting methods to release as new leagues come out.

I'm going to nut. Great change. All good changes.

The comeback is certain. We're rooting for you, GGG.

I wasn't able to log back in for 0.2 due to life getting in the way, but I'm so excited to check out 0.3!


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Let's all be happy for you that it was life and not death that got in the way of you logging in :D

See you soon in Wraeclast :)
Last edited by skizocs#3051 on May 22, 2025, 5:46:10 PM

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