Upcoming Plans for Patch 0.2.1

Great stuff! Can we please have zoom on controller and support to see presence area on console :)
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Crafting Socketables

One of the issues that we have with the socketable crafting system at the moment is that by the time you get to the endgame there isn't really anything new or exciting to find to socket in your gear. Resists and attributes are great to help with solving problems in the early game, but in the endgame, ideally you should be swapping all of these out for more interesting and powerful mods.

In 0.2.1 we are adding 22 new Runes, 14 new Soul Cores and 7 new Talismans. These cover a full spectrum from being powerful to insane, but are rare to find. You will certainly want to use them over the normal base set of socketables.


All dopamine aside, you are gonna need to give more details about "rare" here. You keep on creating issues with those stupid sockets. We got a good item with one of those new socket, we get a new item. Could we switch them? No, because this stupid thing makes you need to farm for this socketable without even knowing it's gonna be farmable easily?

What made the Crafting bench good was that basic gameplay filled the gap to upgrade items without the need to farm extra stuff. Those sockets are just badly designed and you never express the way to remove that friction. What is wrong between the godly work from POE1 to looking like beginners in design in POE2???
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Overall good update but you are stuck in a very bad conception.
Its true that statistically you are correct and killing more mobs should yield better rewards.
But you have to many of those time consuming mechanics in the game including gamble crafting .
You have to reduce or replace 1 or 2 of those mechanics.

Runes is amazing for example. Getting super rare runes for challenging content make sense.

Currencies make no sense and here is why - currency is used for gamble crafting and it would make sense if you can gamble craft 30 times after each map but you cannot because currency is always considered rare and there is to many of them.

Items - lottery ticket

Currency rare/grind - item is lottery/grind - crafting is gambling with currencies that you don't have.

as a solo player i am ok if items require grind or if crafting is gambling but then i need all currencies to be common. so common that i could craft 10 - 30 rare items per map because its gambling.

You need to reduce this problem without reducing the challenge of the game.
You can always make harder content.

Currently its way to much grind and gambling to play solo for most working people.

Please consider solving this problem overall the most weird mechanic which makes sense to remove is gamble crafting its very weird mechanic there is a lot of possible alternatives to this mechanic +1-+9 items / Last Epoch style crafting maybe with a twist .
Hope this feedback reaches you.

P.S regarding turning items in currency shards. an item takes space in inventory, space is low - why do we get 1-2 shards per item?
Give us 5 or 10 instead.
Last edited by CardinalRay#2841 on May 27, 2025, 6:10:36 PM
The biggest problem with the game is that the items dropped by the final boss are worthless, and players are not motivated to improve their combat power.
Come new patch
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"Additionally you can expect some other Endgame improvements, such as reducing the danger of two of the Ritual types that were just a ruckus of purple chaos explosions and reducing the danger and increasing the telegraphing of the Volatile Plants monster modifier. Combined, these were responsible for over half of all player deaths in the endgame"


This is odd to me. How long have you known this? I would presume monitoring causes of death isn't something you've just decided to do. So.. how is this still in the game? I get that you're changing it, but how has it existed for so long?

I would imagine the minute someone saw that this one mechanic was causing over half of all deaths that would've rang alarm bells and had a nerf to it in a hotfix or something...no?

And if you didn't know this was causing half the deaths until recently.. how did you not know that?


UPDATE: Jonathan actually explained this in an interview yesterday. Basically didn't have anyone doing a lot of data analysis and recently hired someone that is making it more of a priority.
Last edited by booyashaka#2643 on May 29, 2025, 5:31:21 PM
excited for this!
I would like to ask for consideration of remove XP losing on death. As a casual player I really enjoy your game. However the XP loss holding me back from trying other character as I would like to progress with one. And also makes me frustrating when I see the massive XP loss, specially when is some bug death and use the omen all the time is anoying. When I take high risky map for some reward, it is already punishing the loss of that map.

I know that one omen will become unusefull so you can change it for Xp boost for one map. Make it rare so it will be not common.

Thank you for good game
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I would like to ask for consideration of remove XP losing on death. As a casual player I really enjoy your game. However the XP loss holding me back from trying other character as I would like to progress with one. And also makes me frustrating when I see the massive XP loss, specially when is some bug death and use the omen all the time is anoying. When I take high risky map for some reward, it is already punishing the loss of that map.

I know that one omen will become unusefull so you can change it for Xp boost for one map. Make it rare so it will be not common.

Thank you for good game


How is XP-loss holding you back from trying different characters, since it's only in the endgame?

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