Patch 0.2.1 New Crafting Socketables Preview

nice
gj
Movement speed rune is an odd way of admitting that people would enjoy the game more at higher speed, but you only get to enjoy it at the end of the character progression. I don't understand the vision...
when is launch gonna be ? in like 8 years ?
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Bits8#0200 wrote:

With how difficult it is to obtain or craft top-tier gear, they should implement a system to remove old and obsolete runes.




con lo complicado que es conseguir equipo top tier o elaborarlo, deberían implementar un sistema para poder quitar las runas viejas y obsoletas.


huh? you can remove socketed runes
You're making amazing progress GGG! Hopefully these amazing ideas continue
The new runes are good for adding new options, but other options could be added, including:

Greater zoom on the map to see everything from a greater distance, since when you are more than 5 screens away from the starting point, developing a strategy in new locations is very slow to address which area might be the most effective for each of the areas you have in mind. The best example would be to add a map with less information, where only the discovered area is visible, unattacked maps with dots of a different surface color rather than individual ones, icons used in quick access, icons indicating areas marked by GGG as initial/important, and marking citadels (they could be differentiated with the colors blue, red, and yellow to make it clearer which citadel each is, since currently the difference between two of them is visually minimal).

Then, as for the use of towers, the way they are currently used is not very efficient. It would be better to have a kind of personal altar with 5 options, with the desired tablets, and activate the desired option on each tower without having to go to it, burning an area to reach it. Only the fastest players who don't look at what the map has do that. In addition, if you reach an area with 3 or 4 possible towers that affect a small area, it is usually accompanied by the fact that they will only affect 12 or a maximum of 16 maps, all 4 at the same time. In that case, if you decide to go to each tower, you must burn maps that you will no longer have available to address in that raid you planned.

The tablets contain percentage modifiers for content to appear, and this isn't cumulative with itself and the atlas tree, so if you reach 100%, that's all it offers you. And it's precisely in content that almost no one pursues because they're the least effective or have a lower value, in addition to the waste of time they usually offer in some cases. They should be quantitative, meaning +1, +2, etc. would be a better option than a 30% chance of something appearing or not equals nothing. Smoke and a modifier on the tablet is better off removing it. I don't need to attack many lines on the map where most of the ones that ended up falling in were garbage, and then when I enter, nothing appears because the percentage was so low that I don't end up appearing, and as a result, the map ends up being 10 lines that contained 4 real ones that do appear on it.

Not being able to use many supports on just one skill means that many potential skills are actually unusable without a high setup difficulty right now, leaving few options for many potential builds that, while not meta, can still be minimally enjoyable for players who don't care about the meta you've created for the season.

The tree has little to offer; in terms of defense, it's pathetic for many builds. Also, currently, the best defense is still only the energy shield, as the other two may or may not appear to do something, and therefore, taking them into account in many cases is marginal.

Losing 10% of XP from a level because you die when the servers in Europe are in bad shape is a punishment. It's not a mere buck to level up; it already seemed excessive to me, but in this situation, it's a punishment for European players. And as for disconnections, it's a shame if the server disconnects you, you log back into the game, and you have to use another server. You lose the loot and map modifiers you started because the server disconnects you. It doesn't mean you have the loot you collected, it's as if you never logged in. But it does count as if you logged in and lost the entire game, and you didn't collect anything at all. It's another kind of punishment for players.

Changing a resistance from one type to another among the 3 elemental ones while maintaining the Tier should exist, since many times you look in the trade for a change of object and it is impossible for you to find what you need without having the need to change all the equipment, and that you are lucky that there are the objects for sale of what you will need to do it, because practically it is not like that, or their prices are so high sometimes that each one of them costs more than what the entire build you already have cost you, making it impossible to do anything, and offering you the door to abandon the patch already, because sometimes I need 5 days to find an object that would cover my needs by changing a piece, all caused by the change of another to a better one, this is not, we are not talking about what exists in the market, but you must wait for someone to decide to put it because it is not even known what it is worth, but many worthless objects are with exorbitant prices in the trade, also then you must try to get them to answer your purchase attempt, sometimes that is the end of the story, others is that you forget the improves right away.
dame nice =)
Regarding movement speed in the tree, I think it's not taken into account that its influence is negligible. 3% of your boots' 30% movement speed isn't 33% total; it's (30*0.03)+30=30.9%. A tree point that offered you slightly more mobility is actually negligible at Tier 2 mobility. You'd need practically 6 of them to reach Tier 1 mobility.

Offering higher nodes that, in order to take something, take something else away, which can destroy the entire tree, can be a headache. You need defenses and at the same time have to do without them, given the little the tree offers so it doesn't fall apart. The build on a level 95 character is ridiculous, since using certain nodes allows you to lose 15% of your defenses to obtain a 60% critical damage bonus. Give me only 45 or 40%, but don't take away my defenses if you say they are that important. We could continue talking about many other types in the same situation. Then, with the Amazon Ascendancy tree, you offer that your elemental damage also counts toward life leech... and where is the mana? Shouldn't both be there for it to be a useful point? Then if we talk about killing special bosses you specifically need oneshot builds, because you are not going to dodge attacks for 1 minute, no, not even 30 seconds to do damage and retreat to accumulate damage, you did not want the aurabot, but it turns out that many builds need a player to offer auras to get to do that damage you are demanding, since not all of us intend to go through the story with several characters to have only one for bosses, if raising a character to high levels can be tedious, raising several through the story and starting to map can be frustrating, too much time, I do not want to think about the players who barely have 10-20 hours a week to play, and some not even that, by the time they have 2 characters at levels 92-95 the season is dead, it is already over because most of the players left the game, since for most players it is not only the lack of time but the lack of being able to play with companions that makes it an impossible task to advance the times to something worthwhile.

Controlling so much which builds can run during the season doesn't improve the quality of life for players, but rather kills diversity. It also unwittingly eliminates the ability to collect data on what's wrong with the game to move forward with work for future patches or seasons. Slow and steady is good, but sometimes you need to have a broader perspective to see future interactions you'll need to address. And the number of useless support gems is tremendous. You don't see many of them being used by anyone because they're useless, or if they are, their description is pathetic and doesn't really describe their function. You also need to review translations from years ago of things that were already wrong in PoE 1 and some players told you to check, and years later they still say something totally different from what they say in English. For example, if something says it subtracts x, in another language it may be saying it adds that same x. Even chat GPT can give you a better translation of it so you can see how big the error is in the translation of several parts.

Do you need to review the sums? Where do they come from? Because sometimes if my build says 102% critical chance, is it because I really reach that percentage? Or because how can I perform 2 attacks in 1 second and each of them adds up to 51% to offer that false 102%? if so, it really is not even 102% when making 2 attacks, since we know that they do not add up, but we keep 51% of each of the attacks for the critical to appear, meaning that with bad luck if you attack a boss that does not have other monsters around you can make 10 attacks so that you really do that sought-after critical on which the damage of your build depends, then the build is poorly designed due to a data error that the game does not offer, and then we will never get the expected damage, and I see that because when dumping the data in the PoB 2 it indicates it, if I do not use it I could fall into the interpretation error that the game offers, but even with the PoB the error remains by telling me that with 2 attacks I have 100% probability of making the critical attack, since as we know the probability is a statistic that cannot be assured by adding it up, since as I said it is individual in each attack.

With this I do not in any way belittle the effort and work, but rather I give the vision from my particular point of view, not meaning that everyone thinks the same, whether it is good or bad.
Last edited by EnelBit#0795 on May 28, 2025, 9:34:19 PM
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Hi Jonathan and GGG team,

I wasn’t sure where the best place to share suggestions was, but I wanted to propose an idea regarding item identification in endgame maps for Path of Exile 2.

As someone with over 800 hours of gameplay, one of the more tedious aspects of mapping, especially with strict loot filters and high quantity/rarity maps, is having to pick up several rare items, use Scrolls of Wisdom to identify them, check their rolls, and then drop most of them — only to repeat the process. It’s especially frustrating when you’re sifting through multiple low-tier chest pieces or items with poor stat rolls. Over time, this really adds up and breaks the flow of gameplay.

I really enjoy how Last Epoch allows you to quickly hover over items for immediate info — it’s seamless and efficient. I wonder if POE 2 could explore something similar or perhaps introduce a mechanic that reduces the friction. A few potential ideas:

An optional item (like an omen or flask modifier) that automatically identifies drops.

A pet or companion that helps identify gear on the fly with a quick interaction (e.g., ctrl + click).

Or even a late-game passive or atlas keystone that removes the need for item identification entirely.

I think this kind of QoL feature would help a lot with pacing and feel much more fluid during extended mapping sessions.

Thanks for taking the time to read this, and for all the work you're putting into POE 2 — really looking forward to it!


Control Click Doryani in your hideout. He will identify your entire inventory. You can do the same with sin during the campaign


I’m aware of the Doryani Control Click, but the issue is more about maintaining flow within the map itself. Having to portal out, identify everything in your hideout, stash or trash items, then return—only to potentially repeat that process multiple times in a single map—really interrupts the pacing.

The idea behind my suggestion is to streamline that friction. Imagine just hovering over any item in-map, quickly seeing if it’s worth picking up, and moving on. It keeps the momentum going and makes extended mapping sessions feel much smoother.

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