Patch 0.2.1 New Crafting Socketables Preview

Love all of these, but come on...

As soon as you release a +5% movement speed socketable for boots, you MUST know that it's the new BIS chase item for every single build. It's the single most effective stat in the game. I don't know of a single build that would rather have something else on their boot socket.
Still don't understand why some Lvl 75 boots don't come with 5% movement speed as INHERENT. Put the rune at 10% move speed or make a Greater version of it at a higher level req.
This is how you beef endgame.
Why not simply make movement speed an implicit in boots and scale them with the level of boots?

Why is it a modifier since it's so important any boots without them are null and void?
One step closer to having reasonable move speed in the game. Just another 50% to go!
(2-3-2019) Buff underused skills (3.23?!)+ selfcast, stop nerfing defense, build in threshold jewels (3.23?!), implement D3-style looting, add death log + MTX preview, actually rework flasks, stop balancing around the .01%, unnerf Harvest, ADD NEW WAYS TO LEVEL, finally implement Loot 2.0
Yoooo movement speed runes LFGGGG
"
Hahahaha, +5% movement speed. I must say, seeing that you are making meaningless updates in such a small place, and you are unwilling to tear down the entire rune system and redo it, you still say that this is a crafting system? Every time I see this kind of update notes, it greatly reinforces my belief that I will never play PoE2 again.

I hope that this time Poe1's 3.26 and subsequent season updates will work normally. If Poe1 is not updated for more than half a year again, I think you will lose a lot of loyal players (those who allow you to make a game full of Poe1's improved shortcomings, the vision game)


This is just 1 Layer of Crafting more will come there are far more Poe 2 players then Poe 1 now so you might want to get over it
For starters, they need to eliminate the movement penalty for amour. It should be base 0 and scale up slightly for hybrids then EV/ES only. It just slows armour builds down, and makes the game feel worse in general. Armour has enough problems without this ridiculous penalty.
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!
every update is hype realized! thank you ggg <3
Question is, how tedious will it be to get these new rune.

Report Forum Post

Report Account:

Report Type

Additional Info