0.4.0c Hotfix 13

I'm out..

Glad I held off buying those new support packs, was thinking about it, but a few red flags this season made me wait and see.

The temple was clearly OP at the high end, but it was something worthwhile to chase, unlike every other thing in this game, that just relies on RNG to replace actual content.

Removing the Homogenizing Omens was a terrible idea, pushing us back to wasting hours engaging with layers of RNG
Not reprimanding those players that engaged with the Abyss exploit early season just encourages bad behavior
Gutting the temple, after the super rich made a fortune and the rest of us are left out in the cold is how you tell me that my time isn't valuable to your company...

goodbye, I won't have fond memories of GGG...


Thnx ggg. It’s very good change. People love no effort reward. Great changes. It’s not normal to farm 3 headhunters and 100 div on 1 temple run it’s crashing all of point playing any other strat.
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Rizzle#8282 wrote:
This hotfix was spectacularly tone-deaf. In a single, unexplained move, GGG gutted the only reason to keep engaging with the league mechanic - Measured End Game Progression (not loot). For the first time in a long while, the community had a real sense of endgame momentum—something actually worth grinding toward. And instead of tuning it, you obliterated it mid-season.

Yes, the loot scaling was high. Everyone knew that. But there’s a universe of difference between balancing and outright deleting the core structure of temples halfway through the league. That’s not balance—that’s bait-and-switch. You proudly claim you don’t nerf things mid-league, then immediately hide behind the tired excuse of “it was a bug” or “unintended behavior” when it’s convenient. That line has completely lost credibility.

What’s worse is the pattern this exposes: the community repeatedly discovers how to push your systems further and more creatively than your own developers ever anticipated—and instead of embracing that, you punish it. If your players understand the limits of your game better than the people building it, that’s not a player problem. That’s a development problem.

This change didn’t just kill a mechanic—it killed motivation. It sent a loud, clear message that time invested means nothing and anything fun is temporary until it’s deemed “too rewarding.” After 1,500+ hours, I’ve hit my limit. This wasn’t a misstep; it was a betrayal of player trust.

Do better, GGG. Because right now, I’m done.


summary of everything
I was only going to start my league today and was excited to get my temple going. I guess not anymore. Will wait till next league now
Don’t panic, folks!
Jonathan is just testing the community’s reaction. He clearly thinks the PoE2 community loves this kind of chaotic, time-wasting patch design. PoE2’s balance philosophy is built on stripping away player enjoyment and taking pleasure in watching the entire playerbase lose their minds.

Jonathan wins again!

And you all know what to do
Crawl back to PoE1, the game that still respects player agency, where the last traces of Chris Wilson’s legacy are still barely alive.
GGG, you should be ashamed of yourselves. All the time i have spent down in the drain for nothing. A part of my life just gone for nothing but rage and regret.
Awesome! I absolutely support mid, even early league nerfs!!!! NERF THE ABSOLUTE S*** OUT OF EVERY BROKEN A** THING THAT THESE PRICKS ABUSE!! Love it!
Fixed:Too many players!
Its so bad idea, i am very sad...
rip funniest poe 2 league

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