The Current Temple Mechanic Feels Like Opening Pandora’s Box
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When the problems with the Temple mechanic first appeared, your response was far too slow. You only made changes after a large number of players had already invested heavily into building their Temples, which naturally led to widespread dissatisfaction.
0.4.0c Hotfix 12 If I had to describe this hotfix, it was like temporarily stopping the bleeding, while the underlying problem remained completely unresolved. 0.4.0c Hotfix 13 This hotfix felt like stitching the wound shut without caring whether it was already infected inside. As a result, players who had already completed a “full-room Temple” were barely affected, while those who were still in the middle of building theirs had their progress effectively destroyed. This directly led to massive backlash, with over 300 pages of negative player feedback. 0.4.0c Hotfix 14 Only after the wound had been stitched did you realize the infection and fever hadn’t stopped, so you applied “antibiotics” as a follow-up. By then, the outcome was obviously ineffective. 0.4.0c Hotfix 15 This time, it felt like you finally realized the stitched wound had started to rot and fester, making it impossible to sustain any longer. So you tore it open again for surgery— but without even attempting to stitch it back up afterward, leaving behind a permanent and ugly scar. Recently, many players have been claiming that the Temple room-lock drop rate was stealth-nerfed. However, very few seem to question whether the Temple’s currency drop rate itself was ever normal to begin with. Excessive currency rewards pushed everyone toward chasing so-called “perfect full-room Temples,” to the point where this outcome started to feel entitled—as if it were something players naturally deserved. But human desire is never satisfied. After allowing such extreme rewards to exist, any attempt to rebalance or nerf the system will inevitably trigger backlash. Now you are trying to adjust or weaken the mechanic, and players are understandably unhappy. At this point, do you yourselves feel trapped—where neither option makes you “the good guy”? From the beginning, the correct approach should have been to reset the Temple entirely. Any veteran player knew the Temple was fundamentally abnormal. You could have issued an announcement explaining the situation, provided a clear reset timeline, and then implemented a hotfix similar to 0.4.0c Hotfix 13. Yes, players would still have been unhappy—but at least it would have been fair, and it wouldn’t have resulted in the current situation: 1. Reaching level 100 in just two days 2. Players can accumulate tens of billions of gold in a single day 3. Blood Mages everywhere 4. Rampant illegal RMT 5. One player running with five bots in party play 6. Regular endgame mapping has been reduced to nothing more than a “battery” for charging Temples, with some players even feedback for this charge to be turned into a tradable item. Is this really the Path of Exile 2 you wanted ??? Last bumped on Feb 10, 2026, 12:23:15 PM
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I agree with everything said here. What saddens me is that it seems that the rate that certain cards show up has been decreased. I started keeping track and with 76 temple openings and using puhuarte's medallion i have gotten 5 spy masters. I am to dumb to know if it was a shadow nerf or something else but for us casuals, it makes it impossible to keep up with all these people with a producing temple.
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