0.4.0f Hotfix 1
|
Yep Destabilization Lock drops in temple have definitely tanked for me. Before I was getting at least enough to sustain 2 chains, had 6 in resevrve. I tried all methods, like leaving and farming crystals for awhile and coming back, still only had 1 drop in like 3 full temple runs with 77 rooms. Most frustrating part is I was late to getting my temple built, and had literally just gotten my second chain completed, had like 3 rooms left to get fully upgraded, and now I get to slowly watch my temple disappear. Awesome, guess I'll see you next league.
|
|
|
Why tf is our league so dead in water with no content or updates, and I take a look at PoE 1 and the amount of content and updates provided, far exceeds all that we have.
Does player retention even matter? Im beginning to worry if anything does because pockets have been lined. |
|
|
The same thing is happening to me, and this is honestly ridiculous. Players spend countless hours building their setup, only to see it completely undermined like this. Why?
Please revert the “Lock Medallion” drop rate to how it was before — around 3–4 per run with the Spymaster chain. That felt fair and rewarding for the time invested. This league was doing so well because we had the ability to gradually improve our loot chances in the endgame. That sense of progression made the grind worthwhile. Now, this issue is undoing the work of many dedicated players and killing the motivation to continue. This needs urgent attention. Rebuilding an entire temple again is exhausting, and players deserve meaningful rewards for the time and effort they put in. Last edited by Rakexx#5527 on Mar 3, 2026, 1:08:35 PM
|
|
|
are you people ever gona fix rooms in temple that dosent open the doors when no mob left in the room and fix another bug that has mobs frozen in plaze until headhunter is removed and equipted again or is this just undoabul for you to fix ??
|
|
|
Hi Grinding Gear Games Team,
I wanted to share some feedback based on my experience playing the Necromancer in Path of Exile 2. I really love the class concept — the idea of combining self-cast Reap spells with Spirit minions is incredibly thematic and engaging. However, I’ve run into some mechanics issues that make hybrid builds frustrating to play: Reaping Staff prevents Spirit minion summoning Even with available Spirit, equipping a Reaping Staff blocks summoning of Spirit-based minions. This requires weapon swaps just to summon minions, which breaks flow and feels inconsistent with the class fantasy. Class bonuses inconsistent across gear Bonuses that affect minions are present on some chest pieces and amulets, but not on weapons or foci that would logically support minions. This inconsistency makes hybrid builds feel artificially constrained. Boss encounters overspawn minions Many bosses spawn more minions than I can reasonably generate corpses from, limiting the effectiveness of corpse-based abilities. This creates a bottleneck for hybrid Necromancer builds that rely on both self-cast spells and minion mechanics. Overall, the class feels like it encourages hybrid play, but the current implementation forces compromises that are unintuitive and frustrating. I think hybrid Necromancer builds could be far more viable if Reaping Staff and similar weapons didn’t block minion summoning and class bonuses were applied more consistently across gear. I hope this feedback helps as you continue to balance the class — I really enjoy the idea of hybrid Necromancers, and I want to see them perform as well in practice as they do in concept. Thanks for your time, and for continuing to make PoE 2 such a rich and engaging game. |
|
|
just keep nerfing lock drop! nice patch GGG
|
|
|
Now getting a crash with error I’ve never seen before:
“Vector too long” |
|
|
Better than Diablo 4 in many ways and the game runs well.
But my biggest issue right now is build freedom. After spending around 300 hours experimenting with builds, hybrid builds feel far more restrictive than expected. That’s especially frustrating considering how massive the passive skill tree is supposed to be. With a tree this large, builds should feel like a pie chart where you can rotate between archetypes and experiment with different class directions. Instead, the system often pushes you down narrow, linear paths that make hybrid ideas feel punished rather than encouraged. That’s disappointing because one of the biggest appeals of a passive tree this size is the potential for creativity. Right now it sometimes feels too static, which starts to resemble the same build rigidity that hurt Diablo 4 for many players. I’m still holding final judgment until full release since passives and monster balance are clearly still being worked on, but after hundreds of hours trying to make hybrid builds work, the current system feels more restrictive than it should. |
|





















