Content Update 0.5.0 — Path of Exile 2: Return of the Ancients
![]() Time to play alone, even if you have friend go play alone |
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The Subterfuge Mask Notable Passive Skill now grants 1 Evasion per 1 Energy Shield on equipped Helmet (previously 2).
Slot machine league login. Crafting = rng Ev + Deflection Defense = rng Attack with critical chance = rng What else? HOLD. Last edited by Kage#1250 on May 26, 2026, 3:31:16 AM
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I'm so happy with the gravebind changes. Party play was a big issue for over a year now, and this is coming from someone who played in party a lot. It's just too much loot when you optimize stuff.
It's disgusting, it hurts the economy as much as big streamers do. There's a big difference when you run a map and drop 0.5-1div worth of items and some random 6 guys in a pt drops 20-25 divs A MAP. This is not a hatespeech tho, I know it's way harder than optimizing a solo character, but it was 10 times more rewarding. Finally the economy can live a bit longer than usual. Some items will always be overpriced cause there's a huge demand, but they will be equally accessible. You used to do 2-3 map runs in a pt and buy a really important piece for your carry or raritybot and snowball from there. Good job GGG Last edited by Freshmentality#1781 on May 26, 2026, 3:35:01 AM
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" "We increase evasion so you have 15% at 85+" "Nerf a node giving 20-25% less of total evasion" lmao, i hope it even it out |
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Well subterfuge nerf should have come like 2 leagues ago :D
Might still instill it, altough now that it is half value compared to before, might consider other options aswell. Last edited by Taistelija#5483 on May 26, 2026, 3:45:24 AM
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huge!!! W W W
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I don't understand why everyone is so disappointed by the crafting nerf. There is no nerf actually. You can just use multiple Hinekora's Lock and Whittlings. It's really that easy!
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I honestly don’t understand the point of this update. Yeah, essence crafting was overpowered, but limiting it to one essence mod is basically the same as removing essences from the game entirely and making them worthless. I remember how excited everyone was when the new crafting omens came out alongside essence and abyss crafting. The game actually became fun because there was finally something resembling real crafting, and we also had recombinators. Then, one week before league start, they decided to roll everything back to patch 0.2, actually even worse, because now we don’t even have recombinators. At this point, every crafting method is just buying 8-divine omens to randomly reroll mods on gear. Who is this even designed for? People who play all day, don’t work, and grind the entire league nonstop. And the worst part is how badly this affects game balance. The broken builds that never get nerfed became even stronger, while builds that at least could craft a decent weapon are now completely unplayable garbage. And of course the party play nerf was weak too. At this point just remove every party bonus entirely like in PoE1. God forbid anyone actually wants to play this game with friends. The devs seem determined to make players hate the experience, while solo players who take a whole week to finish the campaign will apparently be thrilled. I can already see there are a lot of fans of “hardcore non-casual crafting” here. Releasing a great update full of new content, then dropping a standard-style patch into PoE2, ruining the mood for most players, and shipping a completely pointless patch that only makes the game worse
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"“hardcore non-casual crafting” its not hardcore, difference is in 0.5 u ll be able to craft OP item instead of INSANELY OP item. |
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" Good point on the Omen of Putrefaction — worth spelling out explicitly: the Omen replaces all existing modifiers on an item with up to 6 unrevealed Desecrated modifiers. Under a hard cap of 1 Desecrated modifier per item, that mechanic becomes physically impossible to execute as intended. It's not nerfed — it ceases to function entirely. Gone by structural incompatibility rather than deliberate removal. --- On the "people beat endgame in 5 hours" comments: I'd gently suggest that those posts reveal more about the poster than about the criticism being made. Pointing to the fastest 0.1% of players to dismiss concerns about system design is a form of argument that only works if you assume the game is designed exclusively for them — which, to GGG's credit, it is not. It also conflates two entirely separate questions: whether the game can be beaten quickly, and whether its crafting systems are coherent and rewarding to engage with. These are not the same question. Someone can clear endgame in 5 hours and someone else can raise a structurally valid concern about crafting design — both things can be true simultaneously, and neither cancels the other. If someone finds the game too easy, that is a legitimate experience. But using it as a rhetorical bludgeon against people asking design questions doesn't strengthen the argument — it just signals that the person doesn't have one. Communities and games improve through people who engage seriously with the systems. That kind of engagement is not complaining. It is exactly what GGG has repeatedly said they want. --- On the substance: there are clearly valid reasons to cap deterministic modifiers. Perfect gear in 5 hours of playtime is not a design target anyone should be defending. That point is not in dispute. But the specific problem isn't that the cap prevents overpowered outcomes — it's that it severs the relationship between investment and control that makes crafting meaningful in the first place. PoE2's design philosophy is that deeper engagement with league mechanics should translate into greater influence over your gear. That relationship is what makes running Abyss, mastering Essence stacking, or learning Alloy modifier pools feel rewarding — not just the output, but the sense that knowledge and effort are compounding into something. A hard cap of 1 deterministic modifier breaks that structurally. It's like having 30 different ways to upgrade a sandwich and being told that regardless of how many techniques you've mastered, you may only apply one. The individual options remain. But the reason you invested in learning 30 techniques was the expectation that mastery compounds. When it doesn't, the systems don't feel balanced — they feel pointless to learn in depth. The cap may be the right answer to the wrong problem. The issue is that power ceilings were too accessible too quickly — not that compounding itself should be eliminated. A cap is a blunt instrument where a slope might serve the design better. |
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