Content Update 0.5.0 — Path of Exile 2: Return of the Ancients

The Defiance Notable Passive Skill now grants 20% increased Armour and Evasion Rating, and now grants 80% increased Armour and Evasion Rating when on Low Life (previously 120%).

But why
Please GGG, I need my sparkly crown MTX in PoE2.
Huge W for nerf MF parties!
The crafting nerf has one big issue: it makes essences nearly worthless. Noone will risk using an essence when its price is that you cannot use the good stuff later on. You will only use the best stuff - and nearly all essences fall short.

There will be a few "best" crafting materials - and those will be the only ones used. I strongly agree that the perfect essences should be capped to 1. But normal essences arent great yet and removing them from crafting means:

- you get 1 modifier from abyss crafting (abyss stays very powerful this way)
- every other source can be 1 modifier (so basically, everything competes with essences and runes and 99% will be worthless.

On top, it has big balance implications: attack builds will be bad, while casters and minions just stay great. Just get your +gem levels mod and you need 1-2 other good mods - and you have a great caster/minion weapon. For attack builds, you already need 4+ stats.

It also makes the lack of nerfs to skill levels for casters/minions even worse: because they basically still just need one modifier and the rest isnt that important. So it will be easy to craft good caster/minion weapons on day 1 and much harder to craft good attack build weapon.
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So, not only essence crafting is now severely limited.

But also Omen of Putrefaction is completely removed, as we can have only one desecrated mod.
And it was a fun way to make a mid-tier items too.

That's sad.



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.

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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.

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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.


That is a lot of words for a guy who doesn't understand fundamental things.

Omen of Putrefaction is not gone. The limit of 1 desecrated mod on an item has been there since the release of the Abyss. That's why you can't desecrate an item twice. Omen of Putrefaction has always bypassed that limit, so there is no reason it shouldn't work after the patch.

The limit for crafted mods was necessary. Currently, you can craft almost a perfect weapon deterministically, from a magic base with one affix. Using 4 different essences on a single item is not an interesting crafting system.

You also don't know what other systems and runes will be there. I am guessing that there will be a multimod rune that will allow you to have more than 1 crafted mod. Or runes that make rolling/slamming an affix easier by limiting the pool.
Can we also apply quality to the skills given by items they have quality modifiers but can't be added also to the guy above me there are omens that add 6 desicrated mods bud so dont attack ppl when you clearly dont know
Last edited by Foeten5639#8632 on May 26, 2026, 5:36:24 AM
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The Gravebind Unique Gloves now have 15-20% Increased Rarity of Items Found, and Your other Modifiers to Rarity of Items found do not apply.


What the hell is the point of this change??? Group play is already weaker than solo wtf
can wind serpents fury get some love too? once it got eradicated by removing the shockwave and lowering damage, its been worst weapon ultimate skill for the setup needed now.
Jewellery orb changes are nice but ascendancy skills getting shafted by not getting included... sad manifest noises.
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rastaqki#6957 wrote:
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So, not only essence crafting is now severely limited.

But also Omen of Putrefaction is completely removed, as we can have only one desecrated mod.
And it was a fun way to make a mid-tier items too.

That's sad.



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.


That is a lot of words for a guy who doesn't understand fundamental things.

Omen of Putrefaction is not gone. The limit of 1 desecrated mod on an item has been there since the release of the Abyss. That's why you can't desecrate an item twice. Omen of Putrefaction has always bypassed that limit, so there is no reason it shouldn't work after the patch.

The limit for crafted mods was necessary. Currently, you can craft almost a perfect weapon deterministically, from a magic base with one affix. Using 4 different essences on a single item is not an interesting crafting system.

You also don't know what other systems and runes will be there. I am guessing that there will be a multimod rune that will allow you to have more than 1 crafted mod. Or runes that make rolling/slamming an affix easier by limiting the pool.



You're correct that the 1 desecrated mod limit predates 0.5 and that Putrefaction has always bypassed it. Worth clarifying. But that wasn't the concern being raised. The question is whether it will continue to bypass the limit given that the patch notes now state it explicitly as a rule, rather than it being an implicit consequence of the mechanic. Read strictly, that's a legitimate open question — and precisely the concern raised by the post I was responding to. We don't know yet.

On the cap being necessary: we agree. That point is explicitly conceded in my original post. The argument was never against limiting deterministic power — it was about whether a hard cap is the right mechanism to do so.

On the multimod rune: you may be right. But "I'm guessing" is doing a lot of work there. If that were the intended replacement, it would be in the patch notes. Arguing that a concern is premature because an unannounced system might address it later isn't a counterargument. It's a placeholder. We're responding to what's been communicated, not to what might be guessed.

And yes — engaging with the arguments tends to work better than opening with a dismissal.
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Jewellery orb changes are nice but ascendancy skills getting shafted by not getting included... sad manifest noises.


I'll just fill my concoction flasks with my tears.

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