Content Update 0.5.0 — Path of Exile 2: Return of the Ancients
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Hello, would it be possible to get numbers on corrupting cry?
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" its only buff to hp blud |
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hivemind in action again. theres far too many variables to say anything is definitively nerfed. many of them are complete unknowns too lol. i love how easily the obnoxious minority is influenced by one streamers opinion. i might actually play totems in spite of all this
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According to the update announcement from the Chinese server, this party nerf also reduces the additional rare currency drop per extra player from 100% to 75%, which means the loot for a six-player party will become 475%. I believe this more fair and Justice spirit is worth advocating—it's a good change, and I support GGG. This game will get better.
地狱无情侠#7486wrote: Let me summarize the biggest problems with party play. It's not simply about 6 people getting 6 times the loot — it's a series of issues: 1.Party play provides drop rate bonuses.Many RMTers buy 6 accounts, with 5 of them being bot scripts. This turns into a situation where one person gets the rewards of six people. 2.The Gravebind Unique Gloves were a huge problem.You could see many "ring king" players stacking their rarity to 500, then using that 500 rarity to obtain the rewards of 6 people. This resulted in 6-player parties dropping 10 to 20 times more loot than solo players. (This has now been fixed.) 3.In the endgame, having 6 people in the same party actually made the difficulty much lower.Various auras could be stacked without restraint — these buffs multiplied rather than added, easily turning 10 million damage into 100 million. (This has now been fixed.) 4.When entering a high-cost map, things like tablets and map entries cost currency, but a single map allowed 6 people to play.The other 5 players paid zero cost. 5.When all these advantages come together, the destructive impact is enormous, easily breaking the game's economy. " |
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"Fixed a bug that caused the minion damage bonus against non-unique enemies introduced in version 0.3 to function incorrectly. Depending on specific circumstances, this will result in very little change to early minion damage, approximately 25-35% more late-game minion damage against non-unique enemies, and approximately 20-25% more late-game minion damage against unique enemies. This bonus is also no longer factored into the damage numbers displayed for skills of your minions."
Man, you guys just keep buffing my build over and over!! LOGIN!! |
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Daily hype post. I'm still excited to play tomorrow. My wife is getting me all set up with pizza and snacks like she does every season start. If you want a happy life, get you a gamer wife!
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So far a friend of mine and I used Gravebinds every single league, he loved playing support and we just tried to see how much content we can push, but we both also like to play efficiently.
For a few years now party scaling avenues in poe1 got worse, more fixed rewards got included, not scaled by party members - most of the time you wouldd be better off solo playing x2 than playing together. A player only adds half the value added to a map after all. Now in PoE 2 I kind of think that duo play with Gravebind on high investment actually was worth it, probably more rewarding than 2x solo, but it requires decent coordination. I think if they wanted to tone the rewards down to "the baseline solo", they should have just given gravebind the line: Your rarity is the average of all players in your presence. Or your rarity applies at 50% or 33% of its value. Instead they just deleted that item, why would anyone bother with them if you could just put on a double rarity hat or gold ring and have higher rarity on the killer. The downside just defeats the entire purpose of that item. Farming salt on the forums since 2024 Last edited by Toaru_Majutsu_no_Index#1288 on May 28, 2026, 10:53:18 AM
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Removing mirror from the game, when?
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" First time? :D |
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" lol no, its literally every point release so far. absolutely hilarious |
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