0.5.0b Hotfix 12
|
GGG thanks for the expedition fix! |
|
|
Please fix Olroth's Resolve it's bugged and doesn't have any mods.
|
|
|
Xbox players cannot enter the game after the update; it gets stuck on the title screen. Please fix this as soon as possible
|
|
|
HOLLOW FORM BUGGGGGGGGGGGGGGGGGGED 2/6/26
|
|
|
The A3 Mystic refuge bug still hasn't been fixed yet even tho it's been addressed in hotfix 11, please take a look!
|
|
|
fix summoning circles, pls!!
| |
|
| |
|
need swift alloy!!!
|
|
|
I rarely post feedback like this, but this change has genuinely left me questioning the direction GGG is taking with POE2.
The decision to cap chance to not consume charges at 75% feels incredibly unfair to players who invested heavily into making Flicker Strike work. This wasn't a free interaction, an early-game power spike, or some low-effort exploit. Reaching 100% required significant planning, optimisation, and a substantial currency investment. What makes this particularly frustrating is that Flicker Strike players have seen this pattern repeatedly. Every time the skill becomes enjoyable and players find ways to overcome its inherent limitations, another nerf arrives. At some point it becomes difficult not to conclude that GGG simply does not want Flicker Strike to exist as a strong endgame build. The explanation that players were becoming "effectively immune to damage" is also difficult to accept. Flicker Strike players are not immune to damage. We still die. We still need defenses, recovery, mitigation, and careful gearing. The skill's identity has always revolved around rapid movement and positioning. Being difficult for some enemies to track is not the same thing as being immune. What is most disappointing is that this change targets one of the few truly aspirational endgame goals remaining for Flicker Strike players. POE has always been about investing time and currency into pushing a build beyond its normal limits. That chase is what keeps many players engaged. Instead, players who spent hundreds of Divines pursuing a difficult endgame setup have effectively been told that the investment was a mistake because the mechanic has now been capped. Balance changes are necessary. Bug fixes are necessary. But there should be a distinction between fixing something that is genuinely broken and removing a high-investment interaction that players spent weeks building towards. As someone who moved completely from POE1 to POE2 and has supported the game throughout Early Access, this change has done more to damage my enthusiasm for the league than anything else so far. It feels like another example of build diversity being reduced rather than expanded. Please reconsider this change, or at the very least reconsider the ongoing approach to Flicker Strike. Many of us are not asking for the skill to dominate the game. We are simply asking for a difficult, expensive, endgame build to be allowed to exist. |
|
|
There's no need to waste any time on any Builds. Can't even wait nerf until next season. Any apologizes for those players denote time to complete Builds?
|
|












































