1. #17241
    Quote Originally Posted by BeepBoo View Post
    Nah fuck those players. Boring way to play a game. Gimme mechanically intensive gameplay and reward me for having superior mechanical skill appropriately. People who are weak shouldn't get fake ways to experience strength. Video game validation included.
    This is, at best, temporary in the game and endgame seems to very much be returning to "get enough gear to just one-tap bosses".

    Fake ways to experience strength? I'm not sure what you're even talking about here.

  2. #17242
    Quote Originally Posted by Fencers View Post
    I am not sure what you mean here.
    I mean the way you come off is saying "well not everyone is doing these crAaAaAAAAAazy builds that these <insert people I don't know or care about, presumably some big POE heads> are doing!" and I'm taking it as you're fawning over them as impressive somehow. I do not find people who discover exploits/unique interactions/etc (not that what they're doing is an exploit, just an example of other "knowledge and discovery derived power") especially impressive, at least in video game land. I respect gameplay skill, so in-fact finding game breaking systems that remove said skill is counter to that.

    Again, if the game allowed people to simply snap their fingers and get everything they wanted, would these types of builds actually be impressive? If the answer is no, then it's just a matter of how much nolyfing someone does to brute-force the casino level to attain a similar level of godhood and has absolutely nothing to do with being better at the game. Ergo, not impressive.

    Make sense?

    Quote Originally Posted by Gorsameth View Post
    Except PoE 2 is not 'mechanically intense' or rewarding. Its just tedious.
    Yeah, but it had (has?) a chance to depart from that if the community will let it (or if they feel they can abandon that community for a more lucrative one).

    Don't get me wrong, I've constantly lambasted companies for doing JUST THAT, but I wouldn't say POE is successful enough to actually warrant sticking to their audience tbh. In addition, they said they weren't abandoning POE1 and that game would stay as-is (even though I think it's pretty obvious this is a lie now since they can't even properly predict schedules for how many uniques they'll get done in a cycle) so I don't really take them as making a different game under the same name as an abandonment.

    Quote Originally Posted by Edge- View Post
    This is, at best, temporary in the game and endgame seems to very much be returning to "get enough gear to just one-tap bosses".
    Yeah and that's what sucks.

    Fake ways to experience strength? I'm not sure what you're even talking about here.
    I'm just grumbling at weak people clamoring for ways to experience what strong people get to live as a result of being strong, and looking for doing it in other ways besides actually getting strong themselves.

    Using another far-fetched example, is like some nerd watching a tennis player hit serves at 140mph. No matter how much they practice, they're just not someone who has the innate skill to gitgud, so instead of accepting their weakness and having reverence for skilled/strong people, they build a machine to do it for them and then vicariously feel that strength through their toiling. Coolstorybr0, but you're STILL not impressive and YOU still aren't skilled/strong. Stop lying to yourself. Stop feeling good.

    Another example would be people who use cheats in shooters and somehow manage to feel good about themselves for it. If I could, I'd snap my fingers and make that impossible because they don't deserve to experience that satisfaction in my eyes. They literally aren't worthy. Tthe whole point is to own n00bs and feel good because you are personally better than they are. How tf can you still feel good when you know that's not true?
    Last edited by BeepBoo; 2025-04-15 at 05:49 PM.

  3. #17243
    Quote Originally Posted by BeepBoo View Post
    I mean the way you come off is saying "well not everyone is doing these crAaAaAAAAAazy builds that these <insert people I don't know or care about, presumably some big POE heads> are doing!" and I'm taking it as you're fawning over them as impressive somehow.
    No, I am saying the average player isn't geared up to the gills to one-shot the screen due to the loot scarcity.

    Even a look through POE Ninja shows only relatively few players at the top of the ladder are that geared. You can't even shop-trade for some of those items there are so few on the market.

    It's not easy to gear to that "1-button build" and the devs said less than a week ago that if players do reach that point, it's okay to 1-tap the screen because it took work to reach that point.

  4. #17244
    Quote Originally Posted by Fencers View Post
    It's not easy to gear to that "1-button build" and the devs said less than a week ago that if players do reach that point, it's okay to 1-tap the screen because it took work to reach that point.
    Right. That doesn't change the reality that you can get 1 tap builds, though, and I think it's stupid for those to exist in the game. I also think it's fine and fair for people to complain about lightning spear being OP, even though they might never get it to OP levels, because it's also true. Parity and balance, especially across the spectrum of leveling and gearing, is and always has been atrocious in POE.

    For me, when I hear things like "it took effort (read: time) to get the gear to be god!" it's an instant snooze fest that changes the game from "you're practicing to get requisite skill to beat stuff" to "you're putting in hours to have enough character power to beat stuff; skill not required." Again, I understand POE people really like that.
    Last edited by BeepBoo; 2025-04-15 at 06:07 PM.

  5. #17245
    Quote Originally Posted by BeepBoo View Post
    Right. That doesn't change the reality that you can get 1 tap builds, though, and I think it's stupid for those to exist in the game.
    Okay. Thanks for letting me know.

    I am not sure what we are discussing here. That is the intended design.

  6. #17246
    Quote Originally Posted by Fencers View Post
    Okay. Thanks for letting me know.

    I am not sure what we are discussing here. That is the intended design.
    You said "1 button isn't a fair assessment" and I think it is.

    You said "avg joes aren't gonna do this" and I said the only reason is lack of time, not because the people you name-dropped are somehow better than your avg POE player (turns out I read too much into your name drop and the way you worded it, but it struck a nerve with me due to deeply seeded hate for the POE community and what I see others often revere as "good").

    Lightning spear being over-represented isn't for no reason, nor is it because a majority of the playerbase has incorrect assumptions about how good it is. You defended lightning spear as not being OP or ez mode. My point was to correct you. My friend, who is absolutely about goblin life in POE and finding OP builds, is using and has been using lightning spear all league and is laughing at how good it is. He isn't especially geared and doesn't engage in trade.

  7. #17247
    Quote Originally Posted by BeepBoo View Post
    You said "1 button isn't a fair assessment" and I think it is.
    Not quite. Added emphasis.

    So "1 button" isn't really fair assessment outside of very well-geared builds- which GGG said is intentional that geared-out builds could blast easily.


    Now you might think gear doesn't matter.

    But I fundamentally disagree with an assessment that ignores a core component of build power [and genre + game], the gear.

    I said specifically that the average player is unlikely to have a build that is one-tapping the screen with ease as popular examples demonstrate.

    Lightning spear being over-represented isn't for no reason
    I would say several factors are responsible for LS being popular currently.

    If you look back at this thread when Dawn launched, I was committed to LS early on (mere hours into the launch) despite the skill feeling like ass (to me) early game and I was pretty vocal about my unhappiness of the mechanics. Many players, such as myself, were going to live their D2 fantasy no matter how bad this LS skill was in reality.

    Not only is this thread commentary of this, but the official forums and all 4 subreddits have early league and current league bemoaning/praising LS. With the differentiating factor, we are geared out better than before- again, an intentional point of design by GGG.


    You defended lightning spear as not being OP or ez mode.
    I did no such thing.

    - - - Updated - - -

    Patch 0.2F

    https://www.pathofexile.com/forum/view-thread/3762865


    We recently announced some improvements to Path of Exile 2: Dawn of the Hunt. Many of these improvements, including Ascendancy respeccing will be coming in patch 0.2.0f, which we're planning to release later today. The following patch notes are still subject to change prior to the patch’s deployment. This patch may take roughly 15 minutes to become available to download on PlayStation after it has been deployed.

    0.2.0f Patch Notes

    This patch adds support for respeccing ascendancy classes, atlas bookmarks, new stash tab affinites, changes to charms and totems, as well as many other improvements and bug fixes.

    Respeccing Ascendancy Classes
    Redoing an Ascendancy Trial now allows you to respec which Ascendancy Class you have chosen at the Ascension device, but only if the Trial would grant you the number of points you already have.
    In order to respec your Ascendancy class, you must have zero points allocated in it, but you can now talk to Balbala or The Trialmaster to Refund Passive Points.
    Trials of Chaos that have 7 chambers and thus grant up to 4 Ascendancy Passive Skill Points now can be attempted from level 55, down from 60.
    Trials of Chaos that have 10 chambers and thus grant up to 6 Ascendancy Passive Skill Points can now be attempted from level 65, down from 75.

    Charm Changes
    Belts level 30 and above now have implicit modifiers with 1-2 Charm Slots, while Belts level 60 and above now have implicit modifiers with 1-3 Charm Slots. This only affects new Belts found after this patch has been deployed.
    The explicit modifiers for additional Charm Slots on Belts can no longer roll.
    The Zerphi's Genesis and Ingenuity Unique Belts no longer have additional Charm Slot Modifiers, though existing versions of these items are not affected.
    Bijouborne has intentionally kept its additional Charm Slots for now as in the future we will be expanding the maximum possible Charm slots to 6.
    Massively increased the values on the Prefixes that Restore Life, Mana or grant Guard when Charms are used. You can update existing items to the new values with a Divine Orb.
    All Charms but the Golden Charm have had their maximum Charges halved and their Charges per Use Halved, making them refill more quickly.
    The base duration of Stone Charm has also been increased from 2.5 seconds to 3 seconds.

    New Stash Tab Affinities

    Added Stash Tab Affinities for the following categories of items:
    Socketables
    Fragments (includes Tablets and Trial Keys)
    Breach
    Expedition
    Ritual

    Atlas Bookmarks
    Added the ability to bookmark locations on your atlas to find them easily later.
    Right clicking a node will allow you create a bookmark by picking an icon and optionally adding a label you can type in.
    You can have up to 16 bookmarks at a time.
    They will appear as icons around the outside of the screen with a direction allowing you to scroll to them easily, or you can click on them to instantly take you there.
    You can also view a list of bookmarks under the legend and click them to go there.

    Endgame Changes
    Pinnacle Bosses now have unlimited respawn attempts at Difficulty 0.
    Tower and Hideout Maps now have a higher minimum number of Rare monsters that can spawn. The final Rare monster defeated in Tower and Hideout Maps will now drop a Map of the same tier you are running (as long as you have enough Waystone Chance). Defeating the final Rare monster in Tower Maps is still not required to complete a Tower Map.
    Added UI tracking for Rare & Unique Monsters in Unique Maps, Tower Maps and Hideout Maps.

    Crafting Changes
    As each new Rune Tier is unlocked we are removing the lower runes from the drop pool. This is to stop you getting spammed with lesser runes at high levels.
    Lesser Runes no longer drop past level 31.
    (Medium) Runes no longer drop past level 52.
    Overall past level 52 you will now drop more Greater Runes than currently, but Lesser Runes and Runes will no longer drop.
    Rogue Exiles will always have appropriate Tier Runes socketed into dropped items relative to their item levels.
    Sceptres can now have sockets, and we've added a new set of Talisman modifiers for Sceptres to allow upgrades to your Minions at mid to late game.

    Totem Changes
    All Totem Skills now start gaining Elemental Resistances and Chaos Resistance, scaling up with Skill level, from around Gem level 13. At gem level 20 they have +75% to all Elemental Resistances and +35% to Chaos Resistances.
    Ironwood Support now also grants Totems summoned by supported skills +10% to all Maximum Elemental Resistance.

    Light Stun Changes
    Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you're less likely to get stunned by random stray projectiles and other things of the sort. These changes don't affect Light Stuns dealt by players.
    We've added a cluster to the Passive Skill Tree near Chaos Inoculation that allows you to invest into a heavy amount of Stun and Ailment Threshold based on your Energy Shield. We will be adding more Stun mitigation later around the tree, notably in the Dextrous section.

    Player Changes
    Shard Scavenger, in addition to its current effects, now also restores one cooldown use for all your Grenades and grants a buff for 2 seconds that prevents your Crossbow Attacks consuming bolts.
    Shockwave Totem's base attack time is now 1.5 seconds (previously 3 seconds). Shockwave Totem's slam now deals 96-211% of Attack Damage at Gem levels 3-20 (previously 169-369%), while the Jagged Ground Eruption damage is unchanged. Quality now provides 0 to -0.2 seconds to Totem base attack time (previously 0 to -0.55 seconds).
    Frozen Locus can now be used while using other skills to interrupt what you're doing, similarly to dodge roll (though it does not allow you to dodge incoming hits).
    You will now Shield Bash if you release Raise Shield after blocking a hit from a faraway attacker, if there is a different enemy in Shield Bash range.
    Storm Lance is now able to be supported by ground effect-related Supports.
    Raise Shield is now able to be supported by Concentrated Effect.
    Fire Exposure and Lightning Exposure Supports have had their wording adjusted to make clear their effects apply to any target, not just Enemies. This is not a functional change, just a clarification of wording.
    Whirlwind Lance and The Whirlwind keyword hover now clarify that the Whirlwind's collapse deals melee damage.
    Improved the visual effects of Arc's explosions on hitting a shocked target.
    Glacial Lance is now able to chain off terrain.

    Improvements and Other Changes
    Added an Equipped Gems section to the Gemcutting interface to make levelling up cross-class skill gems more convenient.
    Added rarity borders to items available to purchase from vendors.
    Greater Rune of Tithing now provides 1 to 100 Lightning Thorns Damage when socketed in Armour (previously 1 to 10).
    Attribute Runes now have a more appropriate gold value to vendors, and can be reforged into their higher tiers.
    Breach hands can now drop splinters at all levels. This amount starts low and increases with area level, similar to splinter drops from monsters.
    Shrines are now easier to click on.

    Monster Changes
    Some Endgame Monsters can no longer interrupt their attacks if you move too far out of range during the attack to relentlessly chase you.
    Zarokh, the Temporal no longer aggressively targets player minions if any are present.
    The Immured Fury is now less likely to target minions, and their ground effects should now more reliably be removed after death.
    Azak Brutes, Azak Maulers, Azak Stalkers, and Undead Vaal Guards have had the frequency they use their skills such as ground slams reduced and the cooldowns increased.
    Adjusted the behaviour of the 180 degree cleave skill used by Geonor, the Putrid Wolf to prevent them using the skill multiple times sequentially.
    The composition of Monster packs in Jiquani's Sanctum, Aggorat, and Utzaal have been adjusted to reduce the amount of ranged skills being hurled at players in these areas. The same adjustment has been made for the versions of affected packs that can appear in Map areas.
    Adjusted the frequency and damage of the ice shard spiral volley from Shrines.
    Adjusted the behaviour of Venomous Crabs, Venomous Crab Matriarchs, and Constricted Spitters.
    Vaal Formshifter now has less damage reduction when in shapeshifted form.
    The Fettered Spider Cleansed monster now explodes on death less often.
    Adjusted the damage dealt by Goliath and Vaal Goliath Monsters.
    Adjusted the damage of Stone Sentinel's Slam skill.
    Reduced the damage of the Essence of the Infinite Monster modifier.
    Lowered the damage of Vaal Enforcer to be more appropriate for how many times it hits.
    Lowered the damage on Reconstructor's lightning burst skill.
    Slightly reduced the damage of Ravenous Misshapen's Arc skill.

    Bug Fixes
    Fixed a bug where players were gaining 1% of their Evasion Rating as Armour at all times. This also fixes a bug where the Iron Reflexes Keystone Passive Skill and General's Bindings Notable Passive Skill were not providing the correct amount of Armour.
    Fixed a bug where Ripwire Ballista and Dark Effigy were not displaying totem specific stats, such as totem life, in the skill panel.
    Fixed a bug where Corruption modifiers to the level of Bind Spectre or Tame Beast Gems could be lost upon binding or taming.
    Fixed a bug where the "Enemies chilled by your Hits increase damage taken by Chill Magnitude" modifier on the Asphyxia's Wrath Unique Quiver was instead causing enemies to take reduced damage.
    Fixed a bug where The Black Doubt Unique Body Armour would remove Mana if you were on full life with the Lich's Eternal Life Ascendancy Passive Skill allocated and were taking damage over time.
    Fixed a bug where Disengage could fail to trigger a shockwave from parried enemies in its area of effect if those enemies were hit by other shockwaves from the same use of the skill.
    Fixed a bug where Drain Ailments was not granting immunity to the consumed ailment, and was not triggering other consumption effects like Shard Scavenger.
    Fixed a bug where Drain Ailments Support would only consume a single copy of the chosen ailment in cases where the target had multiple copies applied to them.
    Fixed a bug where Embitter support didn't apply to damage that was gained as extra damage of the same type as it originally was.
    Fixed a bug where Firestorm was not triggering Shard Scavenger when consuming Ignites.
    Fixed a bug where Volcanic Fissures did not cause an aftershock when Shockwave Totem's Slam was used on it.
    Fixed a bug where Staggering Palm was not working with Impact Shockwave Support.
    Fixed an issue where Chaining and Returning Projectiles starting positions could desync.
    Fixed a bug where the last charge of the Smith of Kitava's Temper Weapon skill was able to cause multiple explosions when consumed by specific skills.
    Fixed a bug where Glacial Lance's explosions did not scale with area damage.
    Fixed a bug where Meditate could be interrupted by a non-damaging hit.
    Fixed a bug where Gathering Storm was not considered a Quarterstaff Skill.
    Fixed a bug where Refraction Support was not working correctly.
    Fixed a bug where Curses applied through Map modifiers were not being reapplied if you died and respawned at checkpoint.
    Fixed a bug where Attribute Runes could not be socketed in Wands and Staves.
    Fixed a bug where Unique Charms could not be chanced.
    Fixed a bug where the Spirit Of The Bear Azmeri Spirit was targetable and could be damaged. Don't hurt the bear
    Fixed a bug where the Azak Shaman monster would not use most of their skills when bound as a Spectre.
    Fixed a bug where the Smith's Masterwork Ascendancy Notable Passive Skill had a refund cost.
    Fixed a bug where modifiers provided by Runes were not being displayed on Wands and Staves.
    Fixed a bug that could prevent you from progressing the Power Awaits You quest if you respawned at checkpoint after The Arbiter of Ash died.
    Fixed a bug where monsters spawned by the Ogham's Legacy Unique Strongbox were required to be slain in order to fulfill the Kill all Rares Map objective.
    Fixed a bug where the Savannah Map Boss arena wasn't being sealed off when the fight began.
    Fixed a bug where the stairs to exit the Act 3 final boss arena wouldn't reappear after defeating the boss, this fix also applies to the Map Boss version.
    Fixed a bug where Storms created by Whirling Slash visually remained when the Gem was levelled up.
    Fixed a bug where Lightning Wraith monsters were dealing less damage than intended.
    Fixed an issue where one of Rafiq of the Frozen Spring's attacks was dealing significantly more damage than intended.
    Fixed a bug where Skeleton Spriggans would just push you instead of actually using their melee attack.
    Fixed a bug where the Chimeral Wetlands could sometimes have a blocked path.
    Fixed a bug where the Map Pin for Ignagduk, the Bog Witch did not update properly on the World Map after using the Gemcrust Skull in Cruel Difficulty.
    Fixed a bug where Ball Lightning could not be supported by Chain support.
    Fixed a bug where Perpetual Charge was unable to support Whirlwind Lance.
    Fixed a bug where channelling Meditate would show an unrelated buff icon.
    Fixed a bug where Jagged Ground used the incorrect debuff icon.
    Fixed three client crashes.
    Fixed three instance crashes.

  8. #17248
    Quote Originally Posted by BeepBoo View Post
    I'm just grumbling at weak people clamoring for ways to experience what strong people get to live as a result of being strong, and looking for doing it in other ways besides actually getting strong themselves.

    Using another far-fetched example, is like some nerd watching a tennis player hit serves at 140mph. No matter how much they practice, they're just not someone who has the innate skill to gitgud, so instead of accepting their weakness and having reverence for skilled/strong people, they build a machine to do it for them and then vicariously feel that strength through their toiling. Coolstorybr0, but you're STILL not impressive and YOU still aren't skilled/strong. Stop lying to yourself. Stop feeling good.
    Maybe see a psychiatrist.

    Two things: gearing up and putting together a build is literally how you build the capability to "serve at 140mph" in this game. It is the entire concept of the genre, that you start weak and through repetition and luck become more well geared and therefore stronger. The second thing is go and play a fighting game. ARPGs are not for you.

  9. #17249
    Quote Originally Posted by Nzx View Post
    Two things: gearing up and putting together a build is literally how you build the capability to "serve at 140mph" in this game.
    Yeah. Would be nice if it was just a pacing control instead and skill was the major factor in performance at any given level.

    ARPGs are not for you.
    As it turns out, there have been a few examples (not exactly like the isometric ARPG genre in-general has a huge catalog of games, so "a few" in this case is equivalent to the souls-like sub-genre in the sea of RPGs) and we're on the precipice of yet another BIG one releasing (no rest for the wicked), so I think they are. Blasting and RNG gearing your way to godhood is not as intrinsic to the genre as you're portraying it to be.

  10. #17250
    https://www.reddit.com/r/PathOfExile..._needs_rework/

    well, at least we're getting quick patches but they could probably use a bit more time to cook...shockwave totem visuals are absolutely insane after they doubled the attack speed. F visibility those lads.

    Apparently reddit is chatting about a bunch of streamers already quitting? I know the LE season is coming up and that's likely part of it, but this update just feels like another rough one. Lotta endgame improvements and general improvements and all, but still so many issues and problems and apparent weirdness with loot this patch making it frustrating (at least for me).

    - - - Updated - - -

    https://www.pathofexile.com/forum/vi...ge/1#p26098353

    the nerf to enemy light-stun ended up being a buff to enemy light-stun, that has now been fixed. heh

  11. #17251
    shockwave totem visuals are absolutely insane after they doubled the attack speed. F visibility those lads.
    Playing POE at 12 FPS is the only true way to play POE.

    I lived through the blight era. I am conditioned.

  12. #17252
    Quote Originally Posted by BeepBoo View Post
    As it turns out, there have been a few examples (not exactly like the isometric ARPG genre in-general has a huge catalog of games, so "a few" in this case is equivalent to the souls-like sub-genre in the sea of RPGs) and we're on the precipice of yet another BIG one releasing (no rest for the wicked), so I think they are. Blasting and RNG gearing your way to godhood is not as intrinsic to the genre as you're portraying it to be.
    I wouldn't really call No Rest For The Wicked the same genre as Path of Exile, and it's style of combat doesn't really work when you're getting swarmed down by hordes of enemies. I do think ARPGs in general have room for more than just 1 button builds, and most Path of Exile builds do tend to actually use more than 1 button in practise, even if a lot of the extra buttons are buffs / utility skills.

    In Path of Exile 1, I think the biggest thing holding people back from utilising multiple damage skills (other than laziness / convenience) is the socket system. You only get 1-2 6 socket skills so it's generally more effective to optimise 1 skill rather than half ass a few skills. This doesn't apply in quite the same way to Path of Exile 2, but you can't share support skills between multiple skills so you still wind up optimising a main skill and then putting left over supports on other skills.

  13. #17253
    Quote Originally Posted by Edge- View Post
    Apparently reddit is chatting about a bunch of streamers already quitting? I know the LE season is coming up and that's likely part of it, but this update just feels like another rough one. Lotta endgame improvements and general improvements and all, but still so many issues and problems and apparent weirdness with loot this patch making it frustrating (at least for me).
    Okay, but who gives a shit and why are they surprised? These are people who play PoE for a living, upwards of 8 hours a day every day with no days off for years. Now they can't put thousands and thousands of hours into a game that is pre-release we're supposed to be concerned that they're quitting, when there just so happens to be a new league of a different ARPG starting?

    People's brains are absolutely cooked on the concept of a "main game". Zizaran, as an example, posted four years ago that he had ~20,000 hours played in PoE. That's just shy of a decade at a 40 hour a week job. There are very few things on the planet people won't give up on after that long and he's added another 4 years of playtime onto that figure already. He's an extreme example and probably isn't even "quitting" but people need some perspective on this shit - if you farm for a living and I farm in my backyard, we are not the same.

    A game is not "bad" or "rough" because other people don't want to sink their 25,000th hour into it's repetitive endgame. I have like three or four days played on my Amazon, it was fun, that's a fucking long time. If I play more and get bored at 100 hours on one character that's not an indictment on the game, that is a more than reasonable amount of time to do the same thing for - especially when that might be 20% of all the hours that have occurred on Earth since the patch has been out.

  14. #17254
    Plans for 0.2G

    With Patch 0.2.0f deployed, we're already planning the next wave of improvements we want to be making.

    Our current plan is to try to get 0.2.0g ready as soon as we can. We are of course remaining flexible around this because of the Easter Holidays and ANZAC Day (A New Zealand public holiday) next week.

    The main focus of 0.2.0g will be to address two highly sought after improvements as well as a flurry of other minor to moderate changes.

    The first improvement is around Loot drops. The three main changes you can expect around this is to first mitigate unlucky streaks from bosses in the campaign by raising the floor of the quality of their drops. The second is to increase the quality of drops from bosses overall, and the third is to improve the drops from monsters possessed by Azmerian Wisps.

    The second improvement is around Corrupted Nexuses. They can be difficult and time consuming to find and often players progress in waystone tiers much faster than they can complete the Nexuses. We will be reducing the number of Nexuses needed to be completed to attain all your Atlas Passive Points and improving visibility of them into the Fog on the Atlas Map.

    On top of that we're also going to improve accessibility to Pinnacle content, reduce the difficulty of Simulacrums, and also increase the rewards and lower outlying difficulty spikes from Remnants in Expeditions.

    These are just some of the changes we'll be working towards deploying over the next couple of weeks, we appreciate all of the feedback coming in and will keep an eye on it and keep addressing concerns as we can!

    Thanks very much and we wish you all a happy Easter weekend.

  15. #17255
    Quote Originally Posted by Nzx View Post
    Okay, but who gives a shit and why are they surprised? These are people who play PoE for a living, upwards of 8 hours a day every day with no days off for years. Now they can't put thousands and thousands of hours into a game that is pre-release we're supposed to be concerned that they're quitting, when there just so happens to be a new league of a different ARPG starting?

    People's brains are absolutely cooked on the concept of a "main game". Zizaran, as an example, posted four years ago that he had ~20,000 hours played in PoE. That's just shy of a decade at a 40 hour a week job. There are very few things on the planet people won't give up on after that long and he's added another 4 years of playtime onto that figure already. He's an extreme example and probably isn't even "quitting" but people need some perspective on this shit - if you farm for a living and I farm in my backyard, we are not the same.

    A game is not "bad" or "rough" because other people don't want to sink their 25,000th hour into it's repetitive endgame. I have like three or four days played on my Amazon, it was fun, that's a fucking long time. If I play more and get bored at 100 hours on one character that's not an indictment on the game, that is a more than reasonable amount of time to do the same thing for - especially when that might be 20% of all the hours that have occurred on Earth since the patch has been out.
    Agree with all of this. I don't even know who used the word "quit" as it's hilariously inappropriate; it's like they're abandoning it forever in a mass exodus or something.
    Maybe some streamers "quit" the PATCH, but there ain't no way they're quitting PoE2. However much they're PoE streamers, they put GGG's games on hold and play other ARPG releases all the time, as most of their audience is also interested in those.
    LE's first major update and first new season is arguably the biggest iso-ARPG release outside of PoE/PoE2 leagues and maybe a D4 season, so of course they'll play that over a PoE2 patch that's pretty universally panned, disliked, and by most accounts, not even particularly fun to play for themselves.
    Hell, they ditched PoE leagues for Path of Diablo seasons in the past.
    Game's gonna be fine. (Eventually?)

  16. #17256
    Fub has some good insights here on the atlas.


  17. #17257
    A one-month Settlers private league that we can't tweak to tide us over until 3.26 hopefully ships in June? GGG, you spoil us too much!

    I don't even give a shit and am not sure who would at this point. We've built up this stupid fucking town like 4 times now and it's been a fucking year of Settlers. Extend Phrecia for folks still playing that or do something actually interesting.

    I know it's the very early goings and GGG are learning how to do all this, but I do not feel any confidence in GGG's ability to support PoE and PoE2 simultaneously. At least not support them well.

    https://www.pathofexile.com/forum/view-thread/3770489

    Edit - https://www.reddit.com/r/pathofexile...y_about_chris/

    Based Chris Wilson, though.
    Last edited by Edge-; 2025-04-23 at 04:34 PM.

  18. #17258
    Quote Originally Posted by Edge- View Post
    A one-month Settlers private league that we can't tweak to tide us over until 3.26 hopefully ships in June? GGG, you spoil us too much!

    I don't even give a shit and am not sure who would at this point. We've built up this stupid fucking town like 4 times now and it's been a fucking year of Settlers. Extend Phrecia for folks still playing that or do something actually interesting.

    I know it's the very early goings and GGG are learning how to do all this, but I do not feel any confidence in GGG's ability to support PoE and PoE2 simultaneously. At least not support them well.

    https://www.pathofexile.com/forum/view-thread/3770489
    learning how to do this?
    learn what? Not to remove the entire dev team from the game you supposedly will continue to support thereby ensuring that any schedule they have cannot be remotely met and then despite knowing you cannot possibly make the announced date for the next league, because you haven't even started work yet, you wait until what was it, the day of?, before announcing your actually going to start work...

    All they had to do was not touch the PoE 1 team and just release the PoE 2 beta when it was ready.
    It ignores such insignificant forces as time, entropy, and death

  19. #17259
    learning how to do this?
    Has GGG ever developed two games simultaneously?

    Is there another game they made or are making that I don't know about?

    It is reasonable that they prioritize their premier product that has the most monetary investment and marketing behind it over a 10+ year-old game. GGG were not wrong for pulling people from POE1 3.26 development; it just sucks for players of POE1 and the communication over the 3.26 delay was, terrible, honestly.

    But I would have made the same decision to pull devs off POE1 for our new flagship product that we can build another 10 years on.

    10 years from now, POE2 will be a 10-year-old game. POE1 will be a 25+ year old game that started development in 2007.

  20. #17260
    I really hope 3.26 is something of substance. Since we're probably going to be playing it for a year +

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