1. #17261
    I hope this "loot patch" isn't some bullshit where they increase the drops by 12% and makes no difference.

  2. #17262
    Quote Originally Posted by Fencers View Post
    I hope this "loot patch" isn't some bullshit where they increase the drops by 12% and makes no difference.
    This is a significant buff.

    - - - Updated - - -

    https://www.pathofexile.com/forum/view-thread/3774647

    PoE 2 saved?

    Huge drop/rarity change, TLDR seems to be yes drops were kinda garbage for a variety of reasons and no it wasn't just wisps that sucked.

    Dropping later today, which is surprising. I might actually come back and give this update a spin and try to finish leveling my huntress after this drops.

    - - - Updated - - -

    https://www.pathofexile.com/forum/vi...ge/1#p26139374

    patch notes guess it's going live...nowish? >.>

    edit: and down. apparently something went sideways and a bunch of skill gems and shit were disappearing, folks saying spark just poofed or something.

    - - - Updated - - -

    https://www.pathofexile.com/forum/vi...ge/1#p26142226

    the "what went wrong" post from GGG
    Last edited by Edge-; 2025-05-01 at 03:48 AM.

  3. #17263
    Luckily, I haven't played in a week or so.

  4. #17264
    Loot patch apparently coming at 5PM PT so...about 15 minutes. Hopefully this does the trick and makes the game stop feeling like Ruthless but somehow worse (until you start getting the juice)

  5. #17265
    It seems to be working.

    - - - Updated - - -

    I wouldn't say GGG is back. But it does feel a lot better after patch.

    Still could use some tweaking.

  6. #17266
    Leveling drops feel much better, holy crap. I was in mid A2 and I've gotten a fair amount of exalts/regals to the point where I'm actually not feeling to pressured to save them for later. Used a regal, hit an affix I wanted.

    It's still not crafting, but I feel like if this keeps up I'll have enough currency to gamble enough gear while leveling to feel good.

  7. #17267
    We might be [coming] back? I ran a few maps this morning and the drops were very accommodating. I was able to upgrade a piece that I was stuck on for about 15 levels.

    Good currency drops too. Was able to trade for a decent pair of gloves without running maps for a week.

    Not bad. Still needs tweaking. Expo is still hit or miss. Wisps are 50/50 too.

    - - - Updated - - -

    I dont understand why/who/ wants chests that spawn monsters slowly one at a time.

    This needs to happen at double speed at least. Triple speed or instant would be best.
    Last edited by Fencers; 2025-05-03 at 05:20 PM.

  8. #17268
    They gotta fix the atlas. It sucks. Also jucing is a pain in the ass- get rid of fucking towers.

    If GGG do some work on how you map and the atlas, they might be cooking again.

  9. #17269
    https://www.pathofexile.com/forum/view-thread/3780473

    outline of the improvements in 0.2.0h

    please keep working on this "league" a while longer, GGG. they're doing a lot of very good work improving shit very quickly

    things like greed/corrupting shrine should have never existed since they can brick your shit so easily and just feel bad. breach hoovering is gonna be nice, and hopefully the changes will improve them on corridor maps. now they need to do something like that for shit ritual placements

  10. #17270
    The breach and quick use changes feel POE1 appropriate. Especially the splinter hoovering.

    - - - Updated - - -



    - - - Updated - - -

    The POE2 stash tabs look really bare. It could be that I have NEVER found enough soulcores and runes to full a page like in the video.

    The ritual page they showed off was kinda laughable. No one has that much ritual currency.

  11. #17271
    finally got back to maps after a long break

    i'm just...still not really feeling it. will keep playing for a while on my bleed amazon (rake for main damage with bleed pops, crit focus for big hits/aggravating bleed) but it just feels like the actual endgame mapping is still designed for poe1 and wiping screens quickly and not for setting up combos "meaningful combat" unless you want to take like 20 years to slowly and methodically clear a map and my lord that's just not it for me

    lordy i can't wait for 3.26, really hope it's not delayed and that it's not half-assed after a year of fucking settlers and the ups and downs of poe2

  12. #17272
    https://www.pathofexile.com/forum/view-thread/3783548

    We’re continuing to work on improvements for Path of Exile 2. Patch 0.2.1 is in active development and we're aiming to deploy it at the end of next week. Find out more about the improvements this patch contains below!

    Endgame Rewards

    When setting up the frequency of encounters and rewards for Path of Exile 2, we have to decide how many maps players will have to do in order to get them. After extensive playtesting we now believe that we overshot this number pretty substantially.
    In 0.2.0g we improved the base-line experience of getting rewards from monsters and chests but we still feel you don't get enough of those exciting spike moments when something very powerful or valuable drops. There actually are some very cool items to find, but you won't ever find them because they are incredibly rare.

    One of the major focuses of 0.2.1 is making chase items more common, but also adding more chase items to find.

    Unique Items

    In 0.2.1 we are going to be significantly improving both the drop rates of the incredibly rare unique items we already have as well as adding a bunch of new exciting and chase uniques that will take your builds to new heights. We are also buffing some of the rarer uniques that were intended to be chase, but didn't live up to that standard. You should see significantly more chase uniques than before and we'll be doing a post showing some of the new uniques next week!

    Crafting Socketables

    One of the issues that we have with the socketable crafting system at the moment is that by the time you get to the endgame there isn't really anything new or exciting to find to socket in your gear. Resists and attributes are great to help with solving problems in the early game, but in the endgame, ideally you should be swapping all of these out for more interesting and powerful mods.

    In 0.2.1 we are adding 22 new Runes, 14 new Soul Cores and 7 new Talismans. These cover a full spectrum from being powerful to insane, but are rare to find. You will certainly want to use them over the normal base set of socketables.

    Ritual

    Ritual also suffered from us pitching the chase rewards too rare as well.

    We're making the rarer Omens from Ritual more common. You'll see the same number of Omens, but they have a significantly higher probability of being the rarer, more exciting ones.

    Corrupted Essences

    While we're at it, we'll also be increasing the commonality of getting Corrupted Essences when using Vaal Orbs on monsters trapped in Essences, by approximately six times.

    Rogue Exiles

    Rogue Exiles just didn't have enough Unique Items so we are increasing the frequency that Rogue Exiles have, and thus drop, Unique Items by approximately three times.

    Twisted Domain

    The boss in the Twisted Domain was pretty valuable, but as an endgame area, the rest of it was pretty underwhelming compared to the other content you are doing at the time. Pinnacle content shouldn't be giving less rewards than the dozens of maps required to gain access to it.

    To start with we have substantially increased the number of Rare monsters that spawn during the Domain. Previously there would often be no Rare monsters at all. In addition, we have changed the balance of Quantity and Rarity that monsters in the Domain have. This will mean that the large drop of items that occurs right before the boss fight should now be way more valuable than before.

    We now also guarantee some rare Breach Rings in the resulting drop, so you should come away with at least a decent chance of some powerful items.

    Expedition Logbooks

    One thing that makes Logbooks unrewarding is the fact that at very high levels they have so few monsters spawning that they often end up yielding significantly less items than just a regular Endgame Map. This is reflected in the fact that at low level 90s you could do an entire Level 80 (the highest possible level) Logbook and not even gain 1% of a level of experience. We're doing a pass on the amount of monsters spawning to intensify the combat but focusing on very high level ones to better match the consistency of other Endgame content.

    The first change is that we're increasing the distance between explosives and the radius of explosives, this will allow you to ultimately uncover more monsters and rewards. On top of this we're also increasing the number of monsters spawned to be more reflective of what an Endgame map has in it.

    Additionally we're also making changes to the specific features found in each of the different Logbook areas.

    The Lush Isle area currently has Karui Totem Remnants that cause the monsters to give substantially increased experience. It also has fenced off areas where you can explode the fence and gain access to totems that drop a lot of currency items and on the beaches there are small corruption pustules that drop Uncut Skill Gems.

    In order to improve this area we are increasing the number of Remnants, especially the experience ones. Additionally we will generate more of the fenced off sections, and a larger change to the pustules will be made where destroying any of them will cause all monsters unearthed afterwards to spawn Corruption monsters on death, similar to those in the Corrupted areas on the Atlas. Combined with the base changes to drastically increase the number of base monsters spawned during Logbooks, it is intended that Lush Isle provides a very good source of experience.

    The Frigid Bluffs Logbook area is an Icy Tundra with Vaal architecture and many Vaal monsters and Vaal Remnants frozen in time. Aside from the traditional Expedition monsters and Chests you can also explode these Vaal objects free. The problem is these are relatively underwhelming. There are few monsters and they are not any more rewarding than normal Expedition monsters, and on top of that the remnants just cause the monsters' drops to be corrupted, which is more arguably a downside than otherwise.

    We're making a couple changes here! On top of the Vaal monsters, we're now going to have some Vaal bosses frozen in time too. These are standalone Map bosses that can be broken out and fought, all the Remnant modifiers will apply to them as normal. The Vaal Remnants that caused items to drop corrupted are being reworked. Now they will generate with one to three upsides, and one to three downsides that normal Remnants have, think of them just as a super-remnant.

    The Barren Atoll Logbook is an atoll that sea-travellers and fisherman have used to store their treasure and supplies. The area currently has crates filled with gold, strongboxes and Ezomyte runes. The issue is that the crates drop far too little gold and there are far too few strongboxes and runes.

    After our changes the crates are going to drop a significant amount more Gold, and we're going to generate a lot more Strongboxes (and by a lot, I mean over ten-times as many), of which could be unique strongboxes too. The Ezomyte runes, aside from already adding Rarity to all subsequently unearthed monsters, will also now drop 2-4 additional Runes instead of the existing 1. Given we're adding some new chase Rune drops, this may prove to be a good source to get them.

    All of these special features found in the specific Logbook areas are also being added to the Minimap so you can see where they are and plan well before starting to place your chain of explosives.

    Endgame Content and Variety Improvements

    A second main focus is that we're going to increase the variety of running Endgame Maps. Right now did you know that if you were to generate 400,000 Maps, that 150,000 of them would be Hidden Grotto? We are certainly sick of running that area and fighting that same boss on repeat! The intention here is to normalize the frequency that different maps, and thus boss fights, appear on the Atlas. This will make things feel far less repetitive when playing the Endgame, especially for many many hours.

    Citadel spawning has been adjusted. Now whenever a Citadel is generated on the Altas, it also ensures that it generates the other two types of Citadels near it. This will prevent cases we have been seeing where players would, due to the whims of random generation, get many many of the same Citadel one after another and never be able to fight the Arbiter of Ash, especially when not in a trade league.

    Both these changes to Atlas layouts won't apply to areas of the Atlas that you have already revealed. In order to get the improvements, you will need to explore further away into parts of the Atlas that haven't been generated yet.

    Additionally you can expect some other Endgame improvements, such as reducing the danger of two of the Ritual types that were just a ruckus of purple chaos explosions and reducing the danger and increasing the telegraphing of the Volatile Plants monster modifier. Combined, these were responsible for over half of all player deaths in the endgame!

    We are also lowering some of the more dangerous map modifiers, like Elemental Penetration to be more in line with others, improving the rewards and visibility of Omens in the Viridian Wildwood unique map, increasing the radius to open Clasped Hands in Breaches, reducing the pack size of the Bats that shotgun you with projectiles in the Twisted Domain and reworking the Curse Map Mods to have counterplay. These are just some of the more isolated improvements coming.

    Trial of the Sekhemas

    In Trial of the Sekhemas we've adjusted the Affliction that caused you to have no Energy Shield to instead halve your Energy Shield. This is for Chaos Inoculation builds so that when they randomly get this Affliction, the run isn't effectively over.

    On top of this we discovered a mistake with the chances of getting certain Afflictions and Boons. Specifically there was 1 Affliction, 2 Minor Boons, 1 Major Boon and 1 Pact that had one-hundred times the commonality they should have. This would have caused players to constantly be getting them as the first randomly generated outcome and as these boons were in particular the weaker and more boring ones, it often would have made the runs less rewarding and interesting.

    Quality of Life and User Experience Changes

    We did some notable quality of life improvements in 0.2.0h but there are more coming. We have a huge improvement to searching on the Passive Tree when using Keyboard & Mouse. Now when you search for passives by typing in the text field, you can press Enter to automatically find and go to that passive, if there are multiple passives found in your search then continuing to press enter will cycle through them. It also darkens the rest of the passive tree to help bring the searched nodes to the foreground making them much easier to see.

    A huge request has been that we invert the display of "Tier X" on items when using advanced item display. This is so that you can immediately identify if a modifier is the best it can be on an item. This is more for advanced and Endgame players, but is very important to being able to quickly assess the true power of an item or if it's an appropriate crafting base. We are swapping this back to work the same way as Path of Exile 1.

    On the Atlas, when you hover a Map it will separate the categories of Modifiers displayed, so you can more easily see where those modifiers are coming from. Specifically you can now determine if they're from Corrupted or Cleansed Influence in one category, and if they're from Towers in another category. This will help make it clearer when looking for specific modifiers like +1 Level in Corrupted influenced areas.

    There is also a performance improvement coming. We're optimizing the physics on monsters and NPCs across the game, this is making them significantly cheaper and will cause less CPU bound bottlenecks on performance. This issue isn't prevalent everywhere but is common in areas with lots of humans, such as the Faridun in Act two, or in Freythorn in Act one. We'll continue to optimize these incrementally in every patch as we find all the suboptimal cases.

    We've also added some improvements to the Shop and Cosmetics panel, including an Equip-Now button when purchasing Microtransactions and added a new Skin Slot on the Cosmetics page, for some future Microtransactions that will replace your base character skin or model.

    Conclusion

    That summarizes our 0.2.1 patch that we're hoping to deploy at the end of next week but are keeping flexible as it might fall into the week afterwards. We will keep you updated with further changes and post some specifics on Uniques and Socketables between now and then! Thank you very much.
    My brothers.

    A huge request has been that we invert the display of "Tier X" on items when using advanced item display. This is so that you can immediately identify if a modifier is the best it can be on an item. This is more for advanced and Endgame players, but is very important to being able to quickly assess the true power of an item or if it's an appropriate crafting base. We are swapping this back to work the same way as Path of Exile 1.

  13. #17273
    Quote Originally Posted by Fencers View Post
    https://www.pathofexile.com/forum/view-thread/3783548



    My brothers.

    A huge request has been that we invert the display of "Tier X" on items when using advanced item display. This is so that you can immediately identify if a modifier is the best it can be on an item. This is more for advanced and Endgame players, but is very important to being able to quickly assess the true power of an item or if it's an appropriate crafting base. We are swapping this back to work the same way as Path of Exile 1.
    sometimes you don't need to reinvent the wheel because the design concept of the new wheel is prettier

  14. #17274
    Quote Originally Posted by Edge- View Post
    sometimes you don't need to reinvent the wheel because the design concept of the new wheel is prettier
    I actually needed to catch my breath reading that part. What a stupid item it was to flip the POE tier system. Senseless.

  15. #17275
    yeah fuck mapping it feels like an entirely different game and i do not like how it feels if you do not have very fast screen clear

    i really do not like jonathan as a game director and the direction it seems he keeps wanting to pull poe2. i hope marks influence continues to take lead in this game, the changes that appear to come from him are actually good and fun and not around making the whole experience miserable friction

    real though, i hate how the game feels like it completely changes in speed/pace the second you hit maps. just feels like shit to me

  16. #17276
    Quote Originally Posted by Edge- View Post
    yeah fuck mapping it feels like an entirely different game and i do not like how it feels if you do not have very fast screen clear

    i really do not like jonathan as a game director and the direction it seems he keeps wanting to pull poe2. i hope marks influence continues to take lead in this game, the changes that appear to come from him are actually good and fun and not around making the whole experience miserable friction

    real though, i hate how the game feels like it completely changes in speed/pace the second you hit maps. just feels like shit to me
    FWIW, Johnathan aligned more with Chris than the rest of the GGG staff in that both wanted a slower, harder, and much more scarce loot environment. Both Chris and Johnathan said POE1 "got away from them," and Johnathan has said twice on camera that Mark is responsible for POE1 being zoomy.

    Chris/Johnathan wanted Archnemesis and Ruthless as the default experiences. Chris once told an interviewer that his "dream" was for 90% of players to die for the first time in the mud flats. Chris' final posts on Reddit defend AN and Kalandra as a "better game" and "corrections" to the mistakes GGG made in taking POE1 into the zoom-zoom era too far.

    Mark came up with like, Synthesis, Blight, and Settlers.
    Last edited by Fencers; 2025-05-22 at 04:28 PM.

  17. #17277
    Quote Originally Posted by Fencers View Post
    FWIW, Johnathan aligned more with Chris than the rest of the GGG staff in that both wanted a slower, harder, and much more scarce loot environment. Both Chris and Johnathan said POE1 "got away from them," and Johnathan has said twice on camera that Mark is responsible for POE1 being zoomy.

    Chris/Johnathan wanted Archnemesis and Ruthless as the default experiences. Chris once told an interviewer that his "dream" was for 90% of players to die for the first time in the mud flats. Chris' final posts on Reddit defend AN and Kalandra as a "better game" and "corrections" to the mistakes GGG made in taking POE1 into the zoom-zoom era too far.

    Mark came up with like, Synthesis, Blight, and Settlers.
    i'd be fine with that if the mapping experience was designed around that slightly more like leveling was, but mapping is just "poe1 but you're slower" to me. it just feels like both design philosophies are still actively clashing in a negative way for me resulting in an unfun transition from the campaign to maps

    edit: I want to like mapping. i keep wanting to log in and map. it's just a frustrating and sorta tedious experience. maybe i should just respect lightning spear like everyone else since apparently if you don't play a megaclear skill you're doing it wrong or something : /
    Last edited by Edge-; 2025-05-22 at 04:56 PM.

  18. #17278
    Live Stream on June 5th!!


  19. #17279
    lmao GGG counterprograming against switch launch, baby. that looks atlas-y. is it time for another atlas update? >.>

  20. #17280
    Quote Originally Posted by Edge- View Post
    lmao GGG counterprograming against switch launch, baby. that looks atlas-y. is it time for another atlas update? >.>
    It's been 3 years since the last Atlas update.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •