Die PoE 1 Xbox-Server starten neu in:
.
Sie werden in ungefähr wieder verfügbar sein.
Die PoE 1 Sony-Server starten neu in:
.
Sie werden in ungefähr wieder verfügbar sein.

0.2.0h Patch Summary

Is there any plans right now of making currency dump?

Ok, early stats from crafting bench being replaced by runes, but currency right now accumulating without control day by day.
Yes we had some control in craft, but, those things improve 1 use of a different currency and being 1 use only themselves.
Slam crafting? Whell... At the end game you do have options of slam crafting stuff, but without access to "cleaning" tools items is one use only themselves. I have no idea is this how it's planned or not, but it looks clunky.

"
Jerdslaw#6583 schrieb:
"
Further Item Drop Improvements
We did a major patch to update overall loot drops but there are still some outliers we're working on improving. In 0.2.0h we're going to be making Perfect Jeweller's Orbs and Level 20 Uncut Skill and Spirit Gems significantly more common. These will still be relatively rare but it was often the case people would get very far into their Endgame and character progression before even finding one.


Please consider granting a Greater Jeweller's Orb reward for finishing campaign, and a Perfect Jeweller's Orb reward for completing some milestone in end-game (eg first T10 map complete).

This will help smooth out player's builds, give more goals to aim for and something to look forward to.


This is lame. Just farm, mate.
Just remove stupid maps like Forge, Mire, etc., where every league mechanic works poorly. Every Breach, Ritual, or Expedition on a narrow bridge or in a tiny room with doors is BAD.
"
Mutaro123#0841 schrieb:
Awesome overall, especially the dropping all splinters at the end of the breach finally :). For the new stashes so there wont be any fragment stash like poe1 with multiple different game mechanic currency and all will be separated stashes?

Would you consider for the future to go back to the old maps systems where we pick the map that we like/want to play? This will solve pretty much most of the problems with narrow spaces/mechanic not working due to map layouts etc. You can keep the moving on the atlas like now, just let us put/select on the nodes the map we would like to play.

For the unique maps, please let them be completable even if you are not the map owner, the essence on and the one with the bosses in the center are far far too rare(i have seen only one essence map and i have done/revealed hundreds)

Another thing is when you are changing attribute/resistance on your gear, especially attribute your are forced to changed every other item too, because you are lacking stats...

Thanks for your time.


I agree, changing gear is so painful right now because you need to min-max across many different stats. This would be a huge change do to mid-season so I don't imagine this being done anytime soon. But in the future, I think you guys should copy how D4 handles resistance. It all should come from sockets. Higher tier runes/gems should be a lot harder to obtain but you also should be able to remove them without destroying it. Same is true for stats. It should come only from sockets and then you should be able to move them at will without having to reinvest in your whole gear.
Nice work actually working on the game itself unlike a lot of games(marvel rivals -_-). I have 19 lords on that game, and I got nothing to do. This game has me doing stuff, thanks.

Side note(Facts/Subjective):

-Chaotic Plants (0.5 added delay/despawn when said creature dies)
-Affinities for equipment (Helm/Boot/Belt/Body Armor/Glove/Ring/Amulet/Foci & shields could be combined or not, but you get it)
-Better visual clarity(It has improved)
-Optimization
-1:1 Artifacts(and or added to an existing stash tab)
-Precursor tab(Similar to map, or add them to map tab)
-Trial tokens(Get rid of these, and let us just select are area level at the beginning of the trial based on what your highest map is completed, and campaign area, these items are just nonsense)
-Item level 82+ is just annoying to have to do, along with the map system in general past T15 maps, just give us T18 or T20 maps, or something.. It's just annoying to set up.(I understand end game is still an afterthought, but don't make it tedious, I want to reforge 82+ items, and it is just frustrating)
-FIX the campaign map and quests, and clarity.. It still feels like a pre-alpha disaster, I feel like the campaign map alone turned off people from even playing it's that bad lol.
-ZOOM out further on the world map for mapping.
-Don't really like the "Weighted Chance" when item rolls, it would be nice if it was just straight up random.(Very Subjective)
-Better mouse click precision on clicking mobs.. I swear I left click mobs for an ability and it's not clicking the mob...
-Weapon swapping(???)


About it for now, keep up the good work, find the identity you strive for, thanks.
"Perfect Jeweller's Orbs" drop rate...
thanks for fixing this issue. playing on SSF, all i have 5 links. Trying to get 6 link with vaal but all i do wasting gemcutter and greater jewelers orb.
cons comment: is it rlly good idea to add more different type of stash tabs instead of fragment tab?
Zuletzt bearbeitet von e_sen#2038 um 13.05.2025, 04:00:33
The only real improvement is auction house.
I’ve been playing a Chaos spell build, and the game consistently crashes during gameplay. I suspect this is due to Contagion and Essence Drain hitting too many enemies at once. I’ve noticed many other players also experience frequent crashes, which wastes our time, waystones, and resets all progress and loot after a crash. ‌I believe the most critical issue you need to address right now is optimizing the game’s performance.‌ Minor tweaks to endgame content won’t resolve these foundational problems.

Additionally, regarding currency items: their utility feels extremely limited. Currently, most players rely on dropped gear rather than crafting, rendering currency items useless except as trade tokens. You already have a successful model in POE 1, where currency has clear, impactful crafting purposes. ‌Why not adopt a similar system here?‌ Replicating POE 1’s approach would give currency meaning beyond mere trading and revitalize the game’s economy.
I have a slow build, and running around for breeches is very stuffy. Make the mobs run towards the center, for example, even if slowly, rather than standing and waiting for me to come to them.

Beitrag melden

Konto melden:

Meldegrund

Weitere Informationen: