Upcoming Plans for Patch 0.2.1
" As someone using absolute rock bottom system specs to play, thank you. I look forward to the day I hit a strongbox and don't have to pause so the monsters/volatiles aren't swarming me invisibly. |
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putting a rune in a socket is not crafting. this has been a public service announcement.
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" I KNEW IT LOLL (not the exact numbers obv) but i always felt like that map spawns soooooo much. also huge W on the tier reverse, this patch is just W after W great work ggg team |
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huuuugeee W baby wooo!
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" ## Feedback on Gameplay Mechanics --- My feedback outlines several critical issues observed within the current game mechanics that significantly impact player experience and game balance. ### Monster Modifier Plants The damage output of rare monster modifier plants is currently excessive. Despite having approximately 70% Chaos Resistance and 6,000 Effective Hit Points (EHP), my character is frequently eliminated instantly due to these plants exploding simultaneously. The overlapping area of effect and extended duration (around 20 seconds) of these explosions contribute to this issue. It is recommended to reduce their damage by a factor of four and decrease their duration to 50% of the current value. ### Map Modifier: Temporal Chains The "Temporal Chains" curse as a map modifier is disproportionately impactful. While stated as a -22% reduction, its actual effect slows the character by approximately 50%. This severe movement speed reduction significantly detracts from the gameplay experience by unduly prolonging travel time. Unlike in *Path of Exile 1* where travel skills mitigated this, Path of Exile 2 characters are inherently slower, making this extreme slowdown particularly frustrating and unfun. ### Boots and Movement Speed It is suggested that boots should inherently provide a significant movement speed bonus as an implicit modifier, ideally exceeding 35%. Furthermore, Dexterity-based boots should offer a higher percentage of increased movement speed compared to Armor-based boots. Currently, players are circumventing the lack of movement speed on boots by stacking accuracy and attack speed with skills that provide minor character movement, effectively achieving high mobility. This mirrors the attribute stacking meta observed in version 0.1. To foster a more natural and enjoyable gameplay flow, it is proposed that the optimal movement speed values on boots be: * Dexterity Boots: Up to 80% * Hybrid (Dex/Int or Dex/Str) & Energy Shield Boots: Up to 70% * Armor Boots: 60-65% Implementing these changes would substantially enhance the overall gameplay experience for all players without being overtly impactful on game balance. ### Item Implicits To enhance the crafting system and itemization, all item bases should possess impactful implicit modifiers. As demonstrated by belts, which currently offer impactful charms and specific buffs, a similar approach should be applied across all item types. Boots, for instance, should have movement speed as their implicit. While some weapons currently have beneficial implicits, these often come at the cost of damage per second, which should be re-evaluated. Instead of crafting from entirely undesirable bases, players should be able to select a specific weapon type and upgrade it progressively. ### "Magic Find" (increased rarity of items found stat on items) Rework It is recommended to remove all "magic find" affixes from character-upgrading gear. Instead, a dedicated tab with "rogue-like items" that are rare drops should be introduced. Presently, builds lacking increased rarity feel disadvantaged, particularly those heavily reliant on unique items. A straightforward solution would be to eliminate rarity from current gear and establish a separate gear category exclusively for magic find, similar to how Heist items functioned in *Path of Exile 1*, but for the player character. Zuletzt bearbeitet von Morkazoid#4562 um 21.05.2025, 23:03:05
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Great changes!
Chase uniques, endgame socketables and the fixing of item tiering are all great! TODO: * Trade outdated * Armor rework |
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" Are you EVER going to understand that we actually like running the same map over and over, and "variety" to me is swapping between Jungle Valley and City Square after running one of them 12+ hours each day for 5 consecutive days? |
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"Right now did you know that if you were to generate 400,000 Maps, that 150,000 of them would be Hidden Grotto"
No wonder here, it's too common. Feels the map variety is very low. Also, nerf buff slightly to encourage build variety. Zuletzt bearbeitet von darknighter#0366 um 21.05.2025, 22:48:07
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"its meant to be like that for good reason its an accomplishment to hit 100 and not a necessity it should be challenging. |
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Actually, excellent changes to the game.
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