Upcoming Plans for Patch 0.2.1

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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?


This is just a joke right? I mean it's literally impossible to build a randomization system that incompetently right? This is just a joke... Right?
When is Act 4 coming?
While the snow remains,
veiled in the haze of evening,
a cold leafless branch.
Flowers are only flowers because they fall,
but thankfully the Wind.
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nhull17#5978 schrieb:
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Echothesis#7320 schrieb:
TLDR: exp loss not reworked, oneshot-grade bosses affected by all RNG layers from areas not reworked, promised poe1 mtx not available. Skip.



EXP LOSS will not go anywhere, it's a staple, oneshots only happen on high tier bosses now, if you're still getting one shot, learn how to properly layer defenses, POE1 MTX was not "promised" until the full 1.0 release.


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only happen on high tier bosses now


Are u joking rn? What's the layer for non energy shield builds + evasion builds? Armor which is not working, 2k max hp, 0 chance to cap chaos res? Or you just forgot after reading the patch note about news regarding one mechanic that killed 50+% of players? Before trying to insult players about they lack of knowledge just try to learn the game yourself, it's not very polite.
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lordraz0r#7635 schrieb:
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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?


This is just a joke right? I mean it's literally impossible to build a randomization system that incompetently right? This is just a joke... Right?


Can't achieve true randomness without having some consequences attached to it. Any "random" number that is attributed to Path of Exile (1 and 2), or ARPGS, or most games, are actually pseudorandom due to deterministic nature of devices (PC for example).

They stated they know is an issue, and are willing to solve it. When working with large datasets is not that uncommon to face such issues when it comes to behavior. Is not excusable, but it does happen, not really something only applicable to Path of Exile 2. They have a solution and will deploy it next week, no need to flame them.
At the eve of the end
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lordraz0r#7635 schrieb:
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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?


This is just a joke right? I mean it's literally impossible to build a randomization system that incompetently right? This is just a joke... Right?


AHAHAH

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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.


That's my most favorite part. They are already have Sanctum in POE1 and somehow missed such an issue where you always have the same "random" boons and afflictions. It's remind me about the "bug" when bosses "have twice more hp than it was designed".

Respecting developers and hope the POE2 be great but will not come back till whole core gameplay be changed.

P.S. Hopefully, POE1 developers will not be taken off from work on 3.26 and other POE1 patches.
Jonathan, if you're being held hostage, blink twice in patch notes.
I am starting to get worried
PoE nowadays looks more and more like a fan-made fork server with tons of custom weird experimental stuff rather than original game with carefully thought out balance brough live to players.
Zuletzt bearbeitet von judikator#2053 um 22.05.2025, 12:17:02
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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!


Wait a minute. If you have as a developer access to statistic about players deaths reason is it mean you have like logs to see the lethal damage?
Is it possible to add this feature in the game to have an ability to see what exactly killed you: poison, or it was critical damage from mob, or it was a corpse explosion.
We as a POE1 players begging it for too many years, could we see it at least in POE2?
Because in the Endgame sometimes hard to understand what exactly oneshoted you
It will be great to understand what's "layers of defense" I should focus on.
Zuletzt bearbeitet von ForsesGIT#6499 um 22.05.2025, 12:17:37
in Trial of the Sekhemas like the changes no Energy Shield to instead halve your Energy Shield, would be nice to make the same changes to No evasion
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nhull17#5978 schrieb:
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Echothesis#7320 schrieb:
TLDR: exp loss not reworked, oneshot-grade bosses affected by all RNG layers from areas not reworked, promised poe1 mtx not available. Skip.



EXP LOSS will not go anywhere, it's a staple, oneshots only happen on high tier bosses now, if you're still getting one shot, learn how to properly layer defenses, POE1 MTX was not "promised" until the full 1.0 release.


Unfortunately the only thing remaining staple is GGG laziness. There are numerous better ways to incentivize players not to die, other games have demonstrated that. Dating as far back as 2008 Sacred 2 with its survival bonus gradually raising level of monsters and loot. LE removes map rewards if you got killed on endgame map. Elden Ring allows you to recover lost runes, meaning a skilled player dying once in a long while is not the same situation as lazy players trying to bruteforce content.

Poe permanently removing a day's worth exp even if you got killed due to lag spike is the most crude and disrespectful solution possible. And offering expensive unreliable (buggy) omens as solution just adds insult to injury.

With bosses, point was: you write boss choreography, mix of slow deadly telegraphed attacks, faster chip damage attacks, some phase changes. Then slap 10 random modifiers on top. Slow deadly attacks can now become unexpectedly fast from aps bonus. Chip damage attacks can now become oneshot attacks from 2-3 added damage bonuses, and so on. Combined with exp penalty, this is terrible game design. Pinnacle bosses should never be affected by anything that breaks choreography, or game just becomes a dps check.
Zuletzt bearbeitet von Echothesis#7320 um 22.05.2025, 12:17:53
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lordraz0r#7635 schrieb:
This is just a joke right? I mean it's literally impossible to build a randomization system that incompetently right? This is just a joke... Right?

no, why would it be?
that's what happens when you have a generation system predicated on tilesets
you'll inevitably have more of a certain tileset
since there aren't a ton of maps yet, there are very few choices that can fulfill the tileset requirements
it's not "random"
Zuletzt bearbeitet von Covertghost#3458 um 22.05.2025, 12:19:40

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