Major Endgame Changes in Patch 0.3.1 for Path of Exile 2
and game will keep freezing and crashing ???.
|
![]() |
Can u just decrease the damage those annoying yellow boss type of mobs that spawn when u defeated a wave of abyssal mobs. The mechanic isn't fair they rush u with 4 at a time 1 freezes u and rest absolutely destry u with that massive beam.
|
![]() |
Do I understand correctly? I now have three towers. I put three tablets with 7% quantity in each, and I have maps with 63% quantity. Now, that will be a maximum of 21% from three tablets per map? Is this supposed to be a buff? Or am I misunderstanding something?
|
![]() |
" You don't need to waste time to look for tower-overlap areas. But the price is almost all of your maps will become lootless. |
![]() |
" I prefer the current system, though, because it rewards me for finding areas. So what if I grind more maps if they're crap? |
![]() |
" Going towards poe1 is good if the alternative is that it's boring and unfun |
![]() |
Oh wow cool. Now rollback rapidshot.
|
![]() |
Amazing changes, can't wait to see it further improved in 0.4!
I think some people aren't realizing that this gives us much more freedom on choosing which maps we want to run. Unless there is a situation where you only have one connection to get where you're trying to go, and it's a map you don't like, you simply won't feel obligated to run those dreaded Mire or Hidden Grotto maps just because they have the perfect juice on them. You just put the perfect juice on a map you DO want to run, regardless of its position within a tower setup. As for reduced density, they said it will be unchanged in T15 maps, other than open layout maps. I hope it's not too drastic in the open maps, but I imagine it will improve performance a little bit. GGG, if this does turn out to be a net nerf to loot in general, please consider buffing loot baseline to compensate. For tablets, I know we haven't seen all the final numbers yet, but maybe before the patch rolls out just make them all 3x the values across the board, rather than 2-3x. I have a strange feeling that the quant rolls will not range from 9-21, but they should! It really does take a full 3 tower setup for maps to feel sufficiently rewarding, and if we end up with the equivalent of a 2 tower setup at most, it is going to feel bad. Good call on reducing some map sizes, but the bigger issue I have than the size of the maps is the clutter. Just moving around, even on open layouts, has felt janky since day 1. Too many little gaps that look like you can go through but can't, pots (yes, little pots on the ground) in narrow passages that block the character, holes in terrain that could really just be filled in. All those little details that are good for esthetic could just have collisions disabled maybe? Anyway, this is a huge W change! Thanks for the nice surprise patch GGG! Don't listen to these whiners acting like this will not be a MAJOR improvement. It will! Zuletzt bearbeitet von ItsAllSquishy#2564 um 27.09.2025, 18:13:32
|
![]() |
" Are you telling me if I farm during this weekend x3-x4 overlaped towers and I fill em' with 21%quant (resulting in a 63-84% inc quant zones) ill preserve those values after the patch? |
![]() |
In case its been said already because i dont wanna read 50 pages....
I really dislike this "win more" mechanic. I agree its a step in the right direction to dix the hunt for big tower areas, but this doesnt help. Now i have to run hc-style gameplay and i'm forced to run 6modded maps just to get the best tablet benefit? Its downright annoying. In boss fights, at least i get multiple attempts at lower tiers, but now in maps, i have to play no-death game. Yes, its a progress towards fixing it, but this just alienates players, segregates playerbase even more and rewarss better builds and more active players. |
![]() |