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Path of Exile 2 Early Access |OT| An Exile like ARPG.

Arsic

Loves his juicy stink trail scent
Idk why but I can’t get into PoE2 end game.

What is the progression for PoE2 end game? Is there super hard bosses and Ubers to work towards?

Feel like more people are getting past the honey moon phase. The game struggles like every ARPG before it… end game is whack.

Hopefully there’s more to it than just grinding higher level maps. PoE1 is far better of course with more content and a better Atlas plus all the uber bosses to keep striving towards.

I have a 42 monk and 70 ranger. Finding myself playing more and more marvel rivals and less and less of this.

Even D4 is starting to look like a better time to try its new end game…
 

Rentahamster

Rodent Whores
New patch coming sometime.


Path of Exile 2 has been live for just over a week! We’ve addressed some feedback already and are working on more fixes for key pain points in an upcoming patch. The full patch notes are coming soon, but check out some of the more significant changes below.

Gameplay Features​


Like we mentioned last week, we’ll be adding the capacity to fast-travel between Checkpoints within an area, as well as adding many more checkpoints to areas, generally at all entrances and exits to areas, meaning if you find these first you’ll be able to instantly travel to them to continue exploring.

We’ll also be making Passive Point respeccing cheaper especially at higher levels. It had a relatively aggressive curve getting more expensive with character level, we have flattened that curve so it doesn’t exponentially grow as much. This should generally result in approximately 40-50% less gold cost for respeccing between the start and middle of endgame progression.

Trial of the Sekhemas​


Players were finding Trial of the Sekhemas particularly frustrating in close range so we’ve reworked how Honour Damage scales when in close range, as well as fixing an important bug that was causing players to take far too much Honour Damage from Damage over Time.

  • Honour Damage now scales down based on distance to enemies, when in close range you’ll take 35% less Honour Damage, tapering off as you are further away from Monsters.
  • Fixed a bug where Damage over Time was dealing thrice as much damage to Honour as intended, and fixed a bug where Honour Resistance was only applying to two-thirds of that damage. (This was confusing for us too)
  • Skitter Golems no longer use basic attacks and instead now just explode.
  • Serpent Clans burrow and ambush attack now has improved visual telegraphing and cannot be used from as far away.
  • Volcanoes created by Rattlecage’s Fissure Slam now last half the duration.


Endgame and Monster Balance​


Generally the balance in Endgame Maps was more punishing than intended, so we’ve toned down the damage in a number of ways and disabled a certain on-death effect where the telegraphing was not as clear as it should have been.

  • Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame.
  • Chaos Damage now also scales less aggressively over the Endgame.
  • Critical Strikes from monsters now deal 40% less bonus Damage.
  • Lowered the baseline monster density of Breach Encounters, primarily by reducing the frequency of the “Elite” monsters appearing.
  • Disabled the Volatile Crystals Modifier, we’ll revisit this in the future pending telegraphing improvements.
  • Purple Explosives created by the Volatile Plants Modifier on Rare Monsters now deal significantly less Damage.
  • The Siphons Flask Charges Modifier on Monsters now drains ten-times less Flask Charges per second. (This was unintentionally draining way too many charges)

These changes should generally result in an endgame that is much more survivable than before and we will continue to address problematic cases as they arise.

Character and Item Balance​


  • We’ve made Charm Modifiers on Belts substantially more common and now appear at much lower levels. The "of Symbolism" Modifier now appears from level 23 onwards, and the "of Inscription" Modifier now appears from level 64 onwards.
  • Electrocute is now 25% harder to buildup. (But the Damage Penalty has been removed from the Support Gem).
  • Added a new Lightning Damage and Electrocute Cluster to the passive tree in between the Ranger and Monk sections.
  • It is now more difficult to chain-freeze enemies by reducing the amount of Freeze Buildup applied after a Freeze has been applied.
  • The Hunter's Talisman Notable now grants +1 Charm Slot. The small passive skills leading up to it now grant the stat it formerly gave. The Charm helper text has been updated to indicate that you cannot have more than three Charm Slots unlocked, so that we can add more sources of it in the future.


Skill and Support Gem Balance​


Since launch we’ve unfortunately had to nerf a few skills that were far too overpowered. How do we define overpowered? Basically it's a situation in which a certain skill is so powerful that players feel no other method of playing the game is viable.

Generally speaking we are trying to do this in a way that doesn't make a build bad (but we can make mistakes!). Ideally any truly meta shifting changes will only happen at the same time as a content patch with a new league to play in.

But that doesn't mean we haven't been looking at underpowered skills and support gems. We’ve got a number of changes planned which should improve some of these skills. The full list of changes will be in the patch notes but here is a sample of what you can expect.

  • Improvements to Rolling Slam and all Shield Skills in the Mace section.
  • Improvements to various Bow Skills, especially the skills used to generate Frenzy Charges.
  • Improvements to Bone Spells and Chaos Damage over Time Spells in the Occult section.
  • Improvements to various Crossbow Skills, especially those at higher Tiers.
  • Improvements to some of the underachieving Quarterstaff abilities.

Alongside all of these Skill Gem improvements we’ve also done a pass over the Support Gems. We’ve added two new Supports and removed or lessened the penalties on many others, notably the Fire, Lightning and Cold Exposure Supports.

  • Added the Tremors Support Gem. Which can be used to give up to multiple more Aftershocks to Skills, with a damage penalty.
  • Added the Bidding Support Gem. Which can be used to give more damage to the Command Skills of Supported Minions.
  • The Fire Exposure, Lightning Exposure and Cold Exposure Support Gems no longer penalize Damage of Supported Skills. They now have a Mana Cost Multiplier of 120%.

There are also some notable nerfs to a few of the remaining overachieving skills:

  • Skeletal Arsonists Spirit costs now match the other two Skeleton Mages, this should result in a slight decrease in the number of Arsonists at a higher level.
  • A nerf to the damage over time component on very high levels of Tornado and Vine Arrow. These were never intended to be dealing damage themselves, but more so act as a way for other skills to propagate damage.
  • Magnetic Salvo can now only use your stuck Lightning Arrows as opposed to those created by your Party Members.


As we wind down for the holiday season we wanted to thank you all for our most successful launch so far, we could not have done it without all of your support. A lot of our team will begin to take some much needed rest over the next few weeks but we look forward to getting back in the new year refreshed and ready for an exciting year of development in 2025. Happy Holidays, Exiles!
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
Idk why but I can’t get into PoE2 end game.

What is the progression for PoE2 end game? Is there super hard bosses and Ubers to work towards?

Feel like more people are getting past the honey moon phase. The game struggles like every ARPG before it… end game is whack.

Hopefully there’s more to it than just grinding higher level maps. PoE1 is far better of course with more content and a better Atlas plus all the uber bosses to keep striving towards.

I have a 42 monk and 70 ranger. Finding myself playing more and more marvel rivals and less and less of this.

Even D4 is starting to look like a better time to try its new end game…
Yeah there are a few super bosses already there. For example there's one related to the rifts that some maps have, but I don't know how to access it. There's also the big tower and the 3 cities you have to find in order to unlock it.
 

Arsic

Loves his juicy stink trail scent
New patch coming sometime.


Path of Exile 2 has been live for just over a week! We’ve addressed some feedback already and are working on more fixes for key pain points in an upcoming patch. The full patch notes are coming soon, but check out some of the more significant changes below.

Gameplay Features​


Like we mentioned last week, we’ll be adding the capacity to fast-travel between Checkpoints within an area, as well as adding many more checkpoints to areas, generally at all entrances and exits to areas, meaning if you find these first you’ll be able to instantly travel to them to continue exploring.

We’ll also be making Passive Point respeccing cheaper especially at higher levels. It had a relatively aggressive curve getting more expensive with character level, we have flattened that curve so it doesn’t exponentially grow as much. This should generally result in approximately 40-50% less gold cost for respeccing between the start and middle of endgame progression.

Trial of the Sekhemas​


Players were finding Trial of the Sekhemas particularly frustrating in close range so we’ve reworked how Honour Damage scales when in close range, as well as fixing an important bug that was causing players to take far too much Honour Damage from Damage over Time.

  • Honour Damage now scales down based on distance to enemies, when in close range you’ll take 35% less Honour Damage, tapering off as you are further away from Monsters.
  • Fixed a bug where Damage over Time was dealing thrice as much damage to Honour as intended, and fixed a bug where Honour Resistance was only applying to two-thirds of that damage. (This was confusing for us too)
  • Skitter Golems no longer use basic attacks and instead now just explode.
  • Serpent Clans burrow and ambush attack now has improved visual telegraphing and cannot be used from as far away.
  • Volcanoes created by Rattlecage’s Fissure Slam now last half the duration.


Endgame and Monster Balance​


Generally the balance in Endgame Maps was more punishing than intended, so we’ve toned down the damage in a number of ways and disabled a certain on-death effect where the telegraphing was not as clear as it should have been.

  • Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame.
  • Chaos Damage now also scales less aggressively over the Endgame.
  • Critical Strikes from monsters now deal 40% less bonus Damage.
  • Lowered the baseline monster density of Breach Encounters, primarily by reducing the frequency of the “Elite” monsters appearing.
  • Disabled the Volatile Crystals Modifier, we’ll revisit this in the future pending telegraphing improvements.
  • Purple Explosives created by the Volatile Plants Modifier on Rare Monsters now deal significantly less Damage.
  • The Siphons Flask Charges Modifier on Monsters now drains ten-times less Flask Charges per second. (This was unintentionally draining way too many charges)

These changes should generally result in an endgame that is much more survivable than before and we will continue to address problematic cases as they arise.

Character and Item Balance​


  • We’ve made Charm Modifiers on Belts substantially more common and now appear at much lower levels. The "of Symbolism" Modifier now appears from level 23 onwards, and the "of Inscription" Modifier now appears from level 64 onwards.
  • Electrocute is now 25% harder to buildup. (But the Damage Penalty has been removed from the Support Gem).
  • Added a new Lightning Damage and Electrocute Cluster to the passive tree in between the Ranger and Monk sections.
  • It is now more difficult to chain-freeze enemies by reducing the amount of Freeze Buildup applied after a Freeze has been applied.
  • The Hunter's Talisman Notable now grants +1 Charm Slot. The small passive skills leading up to it now grant the stat it formerly gave. The Charm helper text has been updated to indicate that you cannot have more than three Charm Slots unlocked, so that we can add more sources of it in the future.


Skill and Support Gem Balance​


Since launch we’ve unfortunately had to nerf a few skills that were far too overpowered. How do we define overpowered? Basically it's a situation in which a certain skill is so powerful that players feel no other method of playing the game is viable.

Generally speaking we are trying to do this in a way that doesn't make a build bad (but we can make mistakes!). Ideally any truly meta shifting changes will only happen at the same time as a content patch with a new league to play in.

But that doesn't mean we haven't been looking at underpowered skills and support gems. We’ve got a number of changes planned which should improve some of these skills. The full list of changes will be in the patch notes but here is a sample of what you can expect.

  • Improvements to Rolling Slam and all Shield Skills in the Mace section.
  • Improvements to various Bow Skills, especially the skills used to generate Frenzy Charges.
  • Improvements to Bone Spells and Chaos Damage over Time Spells in the Occult section.
  • Improvements to various Crossbow Skills, especially those at higher Tiers.
  • Improvements to some of the underachieving Quarterstaff abilities.

Alongside all of these Skill Gem improvements we’ve also done a pass over the Support Gems. We’ve added two new Supports and removed or lessened the penalties on many others, notably the Fire, Lightning and Cold Exposure Supports.

  • Added the Tremors Support Gem. Which can be used to give up to multiple more Aftershocks to Skills, with a damage penalty.
  • Added the Bidding Support Gem. Which can be used to give more damage to the Command Skills of Supported Minions.
  • The Fire Exposure, Lightning Exposure and Cold Exposure Support Gems no longer penalize Damage of Supported Skills. They now have a Mana Cost Multiplier of 120%.

There are also some notable nerfs to a few of the remaining overachieving skills:

  • Skeletal Arsonists Spirit costs now match the other two Skeleton Mages, this should result in a slight decrease in the number of Arsonists at a higher level.
  • A nerf to the damage over time component on very high levels of Tornado and Vine Arrow. These were never intended to be dealing damage themselves, but more so act as a way for other skills to propagate damage.
  • Magnetic Salvo can now only use your stuck Lightning Arrows as opposed to those created by your Party Members.


As we wind down for the holiday season we wanted to thank you all for our most successful launch so far, we could not have done it without all of your support. A lot of our team will begin to take some much needed rest over the next few weeks but we look forward to getting back in the new year refreshed and ready for an exciting year of development in 2025. Happy Holidays, Exiles!
And the ice strike nerf comes.

Without the freeze build up after the first it likely will make yellows and bosses tougher.

Should still be viable but not wildly OP.

Love all the love warrior just got here though! Maybe time to unga bunga past level 25.
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
One thing I'm really loving about endgame is how every scenario is different from those on the main campaign. Sure, some (most?) of them do that by mix and matching different assets, but I'd say the end result is pretty good. There's even some unique themes to them, like snow or lava.

The ammount of work that's already been put intot his game is crazy, once the game is finished it's going to be one hell of a videogame. And for free! Crazy.
 
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MagiusNecros

Gilgamesh Fan Annoyance
One thing I'm really loving about endgame is how every scenario is different from those on the main campaign. Sure, some (most?) of them do that by mix and matching different assets, but I'd say the end result is pretty good. There's even some unique themes to them, like snow or lava.

The ammount of work that's already been put intot his game is crazy, once the game is finished it's going to be one hell of a videogame. And for free! Crazy.
It's why putting $30 is well worth it. You are getting more game then most current AAA games. If anything should be considered a AAAA effort it would be this.
 

amigastar

Member
One thing I'm really loving about endgame is how every scenario is different from those on the main campaign. Sure, some (most?) of them do that by mix and matching different assets, but I'd say the end result is pretty good. There's even some unique themes to them, like snow or lava.

The ammount of work that's already been put intot his game is crazy, once the game is finished it's going to be one hell of a videogame. And for free! Crazy.
Yeah, it's unbelievable. Best F2P game for sure.
 

Marlenus

Member
A weapon upgrade + level 2 supports really have given me a power spike. Devastate + Armour explosion + impact shockwave on the default attack just explodes white packs with ease. The for bosses break armour + sunder works a treat.

I really like how my combos have evolved during the course of the game so far. Would have been a bit stale if the same combo was the go-to from beginning to end.
 

jshackles

Gentlemen, we can rebuild it. We have the capability to make the world's first enhanced store. Steam will be that store. Better than it was before.
Anyone played the couch co-op mode on PlayStation? How does it work? Is it dumb like Diablo, where everyone needs their own PSN / GGG account? Or can I just buy it once and play with the fam?
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
Best strategy for delirium and breach events? Just run around killing as much shit as possible?

The breach ones are pure madness. I could feel my heart rate going up. :goog_relieved:

ps: donated a few bucks to the guild, because you guys are cool.
 
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After bricking my Warrior (rip) I lost motivation for this game but then I tried Monk, dude, it feels a lot easier than my Warrior, I am melting Mobs and Bosses (might be related to experience too haha) and now I am having fun again.

Also tried Diablo 4 today, after an hour I uninstalled. Just didn't like it and I loved Diablo 3 lol.
 

Jinxed

Member
Speaking of leveling guides, Raxx just made one for minion Witch. He's right, this is a super easy class for beginners if you're tired of dying all the time.

I've been using Witch as an alt when I want a change of pace from BOOM BOOM mercenary, and it's easy as fuck.


Oh nice, we have the whole week off next week and my son wanted to try a witch instead of his warrior. Perfect timing
 

Rentahamster

Rodent Whores
Oh nice, we have the whole week off next week and my son wanted to try a witch instead of his warrior. Perfect timing

I'd say it's pretty kid friendly. All you really need to do is put in the right passive nodes so your minions do all the damage, and then all you have to worry about is dodging the mechanics.

My Witch is level 45 and I hardly had to pay attention to the extent that I have to do on Merc.
 

Jinxed

Member
I'd say it's pretty kid friendly. All you really need to do is put in the right passive nodes so your minions do all the damage, and then all you have to worry about is dodging the mechanics.

My Witch is level 45 and I hardly had to pay attention to the extent that I have to do on Merc.
I think it'll help him quite a bit. He keeps dying with his warrior.
 

Rentahamster

Rodent Whores
Jinxed Jinxed

There are some +spirit scepters in the guild stash as well as +spirit body armor and amulets(maybe?)

For amulets, +spirit can either roll as an affix on any amulet, but it can also show up as an implicit affix in the solar amulets.
 

omegasc

Member
Anyone played the couch co-op mode on PlayStation? How does it work? Is it dumb like Diablo, where everyone needs their own PSN / GGG account? Or can I just buy it once and play with the fam?
I didn't try it but I read the chars are created on your account so no need to have anything else :)
 

dorkimoe

Member
I’m a filthy casual, don’t really know what I’m doing but I feel so weak and just spend half the time rolling. I hate the way they do maps
 

Facism

Member
Speaking of leveling guides, Raxx just made one for minion Witch. He's right, this is a super easy class for beginners if you're tired of dying all the time.

I've been using Witch as an alt when I want a change of pace from BOOM BOOM mercenary, and it's easy as fuck.



What stats is he taking for the attribute nodes? The maxroll site doesn't specify. So far, I've just been pumping INT with the occasional DEX/STR depending on gems. My build is somewhat similar to what i'm seeing here, except I keep one skele archer with armour damage on poison equipped.
 

sendit

Member
While fun, WASD gets me killed. The analog stick is needed for better character control and control of your character is very important in this. I just got a Razer Tarturus to try out(on my way home from a family Christmas so haven't used it). Having the analog to control my character but also a mouse for more engaging aiming of skills will be nice. Controller is great with the auto aim it provides and is my preferred way to play.
Nah. WASD + Razer Naga (or any mouse with 12 keys on side) is the meta combo.
 

Rentahamster

Rodent Whores
What stats is he taking for the attribute nodes? The maxroll site doesn't specify. So far, I've just been pumping INT with the occasional DEX/STR depending on gems. My build is somewhat similar to what i'm seeing here, except I keep one skele archer with armour damage on poison equipped.

I didn't look at his guide but on my Witch, I'm pumping INT as high as it can go, and relying on the stats on gear to fill the rest of the attributes for support gems. I'm using mostly INT gems anyway.

I think you should try the arsonists. Their DPS is too good, and armor break is mostly to boost physical damage. But the armor explosion is also very useful too.

Poison armor break with corrosion is really powerful, and I use it on my Merc.
 

DavidGzz

Gold Member
Nah. WASD + Razer Naga (or any mouse with 12 keys on side) is the meta combo.


My mouse has buttons, 12 would be overkill for me. For me WASD feels so bad unless I want early onset carpal tunnel lol. Using my thumb for all skills on the side of a mouse would be awkward, I like using ASDF for them.
 
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FreeY$L

Neo Member
Of course. 2 hours everyday is plenty. Besides, right now just 3 acts are available(still a long campaign but half the length of what it will be by next year)and you'll get a headstart on familiarizing yourself with the ins and outs before the leagues start.
I played PoE1 and that was quite overwhelming in character building and traits, the skill tree looked absolutely massive. Would it be easier to jump in now before things get complicated?
 

Killjoy-NL

Gold Member
Act III is showing the weakness of my build.
Damage isn't nearly good enough. My necromancer witch us lvl 37 rn and I'm struggling with simple mobs...

Gonna re-spec and switch up some skills, I think.
 

DavidGzz

Gold Member
I played PoE1 and that was quite overwhelming in character building and traits, the skill tree looked absolutely massive. Would it be easier to jump in now before things get complicated?

Yes, there are way less skills so far. If you jump in after they add another 6 weapons, 6 classes, more skill gems, and 12 more ascendancies, you may feel that way. I never could get into PoE 1 but this game is amazing.
 

Rentahamster

Rodent Whores
This looks pretty cool. I went and bought a pair of boots with 2 sockets for 1 exalt before the price goes up (if this catches on)

 
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Killjoy-NL

Gold Member
Don't worry about it. I made a special stash tab in the Guild Stash for that purpose. Just sell as much as you need from there. I'll put more crap in there later if it empties out.
Thnx for the offer, but I'm not part of the Gaf guild. 😅

I don't use much gold though, so it's not really a problem.
Probably won't need to completely respec anyway.
 

Arsic

Loves his juicy stink trail scent
I just started up a witch for the Necro srs build.

This is the most PoE1 build I’ve played so far. Love that it uses two uniques of which I already had the shield.

Not sure who’s version is the “best” to go off of but I opted for the max roll one that isn’t from Raxx.

Seems this will get a small nerf on the higher end for less arsonists on screen at once but that’s ok.

Still haven’t found a sorc or warrior play style pop up I want to try. The warrior build I tried was meh after a while just thinking about how dumb and hard trials will be.

Sorc I plan to come back to as I think someone is probably on the cusp of something spectacular.

I so far think Monk is the most well rounded class. Ice strike is a blast.

Lastly my pathfinder poison build so far is in the 70s but I really need them to nerf ascendancy 3 so I can get two more points to continue on with it.
 

Sabejita

Member
I don't get the electrocute nerf, it's so hard to find anything in the tree to upgrade it atm, you really have to commit to it, which class did it target?

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