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

Doomtrain

Gold Member
I beat Arbiter of Ash last night. Level 94 Stormweaver.

I also wasted 12 divines on a new wand that barely increased my tooltip DPS at all. >_<

So far, Arbiter of Ash and Xesht down. I guess that leaves the Ritual, Delirium, and Expedition bosses, but I'm not sure how much I want to really engage with those grinds.
 

Renoir

Member
im still griding the lvl 4 stones.
I went trough a crystal portal . screen turned gray gang of gray mobs poped up. I instantly died. couldnt move or anything
Hope this dont happen again. I put like 4 exalt orbs on that stone.
 

Rentahamster

Rodent Whores
I agree with a lot of the criticisms here. One thing that I really wonder is why GGG are so hesitant to make drastic changes to the game in a short timespan to see what happens. This is early access. This is the time to do it. Isn't that what we all signed up for?

I feel like the more they change, the more feedback and data they can collect, which would make the iteration process better.

 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
I miss playing this during my vacation. Just me, tons of weed to smoke and PoE2 for 12 hours straight, every day. Good times.

I'll jump back once they release more content. Hope you fine gents are having fun!
 

Rentahamster

Rodent Whores
Hope you fine gents are having fun!

friend-of-mine-made-a-gigachad-vaal-emote-for-those-good-v0-blrzejbtp2be1.png
 

Akuji

Member
I agree with a lot of the criticisms here. One thing that I really wonder is why GGG are so hesitant to make drastic changes to the game in a short timespan to see what happens. This is early access. This is the time to do it. Isn't that what we all signed up for?

I feel like the more they change, the more feedback and data they can collect, which would make the iteration process better.


sure, iam pretty confident that they are gonna do it. why not. as you said, this is the time.

But the chance that the game turned out vastly diffrent then they intended, is pretty high.
So they are gonna change, alot, atleast thats the most likely thing to happen imo.

In the Small Patch announcement video they did an interview after, they told us that changing to much, without resetting the league / economy doesnt give them enough data, because people already have all those powerfull items.
People with those items SHOULD be OP.

We probably have to wait for a bit, but i expect the first big patch to be massive tbh. they also "promised" to not do a season / league without more content to add to the game.
So most likely they will have to wait for both, having the new content ready, reworking expedition / ritual / strongboxes, adjusting dilirium / breach etc.
And also having problems solved that are in the endgame and those problems CAN be solved with more uniques in some instances, then those uniques need to be ready.

This is ( hopefully ) the most "wrong" PoE 2 will ever be. They want to reset everything and do a big overhaul, atleast thats what i interpreted from their interview.
They cant just push that out, well didnt work, lets reset everything shortly after again. People need to reach endgame to test engame. They need atleast 1 Month, better 2 Months of time so the players actually test all the content at all player levels.
Hardcores could deal with a new league ever 2-3 weeks, but many casuals are just getting to mapping after that time. They need to give casuals time to test the endgame at casual level as well.

I login, do 3-4 maps and quit for the day. my monk is geared out. There is alot of stuff i could get to make my monk even stronger, but theres no content that i need it for.
Just sit back and relax. The patch will eventually come and from what we know about GGG, its gonna be big.

My PoE 1 friends ( did play PoE1 as well, but not as much ) are waiting for a PoE1 league, so maybe we have to wait for the league announcement or something similar first.
 

Rentahamster

Rodent Whores
Hardcores could deal with a new league ever 2-3 weeks, but many casuals are just getting to mapping after that time. They need to give casuals time to test the endgame at casual level as well.

Good point. I wouldn't mind playing on a PTR server that has lots of changes, actually.
 

Doomtrain

Gold Member
Tried the Delirium capstone last night after finally accumulating 300 splinters. Made it to Wave 10 and got insta-stunlocked to death by a bunch of enemies I couldn't see.

Also fought The Trialmaster for the first time. I killed him in about 3 seconds, in the middle of his first attack.

Killed the second-hardest version of Xesht.

Also got a 75% Ingenuity off the market.

I want to get a Melting Maelstrom mana flask and maaaaaybe see if I can push my DPS tooltip over 100K with the Energy Shield variant, but for the most part, I feel pretty close to having seen all there is to see. I still have to play pretty carefully in T18's or maps infused with full delirium, so I guess there's still room for growth.
 

Rentahamster

Rodent Whores
I agree with a lot of the criticisms here. One thing that I really wonder is why GGG are so hesitant to make drastic changes to the game in a short timespan to see what happens. This is early access. This is the time to do it. Isn't that what we all signed up for?

I feel like the more they change, the more feedback and data they can collect, which would make the iteration process better.




Quinn reacts

 

Sabejita

Member
Having it a bit hard following everything on screen (chameleon effect): Power Charges in top left of the screen, shield in bottom left, combos in bottom right, I'm testing Lailloken's UI:
It's not a mod, it doesn't fiddle with the game's files, it's just an autohotkey script that let you clone frames:
V1C4bpv.png
 

Darchaos

Member
Read that stellar amulets where popular, remembered that i had a couple of them in stash. Havent played for a month or so, but logged in and put one on trade for 100ex, sold instantly. Good to know
 

Facism

Member
Sold a level 45 bombard crossbow for 1 divine lmao. Guess that +6 to projectile skills was worth it for someone.

anyone else get sketchy feelings when you invite someone for trade and they go straight to your stash crate?
 
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Darchaos

Member
Sold a level 45 bombard crossbow for 1 divine lmao. Guess that +6 to projectile skills was worth it for someone.

anyone else get sketchy feelings when you invite someone for trade and they go straight to your stash crate?
I feel even worse when the buyer asks me to come to hes hideout instead :messenger_tears_of_joy:
 

thief183

Member
Sold a level 45 bombard crossbow for 1 divine lmao. Guess that +6 to projectile skills was worth it for someone.

anyone else get sketchy feelings when you invite someone for trade and they go straight to your stash crate?
Well actually it is also their one :D ... BTW yes.. expecially if they are in 2 or 3 :)
 

Rentahamster

Rodent Whores
what's so bad about having corrupted items if u can still use them any way?

There's nothing inherently bad about corrupted items. The corruption mechanic either makes your item even cooler, makes it shit, or does nothing. The "downside" is that you can't alter it further, but that's the crafter's problem for not preparing it properly.
 

Doomtrain

Gold Member
I ended up forking over 8.5 divs last night so I could experience the King in the Mists fight. Killed him before he could really do much and then he didn't drop any loot worth anything, haha. Probably a huge waste of resources on my part but at least I got to check out the fight.
 
Read that stellar amulets where popular, remembered that i had a couple of them in stash. Havent played for a month or so, but logged in and put one on trade for 100ex, sold instantly. Good to know
What? I have a shit ton of them

edit: just checked. I have 3 yellow ones and one blue
 
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Facism

Member
There's nothing inherently bad about corrupted items. The corruption mechanic either makes your item even cooler, makes it shit, or does nothing. The "downside" is that you can't alter it further, but that's the crafter's problem for not preparing it properly.

I had a bombard crossbow with high damage stats, decided to vaal to see if I could get an extra rune slot.

Rolled the fucking 110% increased physical damage off the thing and made it useless ;_;
 

Arsic

Loves his juicy stink trail scent

Ultimately this is a kick in the nuts to fans of PoE1 like me, and a loss of trust from me in GGG.

The roadmap and what PoE2 was to what it is now, has kept shifting and not in a good way.

This reads to me like GGG is going to sunset PoE1 entirely in due time.

I plan to just make a character again for the current league since I capped out on poe2 already, and D4bad.

I hope the last epoch update is meaty and titan quest 2 comes out sooner than later. I’d like to be able to cycle ARPGs on a bi monthly basis with new fun content but that’s not where we are at.

Time to make shadow trap build in poe1 and wait for huntress/druid in poe2.
 

Facism

Member
Some super annoying shit that i haven't experienced before, but is it normal that exalts may reroll a modifier? It's happened a bunch of times and bricked 3 of my crafts by rerolling good stats into shit ones. As far as I'm aware, they're only supposed to add modifiers?

sick of it, robbie
 

Renoir

Member
What? I have a shit ton of them

edit: just checked. I have 3 yellow ones and one blue
I got rich selling 2 white ones, got like 200 ex. i was able to upgrade my gear . 1st one i had i sold it to a vendor. They more valuable than some unique im trying to sell.
 
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Sabejita

Member
Some super annoying shit that i haven't experienced before, but is it normal that exalts may reroll a modifier? It's happened a bunch of times and bricked 3 of my crafts by rerolling good stats into shit ones. As far as I'm aware, they're only supposed to add modifiers?

sick of it, robbie
Nope, that's pretty weird, only chaos and vaal orbs can reroll stats. You can't even use exalted orbs on fully crafted items.
 

Facism

Member
Nope, that's pretty weird, only chaos and vaal orbs can reroll stats. You can't even use exalted orbs on fully crafted items.

I don't know what's going on, then. I've had exalts reroll stats a bunch of times in the last week. The most egregious one rerolled a great damage stat and then locked me out of adding another modifier, despite having space for 1 more.
 

Hot5pur

Member
I don't know what's going on, then. I've had exalts reroll stats a bunch of times in the last week. The most egregious one rerolled a great damage stat and then locked me out of adding another modifier, despite having space for 1 more.
Sometimes it can add another tier of the same affix no? Like extra damage R1+R3 and it will show up as 1 affix but actually is two slots.
 

Renoir

Member
im feeling the grind now.
die: loose about 2 blocks of exp
run out of tablets
find low tablets to remix into high tier tabs
mix tab with exalt to get a modifier saying 340% more stone tabs. BUT!!! 500% enemies with chaos Vaal Soldiers Instant death
fml...
M2GOePj.png
 
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Sabejita

Member
im feeling the grind now.
die: loose about 2 blocks of exp
run out of tablets
find low tablets to remix into high tier tabs
mix tab with exalt to get a modifier saying 340% more stone tabs. BUT!!! 500% enemies with chaos Vaal Soldiers Instant death
We share plenty of Waystones in the Guild Stash for people that have issues sustaining them:

suJI0nj.png

Your stone ain't too bad, crit can be tough, the rest is manageable (better if you use CI)


I find it way easier to sustain waystones since last update, here's my own stash (I do bosses and very good nodes (+2) with XV on my main, normal nodes with XI on my alt):
vqUEXAe.png
 
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Sabejita

Member
Some cheap upgrades to consider when you reach endgame:

1. upgrade your skills with:

yvQQwKN.png

Contrary to every other item that improves quality by 1%, this one gives 5% every time, so you only need 4 to max one skill, bonuses can be pretty good:
4pySDdN.png

You can get them for 1 exalted orb each on the currency exchange.


2. allocate Overwhelming Strike on your amulet, it's the best upgrade for the price:

cvw8E9H.png


c2ZwAcw.png

you should be able to get it for ~10 exalted orbs on the currency exchange:
1Ah579X.png

despair: 6 exalted orbs + envy: 1 exalted orbs + disgust: 3 exalted orbs
 
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Renoir

Member
Some cheap upgrades to consider when you reach endgame:

1. upgrade your skills with:

yvQQwKN.png

Contrary to every other item that improves quality by 1%, this one gives 5% every time, so you only need 4 to max one skill, bonuses can be pretty good:
4pySDdN.png

You can get them for 1 exalted orb each on the currency exchange.


2. allocate Overwhelming Strike on your amulet, it's the best upgrade for the price:

cvw8E9H.png


c2ZwAcw.png

you should be able to get it for ~10 exalted orbs on the currency exchange:
1Ah579X.png

despair: 6 + envy: 1 + disgust: 3
wtf you can improve the quality of your skills??????!!!!!!!
 

Renoir

Member
hope they just transfer the web site trade in game.
Man all this alt+tab and trying to listening to the ding to see if i got a reply in game is annoying.
 

panda-zebra

Member

Trade is probably the biggest pain point for me, but it's just one of many things that could/should be better.

A sequel should be the opportunity for a great reset, do do the good things better, do the bad things better and obviously appeal to a wider player base for growth. The first game can keep being the first game for those who are happy with it or resistant/reluctant to meaningful change. As it is now, in early access, it seems far too much baggage has come over for whatever reason, whether that's to pad things out or because a better solution wasn't apparent or possible in the time frame.

This is what I've seen as someone who didn't play the first game and approached each of the game's facets in a way that made sense to me at the time - not saying I did anything "right" or the way it should be played - just what I did in response to the problems and opportunities the game presented me with:

Trade feels way off in multiple ways.
  • Upgrades come far too easily and are therefore never enjoyable in the way they should be by being earned. It's wild. Honestly shocking. The whole point of these games for me is finding good stuff and becoming a bit stronger, growing, really steady but noticeable progress. It's like running an ultra, one step at a time with a formidable even overbearing task ahead, but one I know I can overcome if I keep my head down and work with what I've got. I might not be enjoying every single one of these steps, but unless I take a wrong turn everything I do is progress and that feels good. There are many smaller goals along the way but reaching the final destination, that achievement, feels all that much more sweeter when I arrive. If I fail along the way, I regroup, rethink and go again in the next race/build. Not here. Not in this game. I'm a few hours in to the race, feeling my way in, getting into a nice rhythm, but at the first checkpoint there's a guy selling steroids and amphetamines for pennies. Everyone's about to cheat their way to the next milestone instead of earning it. It feels that dirty - as soon as I engaged with trade as a buyer, everything came too easily and any meaningful and enjoyable gameplay also went out of the window. From steady, careful, engaging play throughout the campaign to zoom and boom auto-battler clicker nonsense.
  • The archaic trade implementation hugely favours no-lifers, scammers and PC players in general. It has as much meaningful and welcome person-to-person interaction as a fart in an elevator. It feels hugely out of place.
Items. The whole way items drop and you work with them feels off. Tons of stuff on the ground, so what to do with it all...?
  • Hoover it up, teleport to town, scrap it into fractions of currency. Soon gets boring and question why you're even playing.
  • Auto-filter it out, just ignore it in favour of stuff that is physically smaller for the inventory and can be exchanged automatically with the nice lady in the hideout. Better efficiency for earning currency, but still... why?
  • Manually filter, find good candidates for crafting, spend currency to roll the dice. Never, not once, not ever, resulted in anything better than I could have acquired by pinging someone on an external website and giving them the currency instead. Truly awful.
The whole end game set up with the juddery, broken world map is surely way off what a final product should be offering. Hopefully just 100% placeholder because it's boring, buggy and not compelling whatsoever.
  • Doryani wants me to do 10 tier 1 levels. I'm on console. I never played POE1. I have no idea what all these icons mean because I cannot access the tool tips. Let's play and learn...
  • Doryani wants me to do 10 tier 2 levels. Didn't see that coming. I know what some of them are now so I can avoid pitfalls and try to make life easier for myself.
  • Doryani wants me to.... zzzz.
  • Several weeks later... oh I've collected 300 of these things so can make a thing and put it in the thing and go do a... oh, I'm dead. Suppose I better go collect 300 more things and try again. Eff that.
Console experience is a 3rd rate experience. Nowhere near good enough on multiple fronts.
  • Inaccessible end game tool tips.
  • Inconsistent and conflicting interactions.
  • Hugely compromised trade mechanics and effectiveness.
  • Bizarre auto-targeting that at times actively knows better about what I intend than I do myself apparently, urging me to spam skill that just delete everything everywhere.
  • Huge non-adjustable deadzone on aiming stick that makes playing for someone like myself with restricted mobility in my right thumb especially problematic.
Multiplayer woes
  • Heightens issues with lag spikes, rubber-banding etc.
  • Similar experience to enduring the very worst examples of unresponsive PS3 games on a first gen LCD panel... move stick, release, wait for character on screen to move in response - not the experience I'm expecting from around £4k worth of TV and console.
Despite all that I love the game and have played around 600 hours. Just won't be going back for more any time soon until a lot of that is remedied, but I'll still keep following the progress.
 

Rentahamster

Rodent Whores
That's a good idea by the devs.


We announced last week some unfortunate news regarding the timeline for 3.26.0 for Path of Exile 1. Coming out of that we have adjusted some of our internal resources to be able to provide you with some content to fill the time until that expansion arrives.

To start with we'll be running a one-month event that has some of our whacky ideas that never quite made it off the brainstorm board.

What does Path of Exile 1 look like when the nineteen Ascendancy Classes you know and are familiar with are all of a sudden replaced by a different nineteen? What does Path of Exile 1 look like when you get to play a Witch and ascend to become a Harbinger? These are the questions our design team asked each other and in this event will provide you with some of our answers.

We'll release more details about this content soon but we're really looking forward to seeing how the community reacts to some of our more unhinged ideas.

There's more to announce and we'll keep you updated as we know.
 

Renoir

Member
thats cool an all. but when your fun build cant get you past t3 maps and you loose exp all the time its not fun anymore. I wonder if poe1 had those issue .. the strict build setups and all.
 

Rentahamster

Rodent Whores


We're currently working on the 0.1.1c patch for Path of Exile 2 that will include some bug fixes and minor new features. We plan to deploy this patch by the end of this week. Full details will be included in the patch notes, but in the meantime here is some of the changes you can expect to be in it:

Features:
Added up to five respawn attempts for the Twisted Domain area, based on the area difficulty.
Added up to five respawn attempts for the Olroth, Origin of the Fall boss fight, based on the fight difficulty.
Added up to five respawn attempts for the Crux of Nothingness area, based on the area difficulty.
Added Minimap Icons for Strongboxes.
Minimap Icons for League mechanics now remain visible regardless of how far away you travel from them, making it easier to return to them later.
Added more checkpoints to several Map areas and improved the placement of some checkpoints.
Minions can now briefly squeeze through smaller gaps if they've failed to move for a short period.

Bug fixes:
Potential fix for the crash affecting Win 24H2 players.
Fixed a bug that would prevent kills with Damage over Time being assigned correctly to players, most notably any death to poison or bleeding while the monster still had Energy Shield at the time of death.
Fixed a bug where parts of the Atlas could fail to render if they were far away from your most recent map.
Added the "/ResetAtlas" chat command which can only be used to reset your Atlas when it's in a bricked state (no available maps).
Fixed several client and instance crashes.

Gamepad:
Increased font size of text in various locations when using a controller.
Improved item navigation when using a controller.
 

Rentahamster

Rodent Whores
I'll try. I've got some mighty meta skill jewels but not sure how to get more crit chance in there as I've already broken everything else beyond comfort :D (Trying Killjoy gloves as well so missing a lot of stats using 4 uniques).

EDIT: Couldn't come up with anything with survivability in higher tier maps, so went back to cast on minion death x2 & kept 1 cast on crit. Dropped the amulet for fireflower so no greater lightning bolts (which I think are likely key to the stuff in the above video working to the degree they do). But, on a T15 map boss it did manage to chunk 600k off in one hit, and with my CoMD build being amazing at clear but terrible at bosses without loads of adds around, that at least offers something to play around with (and had just decided to stop playing for a while before that video dragged me right back in, lol).

Here's some additional info about the core interaction.

 

Rentahamster

Rodent Whores

0.1.1c Patch Notes​


This patch adds respawn support for more endgame content and support for renaming characters through the website, as well as other improvements and bug fixes.

Improvements and Changes

  • Added up to five respawn attempts for the Twisted Domain area, based on the area difficulty. If the Breach Domain is completed but you die during the Xesht, We Who Are One boss fight, you will revive at the entrance to the boss arena. If you die before completing the Breach Domain, you will revive at the start of the domain. Repeated attempts of the domain will result in no experience from monsters.
  • Added up to five respawn attempts for the Olroth, Origin of the Fall boss fight, based on the fight difficulty.
  • Added up to five respawn attempts for the Crux of Nothingness area, based on the area difficulty. If you die before killing The King of the Mists, reviving will place you inside the boss arena and begin the fight again.
  • Respawns can only be triggered by the person who put in the Expedition Logbook, Breachstone or An Audience with the King, and everyone in your party will be respawned at the same time.
  • Added more checkpoints to several Map areas and improved the placement of some checkpoints.
  • Added the "/ResetAtlas" chat command which can only be used to reset your Atlas when it's in a bricked state (no available maps).
  • Added Minimap Icons for Strongboxes.
  • Minimap Icons for League mechanics now remain visible regardless of how far away you travel from them, making it easier to return to them later.
  • Hitting inanimate objects, such as Ice Crystals, Tempest Bell or Vine Arrow plants, can no longer cause your trigger skills to generate energy.
  • Vine Arrow plants no longer take damage from hits, and therefore no longer cause your on-hit effects and similar stats to take effect.
  • Minions can now briefly squeeze through smaller gaps if they've failed to move for a short period.
  • Channelled skills which scale their costs with attack/cast speed modifiers now explicitly describe this.
  • Unused stats in the skill and character menu interfaces are no longer displayed.
  • The Stun Threshold tooltip now provides more information on stun mechanics.
  • Added customisable targeting behaviour settings when using a controller. These can be viewed and selected in the bind skills menu.
  • Added Charms to the controller HUD.
  • Added a setting to display advanced item information when inspecting items while using a controller.
  • Added dedicated keybinds for confirming choices in various interfaces when using a controller, such as opening a Map in the Map Device, or starting a Trial at the Relic Altar.
  • Increased font size of text in various locations when using a controller.
  • Improved item navigation when using a controller.
  • Improved targeting behaviour for ranged attacks when using a controller.
  • Improved targeting behaviour for Offering skills when using a controller.
  • Made further changes to reduce the aggressive targeting of Tempest Bell when using a controller.
  • Reverted the change from the 0.1.1 patch that allowed you to pick up items and interact with some objects while performing other actions due to issues it introduced.
  • You can now change the name of your Path of Exile 2 characters, or swap the names of two of your characters. You can access this through the My Account page on the website after the patch is deployed.
  • Enabled the following existing cosmetic microtransactions for use in Path of Exile 2: Exile's Pilfering Ring, Exile's Pedometer Ring, Evertree Map Devices, Timekeeper's Map Devices, Peddler's Rain Hideout Decorations, Octoparasite Pets.
  • Continued to incrementally improve the sound, art, effects and environments.

Bug Fixes

  • Fixed a bug where you could lose access to the Map Device when migrating out of a Solo Self-found League.
  • Fixed a bug where Zarokh, the Temporal could continue using his spinning lightning skill after death or while heavily stunned.
  • Fixed a bug where Zarokh, the Temporal's spinning lightning beam skill was not able to hit victims hiding in the corners of the arena.
  • Fixed a bug where players could remain immune to damage after the expiry of a stolen Proximal Tangibility monster modifier.
  • Fixed a bug where on-death elemental explosions from Rare Monster minions would fail to render their telegraph if the corpse was destroyed on hit, such as by shattering the monster.
  • Fixed a bug where the Twin Threats Atlas Passive Skill could sometimes duplicate monsters incorrectly, resulting in monsters that could not be damaged.
  • Fixed a bug that would prevent kills with Damage over Time being assigned correctly to players, most notably any death to poison or bleeding while the monster still had Energy Shield at the time of death.
  • Fixed a bug where it was possible to snapshot increases to the level of Elemental Skills using the Collapsing Horizon Unique Quaterstaff.
  • Fixed a bug where parts of the Atlas could fail to render if they were far away from your most recent map.
  • Fixed a bug where attempting to equip a weapon with a full inventory when using a controller could lose the previously equipped weapon.
  • Fixed some wonky checkpoints in the Steaming Springs and Blooming Fields Map areas.
  • Fixed a bug where The Trialmaster could use his time stop skill and vanish during his fight.
  • Fixed a rare bug where certain quest items were not dropping for some players correctly.
  • Fixed a bug where the Chimeral Inscribed Ultimatum quest item dropped by Xyclucian, the Chimera could disappear if you tried to pick it up while your inventory was full.
  • Fixed a bug where Persistent Buffs would be removed upon reaching the maximum overflowed Life with the Couture of Crimson Unique Body Armour equipped.
  • Fixed a bug which caused Direct Minions to cause summoned Ancestral Totems to stop using their skills until resummoned.
  • Fixed a bug where Black Strider's web mortar impacts could not be blocked or avoided by dodge roll.
  • Fixed a bug where Withering Presence's frequency and duration values would display as double their actual values in the skill information panel while the skill was active.
  • Fixed a bug where the Crystalline Potential Gemling Legionnaire Ascendancy Passive Skill would cause un-equipped ammo to be set to 0 upon entering a new area.
  • Fixed an issue in couch co-op where one player was able to interact with the Map Device but not open a Map due to them not being the party leader. In couch co-op, Map owners are now made to be the party leader.
  • Fixed various couch co-op bugs where player 2 would open user interface elements of player 1, such as the Endgame Map.
  • Fixed a bug in couch co-op where player 2 was not able to perform fast-travelling between checkpoints.
  • Fixed an issue where you could not view the benefits from Quality on Gems when using a controller.
  • Fixed a bug where the "you have died" screen could persist after being revived in the Arbiter of Ash Boss fight when using a controller.
  • Fixed a bug where charges were not orbiting the Planetary Orb Character Effect microtransactions correctly.
  • Fixed several client and instance crashes.
 

Ogbert

Member
thats cool an all. but when your fun build cant get you past t3 maps and you loose exp all the time its not fun anymore. I wonder if poe1 had those issue .. the strict build setups and all.
I don’t care what anyone says.

Losing experience is the worst mechanic in gaming. I *immediately* drop the game.
 
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