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

clarky

Gold Member
Monster life too high or damage too low?

I feel like rn it's bit easier and progress seems a bit faster/smoother than at launch.

Or maybe I've just gotten better at both the gameplay and creating my build.🤷🏾‍♂️
Yeah I had no issues last night on the Huntress. Still a blast to play but its definitely easier. So far that is, at the End of act 1.
 

MagiusNecros

Gilgamesh Fan Annoyance
Monster life too high or damage too low?

I feel like rn it's bit easier and progress seems a bit faster/smoother than at launch.

Or maybe I've just gotten better at both the gameplay and creating my build.🤷🏾‍♂️
Might be easier. But I dropped Parry entirely and just cruise evading everything with high Evasion and stacking up Herald of Blood, Herald of Thunder, Wind Dancer, Ghost Dance. With Freythorn Skull giving 30 Spirit and a 100 Spirit Sceptre it's possible to have 4 Auras running. Eventually 5 when I find a Malice Sceptre for Critical Weakness.

When I get hit enemies get pushed with Gale Force and in a couple seconds Wind Dance is back up.

Don't have much use for most of the skills if I can Bleed(Rake) and use basic attacks which are stronger then most other attacks while Blinding enemies with Twister to stack up evasion even more.

Who needs Parry if I remove the need for Parry....which Parry opportunities on bosses are few and far between if it becomes jump rope of dodging AoEs.
 

Killjoy-NL

Gold Member
Might be easier. But I dropped Parry entirely and just cruise evading everything with high Evasion and stacking up Herald of Blood, Herald of Thunder, Wind Dancer, Ghost Dance. With Freythorn Skull giving 30 Spirit and a 100 Spirit Sceptre it's possible to have 4 Auras running. Eventually 5 when I find a Malice Sceptre for Critical Weakness.

When I get hit enemies get pushed with Gale Force and in a couple seconds Wind Dance is back up.

Don't have much use for most of the skills if I can Bleed(Rake) and use basic attacks which are stronger then most other attacks while Blinding enemies with Twister to stack up evasion even more.

Who needs Parry if I remove the need for Parry....which Parry opportunities on bosses are few and far between if it becomes jump rope of dodging AoEs.
Can't comment on that, as I'm playing witch.🤷🏾‍♂️
 

MagiusNecros

Gilgamesh Fan Annoyance
Can't comment on that, as I'm playing witch.🤷🏾‍♂️
Might be builds but I also think either damage is lower or something. I know Act 1 end boss generally 1 or 2 shot you on the 1-2 divebomb. I played Witch at launch and couldn't beat it until like Level 22. With Huntress Dodge Tanking I cleared at level 17. So I feel like there is some difference.
 

drotahorror

Member
NKvAfJ9.jpeg

Really disappointed in Ritual Sacrifice. Pretty much wasted my Ascendancy. Should have done research. What a clunky ass garbage ability. Have to eat a corpse for like 3 seconds in an animation that locks into place forever.

Not to mention, if you're running Glacial Lance or something that freezes enemies, well, if the rare shatters before it dies you can't even use your Ritual Sacrifice.
 

Rentahamster

Rodent Whores
Really disappointed in Ritual Sacrifice. Pretty much wasted my Ascendancy. Should have done research. What a clunky ass garbage ability. Have to eat a corpse for like 3 seconds in an animation that locks into place forever.

Not to mention, if you're running Glacial Lance or something that freezes enemies, well, if the rare shatters before it dies you can't even use your Ritual Sacrifice.

Getting locked into place sucks. Is it more useful if you spec into longer skill duration nodes, or add the persistence support gem?
 

Arsic

Loves his juicy stink trail scent
Damn went through some videos today and the community is really hating this update huh?

Oh well. Last epoch update around the corner and no rest for the wicked update end of month.

Plus Titan quest 2 later this year.

Plenty to look forward to.

I’ll check back on poe2 when next league hits to see where we are at. If it’s still a hot mess then there’s really no hope as far as I’m concerned. By then it’ll have been 6+ months since early access release. Should have a lot of things dialed in.

Which game route is it going to take? Slower methodical game with challenge or just a blasting ARPG like poe1 and Diablo? If it isn’t the latter then color me not interested.
 
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Rentahamster

Rodent Whores
Damn went through some videos today and the community is really hating this update huh?

Oh well. Last epoch update around the corner and no rest for the wicked update end of month.

Plus Titan quest 2 later this year.

Plenty to look forward to.

I’ll check back on poe2 when next league hits to see where we are at. If it’s still a hot mess then there’s really no hope as far as I’m concerned. By then it’ll have been 6+ months since early access release. Should have a lot of things dialed in.

Which game route is it going to take? Slower methodical game with challenge or just a blasting ARPG like poe1 and Diablo? If it isn’t the latter then color me not interested.

Only the players who weren't able to find anything good to work with. There's actually a lot of good stuff in this patch but you really need to do a lot of experimenting to figure it out. My Spectre Witch is dominating Cruel difficulty, but that was after painstakingly trying out a bunch of different spectres to see which one is good. Minions are getting buffed as well in a new patch, so yay me I guess lol.

Here's some videos I found of good builds so far.









 

Rentahamster

Rodent Whores
omg Mathil's thorns build looks ridiculous lol. It's interesting how he now uses the blacksmithing skill to his advantage after seeing Quin struggle with it.

 

Arsic

Loves his juicy stink trail scent
omg Mathil's thorns build looks ridiculous lol. It's interesting how he now uses the blacksmithing skill to his advantage after seeing Quin struggle with it.


Quin is a full blown retard. Funny stream though and not because of him but the chat. The tools he gave them for Donos is hilarious.
 

Rentahamster

Rodent Whores
I hope it never is, and if so, I hope that there are two separate modes because the blaster game play wiping screens with one button press is cancer to me. PoE 1 sucks to me.

From a design standpoint, do you feel like obliterating screens of enemies is okay as long as it comes at the end end game and is rightfully earned with grinding and skill?
 

Arsic

Loves his juicy stink trail scent
From a design standpoint, do you feel like obliterating screens of enemies is okay as long as it comes at the end end game and is rightfully earned with grinding and skill?
There’s a lot of different systems that have to interact in order to net the results on either side of the pendulum.

If the end game is slower and methodical with less mobs, greater drops, and smaller maps, then it works. Then it’s very tight knit.

Otherwise you have what you currently have where you have massive maps, lots of modifiers, and having to blast lots of enemies to start seeing drops/currency frequently enough to justify the time sink.

When it comes to blasting end game PoE1 is untouched.

I like what last epoch has going on right now and has coming up. I have a lot more faith now in that project as time has gone on. It’s in an oddly middle ground sometimes before it ramps up its blasting. It’s the other systems that make it shine though.

Diablo 2 is my turn brain off game. D4 isn’t that. D2 is still the king of brain off gameplay that is fun while always feeling rewarding. You absolutely blast in that game too but it takes a bit to get there.



I think the genre is just stuck. Diablo/poe folks on the majority want to blast maps for end game. PoE2 is likely going to full send this by release.

No rest for the wicked is on paper the game I want but it’s just got such ugly character models it’s a real turn off.

Titan quest 2 is also an unknown but seems less blasty,
 

Rentahamster

Rodent Whores
Good tips on how to make some cash in the new season. I forgot that the quality and socket currencies are valuable at the start, so I'm going to search the vendors for items I can salvage.

 

DavidGzz

Gold Member
From a design standpoint, do you feel like obliterating screens of enemies is okay as long as it comes at the end end game and is rightfully earned with grinding and skill?

I never want it to, tbh. There are plenty of zoomer games in this genre. I still play and love Diablo 1(with mods) and it's super slow compared to D3 for example. I am watching Modz and Quin do mapping and the pace is great. In the last patch I saw some streams that looked like PoE 1 end game and it made me sick. Idk, I just loved that PoE 2 was influenced by Souls and I would never want Souls to go all Devil May Cry either. But if a game came out with that pace and was good, I'd be all for it. I just want games to stick to their vision and I don't think Rogers has a vision for PoE 2 to become PoE 1 with a prettier face. Keep them separate, I say.

I think Quin hit the nail on the head. "They are trying to make a Soulsborne on a game that should be more about loot." The people who aren't complaining and having fun this patch should be catered to and the people complaining should as well. Simple solution is two modes the way PoE 1 has. For the people who want the slower pace and meaningful combat with difficulty through the campaign, keep this mode and call it Ruthless again. For the people who want to zoom through the campaign to get to end game ASAP make a mode that is closer to PoE 1.

Then you reach as many fans as possible. Seems like an easy solution to me but pride may be getting in the way. Roger's vision isn't vibing with the old fanbase, but it is for Souls fans like me.
 
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Rentahamster

Rodent Whores

In our update post yesterday we said we would be checking to see if there were any outliers in the area clear times during the campaign. Now that we have done the first pass of our assessment, we can talk about some of the changes that we are making to improve things.

Our focus this time is on Act 3 areas since this act has a somewhat overall longer completion time.

The Drowned City​

This area had a very large dead end that was intended to contain an entrance to an area that was temporarily cut to ship Early Access. Unfortunately this means that in the live version, this leads up to an inaccessible door with no checkpoint. We are removing that part of the level and the part that leads up to it which will reduce the overall size of the area quite a lot, but more importantly prevent the frustrating situation where you go the wrong way and have to backtrack.

Utzaal​

This area has exactly the same problem as the Drowned City and we are doing exactly the same fix, but in addition has a second dead end where the entrance to the Treasure Vault is located in the Present version of this area. We have removed that dead end as well.

The Apex Of Filth​

This area is shaped like a large spiral which was originally done because the boss arena had to be in the center to maintain continuity with the Past version. We are breaking that continuity to make the area smaller, which will make the area better overall.

The Azak Bog​

This area is a large square that has extremely high variance in how long it takes to find the boss because the location of that boss is highly variable. We have changed this area to be more rectangular with the boss at the other end from where you start which means that you can get to the boss more quickly without needing to explore the entire area as well as making it somewhat smaller.

Infested Barrens​

This area primarily trips people up because it requires you to find a waypoint to the Waterways before you can continue on to the Chimeral Wetlands if you want to be able to come back easily after finishing Jiquani's Sanctum. We are modifying the area to have a bottleneck requiring you to go past the entrance to the Waterways near the start meaning that there are less things you need to try to find in this area and cutting down the size slightly.

Jungle Ruins​

This area had a problem where it was often hard to identify the exit to the Infested Barrens from far enough away. We have made the entrance more clear and moved the checkpoint further so that you are more likely to see it. This area has also been made slightly smaller.

Chimeral Wetlands​

This area has some random variations that put the entrance to the Temple of the Chaos very far away from the entrance to the Machinarium requiring a lot of backtracking. We are moving these two entrances closer together.

Jiquani's Machinarium​

This area primarily takes extra time due to searching for Soul Cores. We have added an extra Soul Core to reduce the average amount of time it takes to find them.

Jiquani's Sanctum​

This area suffers from the same problem as Machinarium. We have added an extra Soul Core to this area as well to reduce the amount of time you need to search.

General Changes​

We have also noticed that a common issue is doing a side area and then coming back to the main area and finding that it has been reset, making you need to clear it a second time. We have a more permanent solution in mind for this issue but as a temporary improvement we have increased the timeout time for areas with side-areas off them. This should reduce how often you run into this issue.

These changes should be deployed within the next few days. Of course, we will continue to monitor things and see if further changes are needed.
 

Rentahamster

Rodent Whores

0.2.0c Patch Notes​


This patch contains some balance adjustments to Player Minions, Spear Skills, some Bosses, as well a number of bug fixes.

The Minion changes in this patch are readjustments to changes for their Life and Damage Scaling that were in 0.2.0. The goal of those were to impact very high level minions and some outliers but it affected them on a more broad scale causing them to feel weaker than we intended, especially in the middle of the campaign.

Balance changes:

  • Minions have approximately 15% more Life through the early Campaign, tapering down to be unchanged by Gem Level 30 (or so).
  • Gem Level 10 Minions now have 41% More Damage.
  • Gem Level 15 Minions now have 50% More Damage.
  • Gem Level 20 Minions now have 60% More Damage.
  • Gem Level 30 Minions now have 79% More Damage.
  • The Life threshold Skeletal Arsonists can target other Minions, and the heal amount of Skeletal Clerics has been adjusted proportionately to the Minion Life changes.
  • Adjusted the Damage, Attack Speed, and Mana Costs for the following Spear Skills:
    • Spear Throw deals ~8% more Damage at all skill levels.
    • Lightning Spear Attack Speed is now 60% of base (from 50%) and deals ~5% more Damage at all gem levels.
    • Glacial Lance Attack Speed is now 50% of base (from 45%).
    • Storm Lance Attack Speed is now 60% of base (from 55%).
    • Whirlwind Lance Attack Speed is now 60% of base (from 55%).
    • All the above skills (except Spear Throw) have had their Mana Costs lowered proportionately to the Attack Speed increases.
  • Candlemass, the Living Rite's abilities has had their cooldowns slightly increased (This should result in it using attacks that are parryable more often).
  • Fixed an issue where one of Candlemass, the Living Rite's cleaves were unblockable/unparryable.
  • Count Geonor's abilities have had their cooldowns slightly increased (This should result in him using attacks that are parryable more often).
  • Blackjaw the Remnant, Oloton the Remorseless and Stormgore have had their skills rebalanced and visuals improved so their damage area more closely resemble their visuals.

Bug Fixes:

  • Fixed a bug where Banners were not providing their benefits to players when placed.
  • Fixed a bug where Raise Shield was missing the Melee type, so could not be supported by many Support Gems that required it.
  • Fixed a bug where some Whirlwinds would disappear instantly when Whirlwind Lance had extra Projectiles.
  • Fixed a bug where Concoction skills were not visually scaling with changes to Area of Effect.
  • Fixed a bug where the Profusion Support Gem was not working with the Disengage or Retort Skills.
  • Fixed a client crash when using the Wind Serpent's Fury Skill.
  • Fixed 3 client crashes related to Gamepad UI.
  • Fixed 3 instance crashes.


0.2.0d Patch Notes​


  • The Freedom of Faith Unique Tablet now has "Can Reroll Favours at Ritual Altars in your Maps twice as many times" (from being able to reroll them infinitely). This affects existing versions of the item, as well as existing maps influenced by this tablet. This change is in the wake of an item exploit that was occurring, the exploit was fixed approximately 8 hours ago preventing any further abuse and we are currently in the process of banning those who abused it and removing the wealth generated by it from the economy.
  • Added a new Spear skill: Cull the Weak. A fast dash with Culling Strike that grants a Frenzy Charge when it kills enemies.
  • Cull the Weak is offered at uncut gem tier 3+. Spearfield has been moved from tier 3+ to tier 5+.
  • Elemental Sundering now pauses the Freeze, Shock and Ignites on targets when building up to explode, and now consumes them when exploding. Previously the ailment was removed as soon as the buildup began, this change has been made so targets remain frozen until the explosion.
  • Additional and barraged projectiles for Whirlwind Lance are now distributed closer together, spread out on and behind the targeted location.
  • Flesh Larva monsters can no longer be imprisoned in Essences.
  • Fixed a bug where the Ancestral Spirits skill, granted by the Answered Call Warbringer Ascendancy Passive Skill, wasn't triggering when Summoning a Totem.
  • Fixed a bug where taming a beast in the Trial of the Sekhemas or Trials of Chaos could prevent you from progressing the encounters.
  • Fixed a bug where Convalescence would shapeshift you out of Demon Form.
  • Fixed a bug where modifiers to melee splash radius were applying twice.
  • Fixed a bug where the fight with Connal, the Tormented in the Willow Map would not correctly restart if you failed the first attempt.
  • Fix a bug where Toxic Growth could not be supported by Overabundance.
 

Marlenus

Member
I think that GGG need to have two modes for PoE 2. One for the ones who want a prettier PoE 1, one button gameplay and a fast easy campaign, and one for people like me who want a challenge through the story and a variety of skills. I keep seeing people in the chat complaining that they have to use more than one skill and that you can't run around one shotting everything. The same things they diss D4 about. They have already nerfed the difficulty and people are still complaining. They complain that loot isn't exciting cause yellows and uniques aren't raining from the sky. They will end up ruining this game for me if they keep catering to the whiners unless we get two modes like PoE 1 has.

If people want zoomy loot pinata gameplay they have poe1 and D4 to go play.

I do think there are a lot of balance issues to sort out but that will always be the case in an arpg with lots of interactions between systems and it will improve with time.
 

DavidGzz

Gold Member
Ziz wants all enemies to be as slow as the player. Werewolves walking around lol! No challenge unless it's an end game boss too. Fuck.

Rogers is making a top down Soulsborne. Like it or not, I saw so many in denial about that, and they are the ones butthurt about the direction of the game. The game is barely different than 1.0. I am not dying any more, if anything it is much less, than at launch. The newness wore off and people just want to get to end game so people are looking at the campaign in a new light. People in Ziz's chat calling for Rogers to be fired. GTFO.
 
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clarky

Gold Member
Interview is up


Only watched the first bit so far but pretty spicy early on.

Not familiar with this interviewer but he's annoying as fuck.

Edit: Yeah watched the whole thing. Interesting stuff from the dev's as usual but the streamer interviewing them is an idiot.
 
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Rentahamster

Rodent Whores

Today we are continuing to work on changes based on player feedback and this is a list of the updates that we have finished internally. We will be deploying the following changes over the next few days.

This is just a list of the changes that have been made so far. These are not the only changes we are investigating and they do not represent a full list of what players are reporting to us.

Player Balance Changes​

Now that we have a lot of the nerfs out of the way, we can concentrate on buffing things that are not performing well.

Sorceress Specific Changes
  • Arc now does a lightning explosion when it hits a shocked enemy but can no longer shock. It does not consume the shock.
  • Eye of Winter now gains bonus elemental damage when passing through other elemental orbs like Solar Orb, Orb of Storms or Frost Bomb.
  • Incinerate's exposure duration has been increased to 8 seconds from 2 seconds.
  • Mana Tempest can now be used with all spells, and has been changed to cause empowered spells to split to additional targets instead of chaining or forking.
  • Frostbolt explosion radius has been increased by 50%.
  • Ice Nova's freeze buildup has been increased significantly.
  • Frost Bomb exposure duration has been increased to 8 seconds from 5 seconds.
  • Mana remnants has been changed to work with other elemental ailments than just shock.
  • We are lowering the delay for Ignites spreading from sources such as the Wildfire support to 1 second from 2 seconds, but the radius has been decreased slightly.

Bleed/Chaos Innoculation
  • Energy Shield no longer prevents bleeding from being applied.
  • Chaos Innoculation now prevents bleeding.
  • The passive clusters that grant you additional stun threshold based on your maximum energy shield now also increase your ailment threshold so you will no longer be ignited/chilled/frozen/shocked as often while using CI if you take these passives.

Huntress Specific Changes
  • Parried enemies can no longer evade your attacks.
  • The spear stuck in enemies by Rapid Assault now always bleeds on hit when you detonate it, the AoE has been increased by 20% and the detonate does 67% more damage.
  • Spearfield's spear duration has been increased to 10 seconds from 6 and had it's damage growth increased, dealing 30% more damage by level 20.
  • Herald of Blood no longer deletes the corpses of Rares or Uniques, allowing you to use Ritual Sacrifice on the rares.

Warrior Specific Changes
  • Temper Weapon on Smith of Kitava now adds 3 empowerments per strike of your weapon, and is 25% faster. The damage might need to come down a little.
  • Shield Wall is now detonatable with Warcries.
  • Armour break being applied to players by monsters no longer has the 20% extra physical damage modifier that was intended to only be a buff to players, and we have also reduced its duration to 4 seconds from 12. In addition, there was a bug where partial armour breaks were never removed on the player.

Ranger Specific Changes
  • Stormcaller arrow now proliferates shocks to nearby enemies in a small radius and has had its AoE radius increased by 50%.
  • Lightning Rod damage has been increased by 30%, and their duration has been increased to 20 seconds.
  • Lightning Arrow has had the radius at which it arcs to targets increased by 50%.
  • Tornado Shots maximum duration has been increased to 15 seconds

New Support Gem​

We have added a support gem called Inhibitor that prevents charges being consumed but increases the damage of the supported skill by 4% for each type of charge you have.

UPDATE: We've since found that the implementation for the increased damage per type of charge to not be feasible in the timeframe that we want this support gem to be released, and the core of the design of the support is an important tool to get into the hands of players, so we will be releasing it without that stat present.

Delirium Changes​

Delirium encounters now last approximately 2.5x longer.

Crafting​

We've added several Artificers Orb's to fixed locations throughout the campaign allowing you to craft with them more often.

We have also added runes for attributes allowing you to fix early game requirement issues.

We are also updating all runes to also apply to Wands and Staves. This work will require adding specific mods for these items. We are unsure if Soul Cores and Talismans will be able to be added at the same time, but it is our intention to attempt to make this change.

Finding Rares in Endgame​

During endgame a common issue is missing a Rare in the corner of the map that you didn't happen to explore. In order to mitigate this issue, we have changed rares to show up on the minimap at all times.

Matlan Waterways​

We have made a change to Matlan Waterways to merge some sections of water together, reducing the average number of levers that you will encounter while playing it by 6 levers.

Monster Speed​

One of the issues that is often reported is getting swarmed by monsters. We are currently doing a pass to investigate this issue and can probably talk about specific changes tomorrow, but the changes are likely to be targeted at specific monsters that are too difficult, especially in zones that have a lot of fast monsters.

A Note About The Ritual Exploit​

Recently there was an exploit involving reducing the deferral cost of Ritual items in combination with using a Unique Tablet that allows for unlimited rerolls. This occurred during the middle of the night and unfortunately due to an internal miscommunication, we didn't fix the exploit until around 8 hours after. We have banned 301 accounts that were clearly exploiting this, and they will remain banned until the end of the current league. Thankfully, the economic impact outside of the banned accounts is relatively small.

And that's all the changes that we have finished today. The changes in this post will be deployed over the next few days, but we should have more to report tomorrow.
 
Booted up a couple days ago to see what was different and was disconnected mid battle which was annoying. My Merc felt more powerful than he did pre patch but the wife's sorceress felt like it had been nerfed into oblivion which we found pretty frustrating. We also didn't feel like spending the best part of our evening reassigning passive points.

I'll probably come back to it at some point, but tbh the update felt more punishing than anything else.
 

drotahorror

Member
Let's talk about the Huntress's Ascendancy tree Ritualist, in particular the skill "Ritual Sacrifice"

C7tJHRD.jpeg


In essence I was thinking this would be like an activatable Headhunter. I've never been able to get my hands on a headhunter, so I thought this was going to be amazing.

It's not.

First off, Ritual Sacrifice (RS) can only be used on a Rare monster. When cast, it will lock you into an animation that lasts .75s-1.0s. This feels terrible. Add on to the fact that if you're freezing enemies, shattered Rare monster corpses cannot be consumed.

So I noticed the support gem "Profanity".


This should solve the stuck in a clunky animation thing right? No. It doesn't do anything. I thought the skill would consume a corpse automatically. It doesn't do anything differently with this support gem equipped. In fact I lost the gem because I guess respeccing out of a skill in your ascendancy tree, while keeping support gems linked to that skill, will cause your support gems to disappear along with the skill. On SSF, support gems are not super common, so the fact that I lost this useless support gem is kind of annoying just because I spec'd out of RS with support gems still linked.

I spec'd out as I figured I'd wait till I had 4 ascendancy points to try out

YTegh8D.jpeg


So now I don't have to worry about corpses and can just use it on myself? Great. Sort of. When you use RS on yourself I guess you get a random modifier. There's no way of knowing what it is. Sometimes my sheet DPS increases along with the generic RS buff, sometimes it doesn't and I just have to assume I'm getting some sort of useful buff. With no visual indicator of what it is, who's to know?

I dunno, Ritualist is fucking terrible and clunky at the moment. I might have to go a bleed build and play with Blood Boil to salvage this character. I really thought RS would be a lot of fun, but just an exercise in frustration.
 

JMZ555

Member
Just tried the latest version just for a quick mess about and the game runs a lot worse than before with quite a few graphical issues. Invisible enemies as they not loaded in and effects not loading correctly.
At launch I I played through to endgame, up to something like level 12 Waystones and had zero issues.
Now it runs like a piece of shite. Il check back in at 1.0
 

Killjoy-NL

Gold Member
Do you guys encountered sever lag spikes and stutters in the last 3-4 days? For me is unplayable on EU servers.
Not that I noticed, but a lot of times getting stuck in an infinite loading screen while joining others that is solved by shutting down the game, restarting, log into different character, exit to main menu, log into current character again and then get put in a solo instance again.

And today is the first time that I got 3 random disconnects.


As for the game, just got into Cruel Act I.
Have to say that after the disaster that was Blood Mage before the update, Lich is a lot better. If only for the fact that I'm not being punished with extra cost of life on top of mana cost every time I use a spell, while also having to dodge non-stop because my health is low all the time. Lol
 
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Marlenus

Member
Just did the act 1 boss on my warrior, got him 1st time. Was a lot easier than last time. Some of that is knowledge but it also felt easier. Maybe I had better gear but I also known I had worse cold resist so ehh, not sure.
 

Rentahamster

Rodent Whores

Yesterday we listed a bunch of changes that we are making to improve the game. 0.2.0E will be deployed tomorrow at around 3PM PDT or (Apr 10, 2025 12:00 PM (HST) in your local time), it will contain all the changes we have posted about from the last few days as well as some other things we have been working on today.

This following list of the changes are just the changes that have been made so far, these are not the only changes we are investigating and they do not represent a full list of what players are reporting to us.

Monster Speed Changes​


Many players have been reported being overwhelmed by monsters. The cause of this is a variety of factors and we are addressing them on a case by case basis. We have listed monster changes act by act below, but we also made the following changes more generally.
  • Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks.
  • The Haste Aura monster modifier no longer appears on monsters that are already fast.

Act 1
  • Werewolf Prowlers and Tendril Prowlers now will enter a walking stance (as opposed to running) after performing a melee action, they will only begin running again if you get a certain distance away from them. This behaviour has been applied to many faster monsters.
  • Hungering Stalkers now have 12% less Life and Damage, they were already relatively weak but we have lowered it a bit further to account for their high movement speed and attack speed. They are intended to engage and attack quickly, but be weak and die fast.
  • Reduced the number of Bloom Serpents in The Red Vale.
  • Halved the number of Venomous Crabs in the Hunting Grounds.
  • The Cultists in Freythorn no longer have interrupt events on their attacks as described above.
  • The Cultists in Freythorn wielding Axes and Maces in Freythorn now walk after performing a Melee Action, only running again once you exit a certain distance.
  • Blood Cretins on death Blood Pools have had their duration decreased from 6 seconds to 4 seconds, and fixed the area of effect to match the visual more closely.
  • Reduced the overall density of more challenging monsters in Ogham Manor.

Act 2
  • The Boulder Ants in Titan Valley have been replaced by Risen Maraketh, as the area had too many monsters that had irritating movement.
  • The Faridun have all been modified to remove the interrupt events on their attacks as described above..
Act 3
  • Diretusk Boar and Antlion Charger's are now more likely to push you to the side instead of pushing you along with them when they charge you.
  • The Lost City monster pack composition has been adjusted to result in less ranged monsters
  • Massively adjusted the Azak Bog, firstly by the aforementioned changes to interrupt events, but also changed the monster composition of the area to have less Ranged and Elite monsters.
  • Fixed an issue where the Slitherspitter's poison spray in Venom Crypts was dealing Chaos Damage instead of Physical Damage unintentionally.

We have also identified another issue that affects some areas in which potential monster spawn locations have inconsistent density in different rooms. This leads to situations where some rooms are much denser with monsters than others in an unintended way. We have a fix for this problem but it did not make it into this patch, and will be deployed in a later patch.

These are not the only changes that we will be making to monsters. Further changes will come in later updates. Some changes we didn't get time to make today, and others require new animations that will take a little longer.

Boss Changes​


Viper Napuatzi is one of the more challenging bosses for players, so we made the following change.
  • Lowered the amount and size of Chaos Rains (the purple ones) in the Viper Napuatzi fight, and cleaned up the visual left afterwards faster to make the following drop locations more obvious.

Uxmal had various quirks that made him somewhat annoying to fight. We have made a few changes.
  • Reduced the number of times Uxmal changes locations through the fight
  • Uxmal can no longer recharge Energy Shield while in the air.
  • Uxmal uses his Flame Breath less often

Xyclucian had some issues with visibility of his effects
  • The arena of Xyclucian has had its ground foliage removed in order to make his effects more visible


Player Minion Changes​


  • We have changed the way that minion revive timers work. When your first minion dies, it sets the revive timer to 7.5 seconds as before, but each successive minion that dies increases it by less and less (still capped to a max of 7.5 seconds). This should heavily mitigate the situation where most of your minions are dead, but the revive timer keeps resetting to 7.5 seconds over and over.
  • Disenchanting a Bind Spectre or Tame Beast gem will unbind them, allowing you to use them again.
  • Tamed beasts can now fit through gaps of the same size that the player can.


Other Player Balance​


We don't have a lot of other player balance changes on top of the ones described yesterday, but we did manage to sneak in the following additional changes:
  • Rally support is no longer restricted to Strikes or Slams, and can now support any Melee Attack you use yourself.
  • Glory (Used by Hammer of the Gods and Spear of Solaris) is now no longer consumed if you are interrupted while using the skill.
  • Fixed a bug where Blood Boils from the Ritualist ascendancy didn't propagate if the monster exploded on death, such as when using Herald of Blood.


Crafting Changes​


  • We have now finished adding all of the mods to runes for caster weapons. Desert, Glacial, Storm, Iron, Body, Mind, Rebirth, Inspiration, Stone and Vision runes all now work on Wands and Staves, with their own set of modifiers.
  • Renly's abandoned shop in the Burning Village now also has a Blank rune which Renly can forge into any elemental rune of your choosing in case you didn't find any up to that point. As mentioned yesterday, 12 Artificers Orb's now drop at fixed locations through the campaign in addition to the random drops and salvageable ones.


Performance Improvements​


  • The ground foliage in many areas has had an optimisation pass to improve performance.


0.2.0E Deployment Timeline​


And that's all that made it for 0.2.0E. The patch will be deployed at around 10AM NZT. We have also made some more changes internally, but they didn't make it in time for the patch.
The following lists the changes that will be deployed after the weekend. These are not the only changes that will be in that patch. These are just the changes that we already have.

Charm Changes​


Charms are a system that we never adequately expanded on, and have had several problems that we will finally be addressing. Overall we want charms to be more useful, and for you to be more easily able to use more of them.
First, the changes to charm slots
  • Charm slots on belts are now granted by implicit mods that are added to belts depending on the level of the area that dropped them. The number of slots is random up to a cap depending on how high level the belt is. You can use a Divine Orb to reroll the number of slots.
  • Belts have 1 charm slot until level 32, up to 2 until level 64 and up to 3 from level 65 and onwards.
  • Unique Belts can always have up to 3 charm slots.
  • For now, Unique Belts with mods that increase the number of charms will still be capped to 3, later on we will remove the cap.

Then changes to the charms themselves.
  • Several charms were not protecting you from the hit that activated them, these cases have been fixed to work properly.
  • We have also done a pass on Charm mods to make them more powerful and rewarding.


Stash Tab Affinities​


We are adding Stash Tab Affinities for the following categories of items
  • Socketables
  • Fragments [Which includes Tablets and Trial Keys]
  • Breach
  • Expedition
  • Ritual

We will also be allowing Charms to go in the Flask stash tab or any tab with the Flask affinity.

Atlas Bookmarks​


We have added the ability to bookmark locations on your atlas to find them easily later.
  • Right clicking a node will allow you create a bookmark by picking an icon and optionally adding a label you can type in.
  • You can have up to 16 bookmarks at a time.
  • They will appear as icons around the outside of the screen with a direction allowing you to scroll to them easily, or you can click on them to instantly take you there
  • You can also view a list of bookmarks under the legend and click them to go there.
 

Rentahamster

Rodent Whores
New day new patch


0.2.0e Patch Notes​


This patch contains many of the changes discussed in our recent news posts, including changes to Act 3, player balance changes and new Runes for attributes, as well as other improvements and bug fixes.

Changes to Act 3 Areas​


  • Removed the dead end in The Drowned City as well as the part of the level that leads up to it. This reduces the overall size of the area quite a lot, but more importantly prevents the frustrating situation where you go the wrong way and have to backtrack.
  • Utzaal had the exact same problem as the Drowned City and we are doing exactly the same fix, but in addition has had a second dead end removed where the entrance to the Treasure Vault is located in the Present version of this area.
  • The Apex of Filth has had the layout updated to resemble more of a linear flow, like Aggorat, making it smaller and faster to navigate.
  • The Azak Bog is now more rectangular, and slightly smaller.
  • The Infested Barrens now has a bottleneck requiring you to go past the entrance to The Matlan Waterways near the start meaning that there are less things you need to try to find in this area.
  • The Jungle Ruins exit to the Infested Barrens has been made more clear, and moved the checkpoint further so that you are more likely to see it. This area has also been made slightly smaller.
  • Some variations of the Chimeral Wetlands have had the Temple of Chaos and Jiquani's Machinarium entrances moved closer together to reduce backtracking.
  • Added an extra Soul Core to both Jiquani's Machinarium and Jiquani's Sanctum to reduce the average amount of time it takes to find them.
  • The checkpoint at the end of Jiquani's Machinarium has been moved to be beside the final Stone Altar, so you can quickly return to the Altar upon finding the Soul Core.
  • Some sections of water in The Matlan Waterways have been merged together to reduce the total amount of necessary levers to pull.
  • Increased the instance timeout time for areas with side-areas off them. This should reduce how often you return from a side area and find the main area has been reset.
  • Added a few more checkpoints to a handful of areas that didn't have sufficient checkpoints.
  • The density of areas has been adjusted to account for level generation changes in this patch.

Player Balance Changes​


Bleed/Chaos Innoculation Changes

  • Bleeding no longer only considers damage dealt to the target's life. Damage dealt to energy shield (or mana) can now cause bleeding.
  • Chaos Inoculation now additionally makes you immune to bleeding.
  • Most Passive Skill Tree clusters that granted additional Stun Threshold based on your maximum Energy Shield now also grant additional Ailment threshold based on your maximum Energy Shield.
  • Added new Jewel and Time-lost Jewel modifiers for additional Ailment threshold based on your maximum Energy Shield.
  • The Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 5-15% (previously 5-10%). Existing items can be improved to the new ranges by using a Divine Orb.
  • The Time-lost Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 1-2% (previously 1%). Existing items can be improved to the new ranges by using a Divine Orb.

Sorceress Specific Changes

  • Arc now releases damaging pulses when Shocked enemies are Hit, but can no longer Shock. It does not consume the Shock. The Arc now deals 9 to 51 at Gem level 1 (previously 9 to 50), scaling up to 82 to 462 at Gem level 20 (previously 72 to 410). The Pulse deals 5 to 31 Lighting Damage at Gem level 1, scaling up to 49 to 277 at Gem level 20, and has a radius of 1.5 metres.
  • Eye of Winter now gains bonus elemental damage when passing through other elemental orbs like Solar Orb, Orb of Storms or Frost Bomb.
  • Incinerate's Fire Exposure Duration is now 8 seconds (previously 2 seconds).
  • Mana Tempest can now be used with all spells, and has been changed to cause empowered spells to split to additional targets instead of chaining or forking.
  • Frostbolt's Explosion radius is now 2.4 metres (previously 1.6).
  • The Freeze Buildup from Ice Nova and Ice Nova when cast near a Frostbolt are now matching. Ice Nova now has 100-157% more Freeze Buildup at Gem levels 1-20 (previously 50% only when cast on Frostbolt).
  • Frost Bomb now has an Exposure duration of 8 seconds (previously 5).
  • Mana Remnants now has a 25% chance to spawn a Remnant on killing an enemy affected by an Elemental Ailment (instead of only Shock). Now Spawns a Remnant on Critically Hitting a target affected by an Elemental Ailment, no more than once every 2 second (instead of only Shock).
  • Spreading ignites, such as from Wildfire Support or the Cracklecreep Unique Ring, now occurs after a 1 second delay (previously 2 seconds).
  • Wildfire Support now causes ignite to spread to enemies within a 1.5 metre radius (previously 2 metre).

Huntress Specific Changes

  • Parried enemies can no longer evade your attacks.
  • Rapid Assault's Explosion now inflicts Bleeding on Hit, and has a radius of 2.4 metres (previously 2 metres). The Explosion now deals 142-312% of Attack Damage at Gem levels 5-20 (previously 85-187%).
  • Spearfield now has a Spear duration of 10 seconds (previously 6). The Explosion now deals 17-49% of Attack Damage at Gem levels 5-20 (previously 17-37%).
  • Herald of Blood no longer destroys the corpses of Rare and Unique monsters when they explode, allowing you to use Ritual Sacrifice on the Rare monsters.

Warrior Specific Changes

  • The Temper Weapon Skill, granted by the Smith of Kitava's Against the Anvil Ascendancy Passive Skill, now causes each strike of the anvil Empowers your next 3 Melee Attacks while Channelling (previously 1). Now has a maximum of 12 Empowered Attacks (previously 4), and now Channels 25% faster. Combust now deals 80-290% of Attack Damage at Gem levels 1-20 (previously 175-714%).
  • Shield Wall can now be detonated by Warcries as well as Slams.
  • Armour break inflicted on players now lasts 4 seconds (previously 12). Armour break inflicted on non-players still lasts 12 seconds.
  • Fully broken armour inflicted on players no longer causes the player to take increased physical damage. Fully broken armour on non-players remains unchanged at 20% increased physical damage taken from hits.

Ranger Specific Changes

  • Stormcaller Arrow's Bolt now has an impact radius of 1.6-2.4 metres at Gem levels 3-20 (previously 1.1-1.9 metres). If any target is hit by Stormcaller Arrow's Bolt is Shocked, it now also Shocks Enemies within a 1.7-3 metre radius at Gem levels 3-20.
  • Lightning Rod now deals 26-94% of Attack Damage at Gem levels 1-20 (previously 20-72%). Now has a Maximum Arrow duration of 20 seconds (previously 12).
  • Lightning Arrow's beam targeting radius is now 3.2 metres (previously 2.4).
  • Tornado Shot now has a maximum Tornado duration of 15 seconds at all Gem levels (previously 7-7.9 at Gem levels 11-20).

Other Player Balance

  • Rally support is no longer restricted to Strikes or Slams, and can now support any Melee Attack you use yourself.
  • Glory (used by Hammer of the Gods and Spear of Solaris) is now no longer consumed if you are interrupted while using the skill.

New Support Gem

  • We have added a support gem called Inhibitor that prevents charges being consumed but increases the damage of the supported skill by 4% for each type of charge you have. Inhibitor is offered at uncut support tier 2+.

Delirium Changes​


  • Delirium encounters now last approximately 2.5 times longer.
  • The front of the Delirium Fog can now continue expanding while doing other mechanics, though the back of the fog will still pause. This prevents scenarios where you pause the fog while on the edge of it and accidentally end the Delirium.
  • Strongboxes now pause Delirium fog when they are opened, in addition to the pause they already had on completion.

Monster Speed Changes​


  • Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks.

Act 1

  • The Haste Aura Monster modifier no longer appears on monsters that are already fast.
  • Werewolf Prowlers and Tendril Prowlers now will enter a walking stance (as opposed to running) after performing a melee action, they will only begin running again if you get a certain distance away from them. This behaviour has been applied to many faster monsters.
  • Hungering Stalkers now have 12% less Life and Damage, they were already relatively weak but we have lowered it a bit further to account for their high movement speed and attack speed. They are intended to engage and attack quickly, but be weak and die fast.
  • Reduced the number of Bloom Serpents found in The Red Vale.
  • Halved the number of Venomous Crabs and Venomous Crab Matriarchs in the Hunting Grounds.
  • The Cultists in Freythorn no longer have interrupt events on their attacks as described above.
  • The Cultists in Freythorn wielding Axes and Maces in Freythorn now walk after performing a Melee Action, only running again once you exit a certain distance.
  • Slightly decreased the number of Cultists in Freythorn.
  • Blood Cretins on death Blood Pools have had their duration decreased from 6 seconds to 4 seconds, and fixed the area of effect to match the visual more closely.
  • Reduced the overall density of more challenging monsters in Ogham Manor.

Act 2

  • Boulder Ants have been replaced by Risen Maraketh in the Valley of the Titans. The density of Monsters in this area has also been adjusted.
  • The Faridun have all been modified to remove the interrupt events on their attacks as described above.

Act 3

  • Diretusk Boar and Antlion Charger's are now more likely to push you to the side instead of pushing you along with them when they charge you.
  • The Lost City monster pack composition has been adjusted to result in less ranged monsters.
  • Massively adjusted the Azak Bog, firstly by the aforementioned changes to interrupt events, but also changed the monster composition of the area to have less Ranged and Elite monsters.
  • Fixed an issue where the Slitherspitter's poison spray in Venom Crypts was dealing Chaos Damage instead of Physical Damage unintentionally.

Boss Changes​


  • Lowered the amount and size of Chaos Rains (the purple ones) in the Viper Napuatzi fight, and cleaned up the visual left afterwards faster to make the following drop locations more obvious.
  • Uxmal, the Beastlord can no longer recharge Energy Shield while they are in the air, uses his Flame Breath less often, and has had the number of times they can change locations through the fight reduced.
  • The arena of Xyclucian has had its ground foliage removed in order to make his effects more visible.

Player Minion Changes​


  • We have changed the way that minion revive timers work. When your first minion dies, it sets the revive timer to 7.5 seconds as before, but each successive minion that dies increases it by less and less (still capped to a max of 7.5 seconds). This should heavily mitigate the situation where most of your minions are dead, but the revive timer keeps resetting to 7.5 seconds over and over.
  • Disenchanting a Bind Spectre or Tame Beast gem will unbind them, allowing you to use them again.
  • Tamed beasts can now fit through gaps of the same size that the player can.

Crafting Changes​


  • We have now finished adding all of the mods to runes for caster weapons. Desert, Glacial, Storm, Iron, Body, Mind, Rebirth, Inspiration, Stone and Vision runes all now work on Wands and Staves, with their own set of modifiers.
  • Renly's abandoned shop in Ogham Village now also has a Blank rune which Renly can forge into any elemental rune of your choosing in case you didn't find any up to that point.
  • Added 12 Artificers Orb's to fixed locations throughout the campaign, allowing you to craft with them more often.
  • Added 3 new types of runes for attributes allowing you to fix early game requirement issues: Adept, Robust and Resolve.

Finding Rare Monsters in Endgame​


  • During endgame a common issue is missing a Rare Monster in the corner of the map that you didn't happen to explore. In order to mitigate this issue, we have changed rares to show up on the minimap at all times.

Other Improvements​


  • Added a Rune to a fixed location in The Titan Grotto.
  • Increased the number of Armourer's Scraps and Blacksmith's Whetstones that can be found in the Mawdun Quarry.
  • Dread Servant's undead tornados no longer benefit from additional projectile modifiers, and now deal damage far less frequently.
  • Antlion Charger's charge is now more likely to push you to the sides as opposed to dragging you along with it. They also now have less Antlion's and more fodder when found in Map areas.
  • Rathbreaker and Caedron, the Hyena Lord have had their damage reduced.
  • Added lighting to Rogue Exiles to reduce the likelihood of losing track of them.
  • Further improvements to the pushiness of various monsters (read: less pushing).

Bug Fixes​


  • Fixed a bug where Blood Boils from the Ritualist ascendancy didn't propagate if the monster exploded on death, such as when using Herald of Blood.
  • Fixed a bug where Divine Orbs were affecting Fractured Modifiers.
  • Fixed a bug where Unique Jewels that affect Passives in Radius were not functioning correctly with small Attribute Passive Skills, or small class-specific Passive Skills.
  • Fixed a bug where partial Armour Break had an infinite duration, if you or the target never had Fully Broken Armour.
  • Fixed a bug where the Combust from the Temper Weapon Skill, granted by the Against the Anvil Smith of Kitava Ascendancy Passive Skill, was failing to deal damage.
  • Fixed a bug where taming a beast in the Trial of the Sekhemas could prevent you from progressing the encounters (for real this time).
  • Fixed a bug where Manifested Weapons could fail to hit a target if they were too close to them.
  • Fixed a bug where Whirlwind Lance just skedaddled when supported by Fork.
  • Fixed a performance issue with Whirlwind Lance.
  • Fixed a bug where it was possible to apply Thorns damage to yourself, such as through using the Crown of the Pale King and Fireflower Unique Items.
  • Fixed a bug where Electrocute was not counting towards "per Elemental Ailment on the Enemy".
  • Fixed a bug where Bloodhound's Mark could have an incorrect Heavy Stun buildup.
  • Fixed a bug where Unsteady Tempo was able to support Channelling Skills, though it had no effect when it did.
  • Fixed a bug where strongboxes could sometimes fail to open.
  • Fixed an issue where cancelling out of the open animation for the Ixchel's Torment Unique Strongbox would cause it to not open.
  • Fixed a bug where Essence of the Infinite was dealing damage far too early.
  • Fixed an issue where the Sandspit Map was failing to add additional packs of monsters.
  • Fixed a bug where a forcefield could appear in the middle of the Boss arena in The Copper Citadel Map.
  • Fixed a bug where you could become stuck in unwalkable terrain when using the Alpine Ridge or Castaway Map Boss Checkpoints.
  • Fixed a bug where Hideout Maps were unable to be completed if Delwyn was present.
  • Fixed a bug that caused desync to occur when trying to walk around the default Map Device in a Hideout.
  • Fixed a bug where Parry could become unbound from your skill bar after changing areas when using a controller.
  • Fixed a bug where skills were disabled if you were revived while spectating party members when using a controller.
  • Fixed a bug where you could be prevented from levelling up your Companions when using a controller.
  • Fixed a bug where the Split keyword popup stated Projectiles that Split fired at a number of targets within 4 metres, when the actual radius is 6 metres.
  • Fixed a client crash that could occur with Ancestral Warrior Totem in party play.
  • Fixed a client crash related to applying the Impaled debuff.
  • Fixed three other client crashes.
  • Fixed two instance crashes.
 
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