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

Patch notes way too long as always for me to give a fuck.

Beat act 1 boss on my warrior at level 15 without issues so I assume it's better?
 
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As the week wraps up, we've pulled together a list of changes we're targeting for deployment in a patch mid next week. We've been busy making improvements to Path of Exile 2—here's what's on the way.

One of the most requested features we have had is the ability to respec Ascendancy classes. However, something that was important to us is to make sure that while it can be done, it does require some level of effort.

We have implemented it in the following way:

Redoing an Ascendancy Trial allows you to respec which Ascendancy Class you have chosen at the Ascension device, but only if the Trial would grant you the number of points you already have.
In order to respec your Ascendancy class, you must have zero points allocated in it, but you can now open the Respec window at Balbala or the Trialmaster who are standing next to the Ascension device.
Ultimatums that have 7 chambers and thus grant up to 4 Ascendancy points now can be done from level 55 down from 60.
Ultimatums that have 10 chambers and thus grant up to 6 Ascendancy points can now be done from level 65 down from 75.


This change should be deployed in the next restart patch, currently anticipated to be mid next week. In addition, we have some other changes that have been made today that will be in that patch as well.

Endgame Changes

An unintentional problem with Tower maps and Hideout maps is that they don't currently spawn the rare monsters for the clear condition. Due to this, they also don't drop the extra map that is designed to allow for guaranteed map sustain.

We have added extra rares to Tower and Hideout maps, and also the extra map drop that can come from the final rare kill. This is still not required to complete the map.


Crafting Changes

As each new Rune Tier is unlocked we are removing the lower runes from the drop pool. This is to stop you getting spammed with lesser runes at high levels. We will adjust drop rates as that occurs so that you get a more reasonable number of total runes.
We are adding the ability to add sockets to Scepters and adding mods to some Talismans for Scepters to allow upgrades to your minions at mid to late game.


Totem Changes

We have had quite a few reports of totems not surviving at endgame due to not gaining as much elemental resistance as the player does. In order to solve this problem we have made the following changes

Totems start gaining elemental resistances from gem level 15 up to 75% at level 20.
The Ironwood support also adds some Maximum Elemental Resistance to totems.


Shard Scavenger

The Shard Scavenger reservation wasn't doing enough to be useful to most players, so we made the following change.

Shard Scavenger, in addition to its current effects, now also restores one cooldown use for all your Grenades and grants a buff for 2 seconds that prevents your Crossbow Attacks consuming bolts.


My Skills on the Gemcutting Tab

When using an uncut skill gem, it was often annoying to find the skills that you were using from off-classes to level up. In order to fix that, we have added a new tab to the gemcutting window that shows you all the gems you have equipped.

This 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.
 
If you want to know which spectres are worth your time, I did a bunch of testing and wasted a crap load of gems.
So, yesterday I found out what you were talking about.
Didn't realize they added the Bind Spectre skill. Currently using a Werewolf from Grelwood, which is okay for now, I guess.

I think it'll be fun testing different spectres to see what best goes with my build.
Have to figure out a new build anyway since the Hexblast changes completely ruined the build I had planned, but on the other hand, I can now go for an actual necro.

First gotta get past the Cruel Geonor though. Need to grind a bit and level up. Lol
 
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So, yesterday I found out what you were talking about.
Didn't realize they added the Bind Spectre skill. Currently using a Werewolf from Grelwood, which is okay for now, I guess.

I think it'll be fun testing different spectres to see what best goes with my build.
Have to figure out a new build anyway since the Hexblast changes completely ruined the build I had planned, but on the other hand, I can now go for an actual necro.

First gotta get past the Cruel Geonor though. Need to grind a bit and level up. Lol

Have fun! There's a lot of extra gems in the guild stash now.
 
So, yesterday I found out what you were talking about.
Didn't realize they added the Bind Spectre skill. Currently using a Werewolf from Grelwood, which is okay for now, I guess.

I think it'll be fun testing different spectres to see what best goes with my build.
Have to figure out a new build anyway since the Hexblast changes completely ruined the build I had planned, but on the other hand, I can now go for an actual necro.

First gotta get past the Cruel Geonor though. Need to grind a bit and level up. Lol
They added a new way to reused the gem in the last patch. If you dont like what you bind, disenchant the gem and you get a new free biding specter skill.
 
Started the new league as a Witch again, had an exalt drop 2nd map in, bought Enfolding Dawn, walking around with 8 skeletons halfway into act 1.

What a time.
 
Set up my AM5 upgrade (5950x->9800x3d), booted up the game on my new build after a few months away (still in regular Act 3 on my two chars)... and all my spells were unbound on my characters. Very sad. Looked at my unspent skill points and the game was like "You now have a skill point reset, but if you touch ONE MOTHERFUCKING THING IN HERE FIRST THEN IT'S CANCELED IDIOT). Got scared and made a Huntress and beat the tutorial boss first try so I could feel superior to Elon.

Game didn't really explain the League concept to me on the menu. Is League mode harder or anything? I don't think there's any reason for me to click on it yet, so I just made my Huntress normal SSF.
 
Rentahamster Rentahamster I have the flu and was planning to make a last epoch thread for the new update to get people hyped up.

Any chance you would set it up? I assume you're going to be playing too next week.

In last epoch we trust until GGG finds a vision for this game. If GGG turns this around it'll be 6+ months minimum I think.
 
Just started a fresh Monk again in the new league and I began attacking and expected some unarmed kung fu and all he did was a slow wind up punch just like the other classes. What a missed opportunity with this class. They could have an awesome unarmed or fist weapon build with some cool looking kung fu moves. Looks like No Rest For the Wicked will have that at least.
 
Rentahamster Rentahamster I have the flu and was planning to make a last epoch thread for the new update to get people hyped up.

Any chance you would set it up? I assume you're going to be playing too next week.

In last epoch we trust until GGG finds a vision for this game. If GGG turns this around it'll be 6+ months minimum I think.

That's actually a pretty good assumption but sorry to disappoint - I'm actually not planning on playing it lol :messenger_grinning_sweat:

edit: Sucks to hear you're sick :( I hope you feel better soon!
 
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Just started a fresh Monk again in the new league and I began attacking and expected some unarmed kung fu and all he did was a slow wind up punch just like the other classes. What a missed opportunity with this class. They could have an awesome unarmed or fist weapon build with some cool looking kung fu moves. Looks like No Rest For the Wicked will have that at least.

There is Killing Palm and Shattering Palm which uses unarmed, but that's not exactly kung fu. Shattering Palm is pretty good though for screen clearing ice explosions coupled with Herald of Ice.
 
Game didn't really explain the League concept to me on the menu. Is League mode harder or anything? I don't think there's any reason for me to click on it yet, so I just made my Huntress normal SSF.

The League isn't a change of difficulty per se. The only difference is the economy is reset so everyone starts fresh. The mode you're playing in still has the same economy from the past 4 months, so inflation has run amok and you might have some difficulty trading. Most people are playing the new league.
 
Judging from Rhykkers video the game is just Struggle, struggle, struggle. Not gonna waste my time on the game until it's fixed somewhat.
Last Epoch season 2 comes out on April 17th so i will be playing that instead.
 
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Started a new Merc and been blasting through. Was able to beat the Act 1 boss on my first try which never happened.

Feels like the game is easier but the mobs that box ya in..but it's not super easy..still dying. Absolutely love this game overall.

Tried the new char but I don't think it's for me.
 
I think it was the swarming/fast monsters that caused it to feel so damn hard on 0.2.0 release. Post patches it has felt very smooth with a better mix/variety of mob flavours. I also think that the very first character you make in the new league has it really rough if you don't get good RNG (which I never have in any game). So it is really difficult as you have no way of increasing power through gear drops on your fist char. I like that they added some more deterministic drops - I think this is the way to do it to flatten out some of the RNG-favour that some people seem to get (including Jonathon it seems!)
 
Set up my AM5 upgrade (5950x->9800x3d), booted up the game on my new build after a few months away (still in regular Act 3 on my two chars)... and all my spells were unbound on my characters. Very sad. Looked at my unspent skill points and the game was like "You now have a skill point reset, but if you touch ONE MOTHERFUCKING THING IN HERE FIRST THEN IT'S CANCELED IDIOT). Got scared and made a Huntress and beat the tutorial boss first try so I could feel superior to Elon.

Game didn't really explain the League concept to me on the menu. Is League mode harder or anything? I don't think there's any reason for me to click on it yet, so I just made my Huntress normal SSF.
In PoE a new league is a reset to the economy and usually a bunch of special mechanics that only exist for that league itself. In my opinion, you should *always* restart and create a new char for a new league. Say goodbye to your old chars, wish them well etc, but new league is where it's at. Then in 3 months, rinse and repeat. Sometimes the league mechanic is so good that it is retained and baked into the core of the game and so the mechanics of the game expand. This is why PoE has so *many* mechanics, they were all once *just a new league* but they were kept and moved into the core of the game. PoE2 will experience the same over time. I expect the wisps to be made core as they are similar to PoE tormented spirits (a league in the old old days).
 
Just stick a warning in here then kick anyone inactive? Can always add folks back in should they pick the game back up.

Yeah, I'm thinking I'll pick maybe around 5-10 names that I haven't seen since the first week and kick 'em. It's true that they can always ask for an invite back in but I'm afraid they won't know what happened and be afraid that they did something wrong haha.
 
In PoE a new league is a reset to the economy and usually a bunch of special mechanics that only exist for that league itself. In my opinion, you should *always* restart and create a new char for a new league. Say goodbye to your old chars, wish them well etc, but new league is where it's at. Then in 3 months, rinse and repeat. Sometimes the league mechanic is so good that it is retained and baked into the core of the game and so the mechanics of the game expand. This is why PoE has so *many* mechanics, they were all once *just a new league* but they were kept and moved into the core of the game. PoE2 will experience the same over time. I expect the wisps to be made core as they are similar to PoE tormented spirits (a league in the old old days).
Got it, so what's the league mechanic for this league?

The thing is I haven't gotten past Act 3, let alone gotten through the hard mode version, or tried "maps", so doesn't seem to make much sense to get involved in the league until I'm a little more active in the game.
 
Yeah, I'm thinking I'll pick maybe around 5-10 names that I haven't seen since the first week and kick 'em. It's true that they can always ask for an invite back in but I'm afraid they won't know what happened and be afraid that they did something wrong haha.
I'll do it if you feel bad. Ive had a terrible week and these kind of things will make me feel better.

If fact can i kick you? I'll invite you back promise.
 
I've just spent the last hour trying to buy some Kitoko's and every single seller is offline, i ended up clicking on every single one in live search... GGG has a bot infestation and doesn't seem to give a monkeys nutsack about it.
 
I've just spent the last hour trying to buy some Kitoko's and every single seller is offline, i ended up clicking on every single one in live search... GGG has a bot infestation and doesn't seem to give a monkeys nutsack about it.


They really need to design system that can't result in this kind of experience. Maybe instant buyout of some sort. But that could come with other issues too.
 
Man i really hate rarity as a mechanic in this. Literally nothing drops before endgame unless you can afford to sacrifice stats to get this shit rolling.

Crafting fucking sucks, too. Too many times you get railroaded and stuck with gear because drops are ass and you can't reliably massage gear into what you need without massive currency investments or fucking about on their dumb trade site system that take 10 mins for you to navigate bots to find a legit seller.

Everything else, outside of some MASSIVE maps, i love. My first actual ARPG, wish I never slept on the genre.
 

We recently announced some improvements to Path of Exile 2: Dawn of the Hunt. Many of these improvements, including Ascendancy respeccing will be coming in patch 0.2.0f, which we're planning to release later today. The following patch notes are still subject to change prior to the patch's deployment. This patch may take roughly 15 minutes to become available to download on PlayStation after it has been deployed.

0.2.0f Patch Notes

This patch adds support for respeccing ascendancy classes, atlas bookmarks, new stash tab affinites, changes to charms and totems, as well as many other improvements and bug fixes.

Respeccing Ascendancy Classes
  • Redoing an Ascendancy Trial now allows you to respec which Ascendancy Class you have chosen at the Ascension device, but only if the Trial would grant you the number of points you already have.
  • In order to respec your Ascendancy class, you must have zero points allocated in it, but you can now talk to Balbala or The Trialmaster to Refund Passive Points.
  • Trials of Chaos that have 7 chambers and thus grant up to 4 Ascendancy Passive Skill Points now can be attempted from level 55, down from 60.
  • Trials of Chaos that have 10 chambers and thus grant up to 6 Ascendancy Passive Skill Points can now be attempted from level 65, down from 75.
Charm Changes
  • Belts level 30 and above now have implicit modifiers with 1-2 Charm Slots, while Belts level 60 and above now have implicit modifiers with 1-3 Charm Slots. This only affects new Belts found after this patch has been deployed.
  • The explicit modifiers for additional Charm Slots on Belts can no longer roll.
  • The Zerphi's Genesis and Ingenuity Unique Belts no longer have additional Charm Slot Modifiers, though existing versions of these items are not affected.
  • Bijouborne has intentionally kept its additional Charm Slots for now as in the future we will be expanding the maximum possible Charm slots to 6.
  • Massively increased the values on the Prefixes that Restore Life, Mana or grant Guard when Charms are used. You can update existing items to the new values with a Divine Orb.
  • All Charms but the Golden Charm have had their maximum Charges halved and their Charges per Use Halved, making them refill more quickly.
  • The base duration of Stone Charm has also been increased from 2.5 seconds to 3 seconds.
New Stash Tab Affinities

Added Stash Tab Affinities for the following categories of items:
  • Socketables
  • Fragments (includes Tablets and Trial Keys)
  • Breach
  • Expedition
  • Ritual
Atlas Bookmarks
  • 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.
Endgame Changes
  • Pinnacle Bosses now have unlimited respawn attempts at Difficulty 0.
  • Tower and Hideout Maps now have a higher minimum number of Rare monsters that can spawn. The final Rare monster defeated in Tower and Hideout Maps will now drop a Map of the same tier you are running (as long as you have enough Waystone Chance). Defeating the final Rare monster in Tower Maps is still not required to complete a Tower Map.
  • Added UI tracking for Rare & Unique Monsters in Unique Maps, Tower Maps and Hideout Maps.
Crafting Changes
  • As each new Rune Tier is unlocked we are removing the lower runes from the drop pool. This is to stop you getting spammed with lesser runes at high levels.
  • Lesser Runes no longer drop past level 31.
  • (Medium) Runes no longer drop past level 52.
  • Overall past level 52 you will now drop more Greater Runes than currently, but Lesser Runes and Runes will no longer drop.
  • Rogue Exiles will always have appropriate Tier Runes socketed into dropped items relative to their item levels.
  • Sceptres can now have sockets, and we've added a new set of Talisman modifiers for Sceptres to allow upgrades to your Minions at mid to late game.
Totem Changes
  • All Totem Skills now start gaining Elemental Resistances and Chaos Resistance, scaling up with Skill level, from around Gem level 13. At gem level 20 they have +75% to all Elemental Resistances and +35% to Chaos Resistances.
  • Ironwood Support now also grants Totems summoned by supported skills +10% to all Maximum Elemental Resistance.
Light Stun Changes
  • Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you're less likely to get stunned by random stray projectiles and other things of the sort. These changes don't affect Light Stuns dealt by players.
  • We've added a cluster to the Passive Skill Tree near Chaos Inoculation that allows you to invest into a heavy amount of Stun and Ailment Threshold based on your Energy Shield. We will be adding more Stun mitigation later around the tree, notably in the Dextrous section.
Player Changes
  • Shard Scavenger, in addition to its current effects, now also restores one cooldown use for all your Grenades and grants a buff for 2 seconds that prevents your Crossbow Attacks consuming bolts.
  • Shockwave Totem's base attack time is now 1.5 seconds (previously 3 seconds). Shockwave Totem's slam now deals 96-211% of Attack Damage at Gem levels 3-20 (previously 169-369%), while the Jagged Ground Eruption damage is unchanged. Quality now provides 0 to -0.2 seconds to Totem base attack time (previously 0 to -0.55 seconds).
  • Frozen Locus can now be used while using other skills to interrupt what you're doing, similarly to dodge roll (though it does not allow you to dodge incoming hits).
  • You will now Shield Bash if you release Raise Shield after blocking a hit from a faraway attacker, if there is a different enemy in Shield Bash range.
  • Storm Lance is now able to be supported by ground effect-related Supports.
  • Raise Shield is now able to be supported by Concentrated Effect.
  • Fire Exposure and Lightning Exposure Supports have had their wording adjusted to make clear their effects apply to any target, not just Enemies. This is not a functional change, just a clarification of wording.
  • Whirlwind Lance and The Whirlwind keyword hover now clarify that the Whirlwind's collapse deals melee damage.
  • Improved the visual effects of Arc's explosions on hitting a shocked target.
  • Glacial Lance is now able to chain off terrain.
Improvements and Other Changes
  • Added an Equipped Gems section to the Gemcutting interface to make levelling up cross-class skill gems more convenient.
  • Added rarity borders to items available to purchase from vendors.
  • Greater Rune of Tithing now provides 1 to 100 Lightning Thorns Damage when socketed in Armour (previously 1 to 10).
  • Attribute Runes now have a more appropriate gold value to vendors, and can be reforged into their higher tiers.
  • Breach hands can now drop splinters at all levels. This amount starts low and increases with area level, similar to splinter drops from monsters.
  • Shrines are now easier to click on.
Monster Changes
  • Some Endgame Monsters can no longer interrupt their attacks if you move too far out of range during the attack to relentlessly chase you.
  • Zarokh, the Temporal no longer aggressively targets player minions if any are present.
  • The Immured Fury is now less likely to target minions, and their ground effects should now more reliably be removed after death.
  • Azak Brutes, Azak Maulers, Azak Stalkers, and Undead Vaal Guards have had the frequency they use their skills such as ground slams reduced and the cooldowns increased.
  • Adjusted the behaviour of the 180 degree cleave skill used by Geonor, the Putrid Wolf to prevent them using the skill multiple times sequentially.
  • The composition of Monster packs in Jiquani's Sanctum, Aggorat, and Utzaal have been adjusted to reduce the amount of ranged skills being hurled at players in these areas. The same adjustment has been made for the versions of affected packs that can appear in Map areas.
  • Adjusted the frequency and damage of the ice shard spiral volley from Shrines.
  • Adjusted the behaviour of Venomous Crabs, Venomous Crab Matriarchs, and Constricted Spitters.
  • Vaal Formshifter now has less damage reduction when in shapeshifted form.
  • The Fettered Spider Cleansed monster now explodes on death less often.
  • Adjusted the damage dealt by Goliath and Vaal Goliath Monsters.
  • Adjusted the damage of Stone Sentinel's Slam skill.
  • Reduced the damage of the Essence of the Infinite Monster modifier.
  • Lowered the damage of Vaal Enforcer to be more appropriate for how many times it hits.
  • Lowered the damage on Reconstructor's lightning burst skill.
  • Slightly reduced the damage of Ravenous Misshapen's Arc skill.
Bug Fixes
  • Fixed a bug where players were gaining 1% of their Evasion Rating as Armour at all times. This also fixes a bug where the Iron Reflexes Keystone Passive Skill and General's Bindings Notable Passive Skill were not providing the correct amount of Armour.
  • Fixed a bug where Ripwire Ballista and Dark Effigy were not displaying totem specific stats, such as totem life, in the skill panel.
  • Fixed a bug where Corruption modifiers to the level of Bind Spectre or Tame Beast Gems could be lost upon binding or taming.
  • Fixed a bug where the "Enemies chilled by your Hits increase damage taken by Chill Magnitude" modifier on the Asphyxia's Wrath Unique Quiver was instead causing enemies to take reduced damage.
  • Fixed a bug where The Black Doubt Unique Body Armour would remove Mana if you were on full life with the Lich's Eternal Life Ascendancy Passive Skill allocated and were taking damage over time.
  • Fixed a bug where Disengage could fail to trigger a shockwave from parried enemies in its area of effect if those enemies were hit by other shockwaves from the same use of the skill.
  • Fixed a bug where Drain Ailments was not granting immunity to the consumed ailment, and was not triggering other consumption effects like Shard Scavenger.
  • Fixed a bug where Drain Ailments Support would only consume a single copy of the chosen ailment in cases where the target had multiple copies applied to them.
  • Fixed a bug where Embitter support didn't apply to damage that was gained as extra damage of the same type as it originally was.
  • Fixed a bug where Firestorm was not triggering Shard Scavenger when consuming Ignites.
  • Fixed a bug where Volcanic Fissures did not cause an aftershock when Shockwave Totem's Slam was used on it.
  • Fixed a bug where Staggering Palm was not working with Impact Shockwave Support.
  • Fixed an issue where Chaining and Returning Projectiles starting positions could desync.
  • Fixed a bug where the last charge of the Smith of Kitava's Temper Weapon skill was able to cause multiple explosions when consumed by specific skills.
  • Fixed a bug where Glacial Lance's explosions did not scale with area damage.
  • Fixed a bug where Meditate could be interrupted by a non-damaging hit.
  • Fixed a bug where Gathering Storm was not considered a Quarterstaff Skill.
  • Fixed a bug where Refraction Support was not working correctly.
  • Fixed a bug where Curses applied through Map modifiers were not being reapplied if you died and respawned at checkpoint.
  • Fixed a bug where Attribute Runes could not be socketed in Wands and Staves.
  • Fixed a bug where Unique Charms could not be chanced.
  • Fixed a bug where the Spirit Of The Bear Azmeri Spirit was targetable and could be damaged. Don't hurt the bear :(
  • Fixed a bug where the Azak Shaman monster would not use most of their skills when bound as a Spectre.
  • Fixed a bug where the Smith's Masterwork Ascendancy Notable Passive Skill had a refund cost.
  • Fixed a bug where modifiers provided by Runes were not being displayed on Wands and Staves.
  • Fixed a bug that could prevent you from progressing the Power Awaits You quest if you respawned at checkpoint after The Arbiter of Ash died.
  • Fixed a bug where monsters spawned by the Ogham's Legacy Unique Strongbox were required to be slain in order to fulfill the Kill all Rares Map objective.
  • Fixed a bug where the Savannah Map Boss arena wasn't being sealed off when the fight began.
  • Fixed a bug where the stairs to exit the Act 3 final boss arena wouldn't reappear after defeating the boss, this fix also applies to the Map Boss version.
  • Fixed a bug where Storms created by Whirling Slash visually remained when the Gem was levelled up.
  • Fixed a bug where Lightning Wraith monsters were dealing less damage than intended.
  • Fixed an issue where one of Rafiq of the Frozen Spring's attacks was dealing significantly more damage than intended.
  • Fixed a bug where Skeleton Spriggans would just push you instead of actually using their melee attack.
  • Fixed a bug where the Chimeral Wetlands could sometimes have a blocked path.
  • Fixed a bug where the Map Pin for Ignagduk, the Bog Witch did not update properly on the World Map after using the Gemcrust Skull in Cruel Difficulty.
  • Fixed a bug where Ball Lightning could not be supported by Chain support.
  • Fixed a bug where Perpetual Charge was unable to support Whirlwind Lance.
  • Fixed a bug where channelling Meditate would show an unrelated buff icon.
  • Fixed a bug where Jagged Ground used the incorrect debuff icon.
  • Fixed three client crashes.
  • Fixed three instance crashes.
 
Player Changes

  • Frozen Locus can now be used while using other skills to interrupt what you're doing, similarly to dodge roll (though it does not allow you to dodge incoming hits).
  • You will now Shield Bash if you release Raise Shield after blocking a hit from a faraway attacker, if there is a different enemy in Shield Bash range.


These are interesting. What is shield bash? Are they adding an attack to raise shield? I'll have to check it out. Also, is this bash only for ranged attacks? I love Frozen Locus so I like that change as well.
 
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