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

In there you want it.

cheers brother, I haven't got the strength stats atm so if anyone else wants it, go for it i guess. Doing ok right now ^_^ Rattling got

Is quality nerfed on sceptres now? Last league, increasing quality increased spirit on rattling, just dumped some arcanists on mine and 0 change to any stats.

[edit]found out all quality does now is improve Skeleton Warrior like it's a normal socketable skill gem -_-
 
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cheers brother, I haven't got the strength stats atm so if anyone else wants it, go for it i guess. Doing ok right now ^_^ Rattling got

Is quality nerfed on sceptres now? Last league, increasing quality increased spirit on rattling, just dumped some arcanists on mine and 0 change to any stats.

[edit]found out all quality does now is improve Skeleton Warrior like it's a normal socketable skill gem -_-

The only way to increase spirit on scepters now is to use a talisman which are expensive AF.
 
Game seems fun but its way way too easy so far.
Most builds you cook up or follow are OP.

Campaign is easy. End game ramps up a bit but there isn't much friction except the end bosses.

It definitely could use more skill checks and challenges.
 
Contrary to a lot of the other internet, I'm still having fun in the game and I keep theorycrafting builds when I'm not playing, which must mean that I'm engaged. I will play Diablo 4 season start next week though, so I'll have until then to try to do as much stuff as I can in PoE2 first.
 
I found only one raw drop Divine so far and weirdly enough it was while leveling an alt during campaign haha. Otherwise, I convert exalts into Divines and Chaos when possible in order to protect from inflation. I also buy in Exalts when possible and sell in Chaos when possible. It's worked out pretty well so far.
 
I found only one raw drop Divine so far and weirdly enough it was while leveling an alt during campaign haha. Otherwise, I convert exalts into Divines and Chaos when possible in order to protect from inflation. I also buy in Exalts when possible and sell in Chaos when possible. It's worked out pretty well so far.

Breh I'm at tier 7 maps and had a total of 45 ex , about 20 through trade. Never getting enough to pull those investment moves ;_;

Massive contrast to last season where I was comfortable with currency all the way till the extreme end of mapping.
 
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Breh I'm at tier 7 maps and had a total of 45 ex , about 20 through trade. Never getting enough to pull those investment moves ;_;

Massive contrast to last season where I was comfortable with currency all the way till the extreme end of mapping.

I salvaged and sold a lot of artificer's orbs, and the weapon and armor upgrade materials in the beginning to make a lot of currency. At league start they're always worth a lot because no one has them. I'd buy quality and socketed items at the NPC vendor for cheap, salvage, and then sell on the currency exchange. I'd also buy people's high quality or socketed items that they were selling for augs, transmutes, or regals, then salvage and convert to exalts on the currency exchange.
 
This build looks fun. I dabbled with Infernal Legion a bit last season and wanted to try something like this too, but I've been too busy with my other builds to try it out so I'm glad someone did it.

 



Spider-Man GIF
 

One of the things that we have had a lot of feedback about is item drops feeling unrewarding in various situations. Over the last two weeks we have done a major rework to item drops in order to try and address these issues. We are going to be deploying these changes in 0.2.0g today (we had to roll back 0.2.0g earlier after it caused some existing skill gems to be missing from your builds. We will re-deploy it on Thursday May 1st PDT. Apologies for any inconvenience caused.)

Item Rarity


In order to control the items that monsters drop, they primarily have two stats added to them. Monster Item Quantity is a stat that increases the number of items that are dropped. Monster Item Rarity on the other hand determines how good the items are that drop.

In order to prevent too much item spam, in Path of Exile 2 we want to rely on Item Rarity more, and Item Quantity less. This means that the effect that Monster Item Rarity has on your item needs to be powerful, and noticeable. Currently we believe that this stat is not affecting drops enough.

For example, when a Wisp has possessed a monster, it gives the monster +2 drops and 300% more Monster Item Rarity. The rarity is further increased by each monster that the wisp affected as you were chasing it. This should in theory result in noticeably better item drops, but in practice it doesn't feel meaningful enough.

This is just one example, but this problem affects drops game wide, from all monsters and chests.

We are making some very significant changes to the way that Item Rarity affects the items you get. Here are some of the highlights:

  • We modified the rarity value at which Normal Items no longer drop. This means that Unique Bosses will never drop Normal items except for a select few early in the game.
  • We have halved the amount of "Rare Gold" drops. This means that if you roll a Rare item you get more Rare Equipment or Rare currency instead of gold. Rare Gold piles are now twice as large so you still get the same amount of gold as before on average.
  • Gold, Magic Currency, Quality Currency, Flasks, Charms, and Runes are now much less likely to drop from monsters with high Item Rarity. These three changes generally result in around 20-30% more Rare Currency (Exalt, Alch, Regal, etc).
  • Tier 2 Rares now drop 4x more often. Tiers 3 to 5 now drop 30% more often. The mods of Tiered rares have also been improved by cutting out more low level mods making them better on average than before.
  • Tier 2 and higher Magic items now drop around 5x more often. The low level mod culling of Tiered Magics has been significantly improved with Tier 2 now culling 50% of the mod range, and improving from there. Tier 5 magic items will usually only roll the highest mod available for a given type. This means that Tiered Magic items should be a much better starting point for crafting or Recombination.

These changes significantly improve the effect that Item Rarity has on the quality of the items you receive. Overall you should see significantly better items when killing more challenging content.

One side effect of this change would have been to make Player Item Rarity that you get on mods on your gear more valuable also, which is not our intention. In order to counter that, we have reduced the effect that these mods have.

We have also lowered the Map Item Rarity mods on Maps as these were having too large of an effect after these changes. The overall effect of these mods will still be similar to before, but the displayed number is lower.

Unique Boss Drop Protection


Even if a monster has high Monster Item Rarity, sometimes you can still get a bad drop because you happened to get unlucky.

Drop protection involves adding an additional item in the case where you didn't get lucky with the items that naturally dropped. We already have some drop protection rules in place to prevent some of the worst cases, but we didn't think that they went far enough.

We have made the following change:

  • Except for a few Unique Bosses at the start of Act 1, all Unique Bosses will always drop a Rare item.
  • In the campaign, you only get the guaranteed Rare item the first time you kill the boss. In maps you always get it.

Azmerian Wisps


Azmerian Wisps were a great example of content that wasn't feeling rewarding enough because Item Rarity was not having enough of an effect.

Wisps now feel much better from those changes alone, but we also made the following changes:

  • Rare monsters possessed by Azmerian Wisps now always drop a Rare item.
  • Fixed a bug where the first Wisp in the Grelwood didn't have its Item Rarity or Quantity stats.

Rare and Magic Chests


We didn't feel that Rare and Magic chests were exciting enough to find. Ideally each time you see one, you feel excited to open it.

In order to fix this, we made the following changes:
  • Magic chests have drastically increased Item Rarity and Quantity, and also guarantee at least a Magic item. They are approximately as rewarding as Rare chests were before.
  • Rare chests also have drastically increased Item Rarity and Quantity, and guarantee at least a Rare item.
  • In Cruel Difficulty chests get a further +50% more Item Quantity and Item Rarity, and +100% more in Endgame making them very powerful there.
  • We have changed the Map mods that increased the chance of finding Magic and Rare chests to instead add a fixed number of Magic or Rare chests.

We did need to lower the chance of these spawning, but you will still get a lot better items overall. This is especially true in Endgame where the number of rare / magic chests was lowered substantially, but the major increases in results from these chests more than make up for that.

Strongboxes


Strongboxes, as a baseline, have been increased to be equivalent to the new balance for Rare Chests. Specifically:

  • Strongboxes have increased Item Quantity and Item Rarity, guarantee a Rare item as well as getting a further +50% more Item Quantity and Item Rarity in Cruel, and +100% more in Endgame.
  • Researcher's Strongboxes will now have a much higher chance to drop Rare currency instead of Magic currency.
  • Reduced the variance in the number of items Strongboxes dropped. They should more consistently drop a good number of items.

Of course strongboxes also have mods that allow for further increasing Item Rarity. These mods were adjusted down for the same reason as the Map Item Rarity mods, they were having too much of an effect relative to other mods after the changes to Item Rarity more generally. They have the same effect as before, but show a lower value.

Trial of the Sekhemas


Sekhema Trial chests were very underwhelming considering the amount of work you need to do to earn them. We have made significant changes here:

  • Regular Bronze chests now have the same base balance as Rare chests do in the Normal Difficulty campaign, including guaranteeing a Rare Item.
  • Silver and Gold chests increase Item Rarity and Item Quantity by values significantly higher than before.
  • Arcanist's Chests have had the same improvements to drop composition as Researcher's Strongboxes
  • Arcanist's Chests (Currency) and Royal Chests (Jewels) are much more common
  • The chance of getting Silver and Gold keys as room rewards instead of Bronze keys has been significantly increased.

Trial of Chaos


In the Trial of Chaos, we were finding that Corrupted Item rewards were no longer valuable in Endgame.

In order to improve the rewards, we have made the following changes:
  • As you continue to increase the level you play the Trial of Chaos, corrupted Rares are phased out from the rewards, and Rare Currency stacks are phased in.
  • Items that drop from monsters in the Trial no longer have a chance to be Corrupted

Expedition


Expeditions also received some improvements:
  • Expedition Magic and Rare chests now have the same base balance as other endgame Magic and Rare chests.
  • Normal expedition chests have also been improved.
  • We also fixed a bug where Increased Chest Item Rarity from Expedition Remnants was not multiplying correctly with the Chest Item Rarity the chest already had. These Remnants will now have a greater effect.
  • Buffed the rewards from most Expedition Remnant mods
  • Doubled the number of Expedition Artifacts that drop
  • Increased the amount of Exotic Coinage that drops by +50%

Delirium


The rewards you were getting from Delirium for going deeper into the fog were not high enough.

We have made some changes here too:

  • Increased the amount of Item Rarity per depth in Delirium encounters. It increases to approximately 2.5 times what it was before.

Accessibility to Pinnacle Content


In order to find loot more easily, it helps to be able to gain access to being able to fight Pinnacle Content more easily. We have made the following changes here:

  • Breach splinter drop rates have been increased by +50%
  • Delirium splinter drop rates have been increased by +80%
  • The chance of finding Audiences with the King in Ritual is increased by +50%

Other Changes in 0.2.0g


We also made some changes to Corrupted Nexus':

  • Reduced the number of Corrupted Nexus' you need to complete your Atlas Passive Tree. Each Corrupted Nexus now grants 5 skill points allowing you to complete this task much faster.
  • Increased the visibility of Corrupted Nexus' so that you can see them from further away.
 
GGG Vaaled their database lol


0.2.0g Incident Report


Downtime

Today we experienced around 5 hours of realm downtime for Path of Exile 2. This was caused by several overlapping factors and we will be making changes in the future to attempt to mitigate these issues.

Incident

After deploying 0.2.0g we had reports of people's Skill Gems being deleted on login. We immediately shut the realm down to prevent further damage to people's skills and attempted to roll back the database.

Unfortunately, due to a change in configuration between the databases for Path of Exile 1 and Path of Exile 2, we discovered that the rollback procedure was going to take longer than 24 hours to complete.

In order to reduce the time, we decided to take our most recent database snapshot and roll it forwards to the correct time. This process still takes a lot of time, but was still going to be significantly shorter.

Unfortunately, the process failed on our Ladder database for reasons that we have not fully investigated yet. We made multiple attempts at restoration of this database which ended up taking a significant amount of time, but eventually decided to use the old snapshot as is.

This means that the ladder will be 3.5 hours out of date, but because characters will regain their position on the ladder as soon as they gain experience, we decided that this was better than continuing to have downtime.

Causes

The initial reason that Skill Gems were being deleted is due to an accidental change where a Type ID that is stored in the database for a particular support gem was modified. When any skill with this support gem socketed into it was loaded, the item failed to load and the gem was deleted.

There are multiple ways in which this kind of problem is normally caught, but they all failed in this case.

Normally IDs of this type are marked as being unable to be changed, but this particular ID was not marked in such a way. This will be fixed going forwards.

The next is that normally, before deploying any significant patch, we run an "Item Destruction Test" which loads every item from the database to make sure that they are still valid. Unfortunately since these take a long time to run we usually only run these for patches with new content, and not for lettered patches which are generally small. We will be updating our policy on which patches need to have this test run.

Our rollback process also effectively failed due to taking an incredibly long amount of time. We will be changing the database configuration back to make rollbacks faster.

In addition, we would like to improve our deployment process to have a ready-to-go copy of the database snapshotted from after the realm is shut down, but before deploying the next version. This change will take some time to implement but should mean that we can rollback with more confidence in the future.

Conclusion

Obviously this incident is unacceptable, and we would like to apologise for all the inconvenience caused. This isn't an acceptable level of service. We will be making improvements in response to this incident and hopefully will not suffer such a long downtime again.

We will be deploying 0.2.0g tomorrow (Friday NZT/Thursday PDT) with a fix to the initial problem.
 

0.2.0g Patch Notes


This patch contains significant changes to item drops, changes to the difficulty of Simulacrum, as well as other changes and bug fixes.

Item drop changes

  • We modified the rarity value at which Normal Items no longer drop. This means that Unique Bosses will never drop Normal items except for a select few early in the game.
  • We have halved the amount of "Rare Gold" drops. This means that if you roll a Rare item you get more Rare Equipment or Rare currency instead of gold. Rare Gold piles are now twice as large so you still get the same amount of gold as before on average.
  • Gold, Magic Currency, Quality Currency, Flasks, Charms, and Runes are now much less likely to drop from monsters with high Item Rarity. These three changes generally result in around 20-30% more Rare Currency (Exalted Orbs, Orbs of Alchemy, Regal Orbs, etc).
  • Tier 2 Rare items now drop 4x more often. Tiers 3 to 5 now drop 30% more often. The modifiers of Tiered Rares have also been improved by cutting out more low level modifiers making them better on average than before.
  • Tier 2 and higher Magic items now drop around 5x more often. The low level modifier culling of Tiered Magics has been significantly improved with Tier 2 now culling 50% of the modifier range, and improving from there. Tier 5 magic items will usually only roll the highest modifier available for a given type. This means that Tiered Magic items should be a much better starting point for crafting or Recombination.


Unique Monsters

  • Except for a few Unique Bosses at the start of Act 1, all Unique Monsters will always drop a Rare item.
  • In campaign, you only get the guaranteed Rare item the first time you kill each boss. In maps you always get it.


Azmerian Wisps

  • Rare monsters possessed by Azmerian Wisps now always drop a Rare item.
  • Fixed a bug where the first Wisp in the Grelwood didn't have its Item Rarity or Quantity stats.


Rare and Magic Chests

  • Magic chests have drastically increased Item Rarity and Quantity, and also guarantee at least a Magic item. They are approximately as rewarding as Rare chests were before.
  • Rare chests also have drastically increased Item Rarity and Quantity, and guarantee at least a Rare item.
  • In Cruel Difficulty chests get a further +50% more Item Quantity and Item Rarity, and +100% more in Endgame making them very powerful there.
  • We have changed the Map modifiers that increased the chance of finding Magic and Rare chests to instead add a fixed number of additional Magic or Rare chests.


Strongboxes

  • Strongboxes have increased Item Quantity and Item Rarity, guarantee a Rare item as well as getting a further +50% more Item Quantity and Item Rarity in Cruel, and +100% more in Endgame.
  • Researcher's Strongboxes will now have a much higher chance to drop Rare currency instead of Magic currency.
  • Reduced the variance in the number of items Strongboxes dropped. They should more consistently drop a good number of items.



Trial of the Sekhemas

  • Regular Bronze chests now have the same base balance as Rare chests do in the Normal Difficulty campaign, including guaranteeing a Rare Item.
  • Silver and Gold chests increase Item Rarity and Item Quantity by values significantly higher than before.
  • Arcanist's Chests have had the same improvements to drop composition as Researcher's Strongboxes.
  • Arcanist's Chests (Currency) and Royal Chests (Jewels) are much more common.
  • The chance of getting Silver and Gold keys as room rewards instead of Bronze keys has been significantly increased.


Trials of Chaos

  • As you continue to increase the level you play the Trial of Chaos, corrupted Rares are phased out from the rewards, and Rare Currency stacks are phased in.
  • Items that drop from monsters in the Trial no longer have a chance to be Corrupted.


Expedition

  • Expedition Magic and Rare chests now have the same base balance as other endgame Magic and Rare chests.
  • Normal expedition chests have also been improved.
  • We also fixed a bug where Increased Chest Item Rarity from Expedition Remnants was not multiplying correctly with the Chest Item Rarity the chest already had. These Remnants will now have a greater effect.
  • Buffed the rewards from most Expedition Remnant mods.
  • Doubled the number of Expedition Artifacts that drop.
  • Increased the amount of Exotic Coinage that drops by +50%
  • Expedition Remnant upside modifiers have generally been buffed.
  • Several Expedition Remnant downsides have been adjusted.
  • The Expedition Remnant modifier that caused Monsters to have 100% chance to Avoid being Chilled, Frozen, Ignited, and Shocked has been replaced with a new modifier that increases their Elemental Ailment Threshold.
  • Two new Expedition Remnant upside modifiers have been added, these can be found in Map areas.


Delirium

  • Increased the amount of Item Rarity per depth in Delirium encounters. It increases to approximately 2.5 times what it was before.
  • The Delirious percentage scaling with waves in Simulacrum has been reduced. Each wave now adds 5% Delirious (previously 10%), up to a maximum of 75% at Difficulty zero (previously 100%), and 115% at Difficulty 4 (previously 140%).
  • Many Simulacrum modifiers have had the benefits they provide to Delirium Monsters reduced.


Accessibility to Pinnacle Content and Atlas Passives

  • Reduced the number of Corrupted Nexus' you need to complete your Atlas Passive Tree. Each Corrupted Nexus now grants 5 skill points allowing you to complete this task much faster.
  • Increased the visibility of Corrupted Nexus' so that you can see them from further away.
  • Atlas Passive Skill Points have been retroactively granted. There are a few scenarios where you will have fewer Atlas Passive Skill Points after the patch. In this case, your Atlas Skills have been reset.
  • Breach splinter drop rates have been increased by +50%.
  • Delirium splinter drop rates have been increased by +80%.
  • The chance of finding Audiences with the King in Ritual is increased by +50%.


Player changes

  • Trinity now provides 3-6% more Elemental Damage with Attacks per 30 Resonance at Gem levels 14-20 (previously 7-10%, per 50 Resonance). On dealing Elemental Damage with an Attack Hit, it now gains 10-13 Resonance of the highest Elemental Damage type and loses 3 Resonance of the other types at Gem levels 14-20 (previously gained 7-10, and lost 2). You now lose 10 Resonance per second of specific types if you haven't gained Resonance of that type in the past 8 seconds (previously 5 Resonance per second). Quality now provides 0-15% increased Attack speed while total Resonance is over 250, instead of +0-2% more Elemental Damage with Attacks per 50 Resonance of any type. This results in the same damage on average with easier build up.
  • Beira's Anguish Dousing Charm no longer guarantees a Critical Hit if any amount of chance to be Critically Hit is present on the enemy. It now will roll Critical Hit chance normally in these cases.
  • Most Skills that have no mana cost which you don't cast yourself are now also granted a hidden no skill cost stat preventing them from gaining additional costs, such as from Lich's Eldritch Empowerment Notable Passive Skill. Examples include Elemental Discharge, Impending Doom's Doom Blast and Blink. Spells you cast yourself granted from Wands and Staves will still be able to get additional costs.
  • Bursting Plague now adds 100% of damage per second from Poison as Plague (previously 200%). It now stores up to a maximum of 20% of the Enemy's maximum Life as Plague (previously 10%).
  • The Starkonja's Head Unique Helmet now causes Damage from Hits to be taken from your Damageable Companion's Life before you (previously also non-Damageable Companions).
  • Lightning Bolt's base radius is now 0.8 metres (previously 0.5 metres).
  • Impale inflicted on players now lasts 4 seconds (previously never expired). Impale inflicted on non-players is not affected by this change.
  • Flash Grenade can no longer blind the user or their Allies.
  • Battershout's triggered explosion now counts as a Warcry skill.
  • Hazards created by Rearming will no longer count towards the maximum allowance of that Hazard type.


Other changes and improvements

  • Existing Crystalline Cores that are no longer obtainable have been deleted.
  • Sceptres, Wands, and Staves can now correctly roll an additional Rune Socket as a Corruption outcome.
  • The number of Monsters in Trials of Chaos areas below level 65 has been reduced.
  • Bladelash Transcendent's melee damage has been reduced, and their attack distance has been adjusted.
  • The Leap Slam skill used by Vile Imps and Unearthed Urchins can now be dodged, blocked, and evaded.
  • Urnwalker's scarab cloud skill now deals damage less frequently.
  • Faridun Plaguebringer's detonate dead skill has had its damage slightly lowered, and the visual effects improved.
  • Improved the visual effects of the Stalking Pustule monsters.
  • Temporarily disabled the Vaal Enforcer Monster.
  • Improved the visibility of connections between maps on the Atlas, especially in the desert biome.
  • Added minimap icons for the Landmark Rooms found in The Titan Grotto, Deshar and Mawdun Quarry.
  • Added a World Map icon for The Titan's Fall in The Titan Grotto.
  • Added checkpoints to the Twisted Domain.


Bug fixes

  • Fixed a bug where the Silent Cave Map could sometimes be uncompletable.
  • Fixed a bug where the Atlas could sometimes display the incorrect Atlas state.
  • Fixed a bug preventing Fracturing Mirrors from spawning in Delirium.
  • Fixed a bug where a checkpoint in the Fortress Map could sometimes place you in unwalkable terrain.
  • Fixed a bug which caused some terrain in the Decay Map to sometimes be inaccessible.
  • Fixed a bug where Overwhelming Presence was not being affected by modifiers to Aura effect. Overwhelming Presence now reduces Enemy Stun Threshold and Elemental Ailment Threshold up to a maximum of 90%.
  • Fixed a bug where Manifested Weapons died when taking damage for you.
  • Fixed a bug where Supporting Fire's Command: Death from Above would fail when used on uneven terrain, becoming unusable.
  • Fixed a bug where the Waistgate Unique Belt allowed Charms to be equipped in Flask equipment slots.
  • Fixed a bug where Ritual Sacrifice would not grant you modifiers from Sacrificed Rare Monsters if you used it while affected by Temporal Chains.
  • Fixed a visual bug where crafting on a fractured item with an Omen of Whittling, an Omen of Sinistral Erasure, or an Omen of Dextral Erasure could highlight the wrong modifiers.
  • Fixed a bug where some Persistent Skills could have an incorrect Spirit cost when affected by Supports that should increase the cost.
  • Fixed some instances where persistent minions were not being removed correctly when weapon swapping.
  • Fixed a bug where Tamed Beasts could be active in a weapon set that did not have the appropriate attribute or spirit requirements met.
  • Fixed a bug where the Lord of the Pit in the Deserted Map was not being affected by modifiers to Map Boss Difficulty, and were unable to drop a Vanquisher's Book of Knowledge.
  • Fixed a bug where Plague Bearer's Nova was not considered to be area damage.
  • Fixed a bug where Rattlecage, the Earthbreaker in the Crimson Shores Map would sometimes drop no items when slain.
  • Fixed a bug that prevented Zicoatl, Warden of the Core from using their wall laser skill.
  • Fixed a bug where Strongboxes with the "of Singularity" modifier would sometimes fail to drop an Unique item.
  • Fixed a bug where certain monsters could re-emerge after being revived during a Ritual encounter.
  • Fixed a bug where the red Boss arena perimeter blockers were not being removed correctly in the Steaming Springs, Burial Bog and Rustbowl Maps.
  • Fixed a bug where the compare feature on the Passive Skill Tree was not functioning correctly.
  • Fixed two client crashes.
  • Fixed two client crashes that were affecting some characters on Consoles.
  • Fixed 3 instance crashes.
 

We're currently planning the 0.2.0h update for Path of Exile 2 which contains several quality of life features and will address certain aspects of Endgame content. We're planning to release this patch by the end of next week.

The main focus of the patch is to improve certain aspects of the Endgame. This includes the minimum experience of Breaches where far too few monsters spawn and the Breach doesn't last long enough. We will also reduce the number of small Breach splinter stacks dropping and instead have fewer, larger stacks dropping. We'll also be adding improvements to the visibility of Rogue Exiles, and will improve the behaviour of Azmerian Wisps when you activate two at once.

Another big focus is to add in some Quality of Life features. One example is that we'll be adding some UI Icons for Strongboxes and Essences that will let you quickly use currency from your inventory without needing to open it. This feature will also work with Vaal Orbs for Essences.

Here's a preview:

Strongbox.jpg

We've got a few other Quality of Life changes planned, which we'll talk about more next week.

A big request that we've had is to make Unidentified Item Tiers filterable. This change will be coming in 0.2.0h so you'll be able to filter by and change how your Unidentified Tier 1-5 Magic and Rare items look when the patch is released.

We also plan to add two new Stash Tabs: the Ritual Tab and Socketable Tab. The Ritual Tab holds your Omens and Audiences with the King, while the Socketable Tab will hold your Runes, Talismans and Soul Cores. You'll be able to upgrade your Runes from within the Socketable Tab.

Lastly, we plan to enable Private Leagues when 0.2.0h releases using the Path of Exile 1 website for now. There will be no extra mods available for these Private Leagues but we'll be expanding the functionality of them soon. We wanted to get the ability to create Private Leagues released sooner rather than later for those that want to start over in a fresh economy by themselves or with their friends.

We'll have more information on what's to come early next week, keep an eye on the news!

 
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Three times in the last 1 1/2 hours I've been playing POE 2 I've been killed by the Tempest shrine before its even on the damn screen ! Have i been unlucky or have they bollocked something else ?
 
Three times in the last 1 1/2 hours I've been playing POE 2 I've been killed by the Tempest shrine before its even on the damn screen ! Have i been unlucky or have they bollocked something else ?

Unlucky? I've never been bothered by that shrine at all. Could it have been something else?
 

We discussed our plans for 0.2.0h last week but wanted to give a more complete breakdown of what you can expect in this update.

Private Leagues

We plan to enable Private Leagues when 0.2.0h releases using the Path of Exile 1 website for now. There will be no extra mods available for these Private Leagues but we'll be expanding the functionality of them soon. We wanted to get the ability to create Private Leagues released sooner rather than later for those that want to start over in a fresh economy by themselves or with their friends.

Quick-Use Currency Buttons on Strongboxes and Essences

We've added Quick-Use buttons that appear below the labels of Strongboxes and Essences. For Strongboxes, the currency displayed is dynamic based on the state of the Strongbox and is only displayed if that currency is in your inventory. As an example, if the Strongbox is unidentified it will only display a Wisdom Scroll.

If it is Normal Rarity it will display an Orb of Transmutation, if it has one magic modifier it will display an Orb of Augmentation. It will also be able to have buttons for Orbs of Alchemy, Exalted Orbs, and Regal Orbs. We have intentionally not included currency like Divine Orbs as that would be a mistake to use.

Essences have also received the same change but with Vaal Orbs for corrupting them into the Corrupted Essences.

Breach Improvements

Breach had significant issues with spawning monsters in very narrow or tight areas. It was expected to be worse in those areas because you can only fit so many monsters in a given space. This made Breach encounters worse than we wanted and resulted in a very boring experience where you felt like you failed even though there was little you could do about it.

We've made a change to how monsters spawn in Breaches to be more reliable. This drastically raises the minimum experience of a Breach encounter.

Additionally we have changed the minimum time of a Breach, assuming no monsters are killed, to 20 seconds from 12 seconds. We have also made the time extension granted by killing monsters account for Monster Power. This means if you kill Magic or Rare enemies during the Breach it will extend the time more than killing Normal monsters.

Previously we spoke about dropping fewer stacks of Splinters in larger quantities, but instead of that we're making a more drastic improvement. We will now vacuum up all the Breach Splinters dropped during a Breach encounter and drop them at your location when the Breach concludes. If you are in a party it will drop multiple stacks that are randomly allocated.

Azmerian Wisp Improvements

Azmerian Wisps have received two changes. The first is that when you activate a second Wisp, while pursuing one already, that Wisp will now always target the same Rare monster as the one you were already chasing. This was uncommon during the Campaign and mostly presented itself in Endgame especially with Atlas Tree investment but when it did happen, you would lose one of those Wisps commonly which felt purely negative.

The other change is that the Spirit of the Spring Hare and Spirit of the Fox were far too rare, we've made these three times more common. They can create some pretty hectic and rewarding outcomes and we wanted to give more opportunities to encounter these and their rewards.

Rogue Exile Visibility Improvements

Rogue Exiles had one main issue. Often you would be clearing through a Map and all of a sudden have a large life bar on the top of your screen with no connection to a boss or monster. This was because the Rogue Exiles had a very large aggro range. We've reduced this aggro range so they are far more commonly on-screen before it appears, that way you see them before the life bar presents itself. If you were to hit them off-screen using projectiles or other skills, they'll still aggro immediately though.

The second issue is that even when you did find one and they were on-screen, you could barely see them especially in darker maps. In order to alleviate this we have both added Minimap Icons to them once they've engaged combat, and we've made the light on them far brighter to help them stand out and be more obvious when surrounded by other enemies.

Further Item Drop Improvements

We did a major patch to update overall loot drops but there are still some outliers we're working on improving. In 0.2.0h we're going to be making Perfect Jeweller's Orbs and Level 20 Uncut Skill and Spirit Gems significantly more common. These will still be relatively rare but it was often the case people would get very far into their Endgame and character progression before even finding one.

Item Labels Additions to Important Items

For those not using custom Item Filters and were in Endgame you might have observed some more important items not being obvious enough. We have added outlines to the labels for Precursor Tablets, Expedition Logbooks and Expedition Chests to help them stand out when you have many other items on the ground around them.

Shrine Improvements

We've made a few changes to Shrines.

Firstly, we've disabled the Greed Shrine and the Corrupting Shrine. These were just bad and often you right-clicked off the buff because converting good items into Gold, or Corrupting equipment is rarely beneficial.

On top of that we've made some of the rarer Shrines such as the Diamond Shrine and Divine Shrine appear far more often, and we've extended the duration of almost all Shrines. Some of the Shrines will now last 90 seconds (from 45 seconds) and some 60 seconds (from 45 seconds).

New Stash Tabs

We're adding the Ritual Stash Tab which will be able to store your Omens and Audience with the King Fragments.

We're also adding the Socketable Stash Tab which will hold all your Runes, Talismans and Soul Cores. This tab comes with a button that allows you to upgrade your Runes from one tier to the next, instead of having to use the Reforging Bench.

These will be for sale in the Microtransaction store shortly after the patch is deployed.

Misc Other Improvements

Here's a quick-fire list of other changes we're also making for this patch.

  • We've updated the visibility of the 'Corridor' skill for the Arbiter of Ash to be far more clear very quickly.
  • We've added bindable actions for being able to quickly allocate Strength, Dexterity or Intelligence on your passive tree. You can bind these to keys and then hold those keys down when selecting attribute nodes to quickly allocate them to your desired attribute.
  • We've added a new batch of submissions to the Twilight Reliquary Key. Thank you for your Support.
  • We'll be allowing Charms to go into the Flask Stash, or any stash with the Flask Affinity set.
  • We're adding a quick-travel button for Town on the right hand side of the Waypoint screen.
  • We're adding the shortcut for Ctrl+Right-Click to bulk move currency items of the same type between inventories. This is common mostly when doing larger trades of currency using the Currency Exchange.
  • We're adding a Filter property to be able to Filter Unidentified Items by their Item Tier.
  • We have fixed fifteen separate Client or Instance crashes.

Estimated Deployment Timeline

We're hoping to deploy this by the end of the week. We have many more changes and improvements to make and we'll immediately start on our next update bringing even more improvements to gameplay and quality of life.
 
Clearly. You're the only one posting in here lol.
True :messenger_tears_of_joy:

I put 100s of hours in (back when it released) and got like 3 or 4 Divine Orbs naturally. That is what I meant by respecting my time.
Did you have fun though? I think that loot wasn't necessarily undertuned per se, but it was gatekept by game knowledge a little too much in the sense that if you knew how to game the system you could make stupid amounts of money, but if you're just playing "regularly" you were kind of doing it wrong in that respect. Access to loot that satisfies the progression grind should come at a decent enough pace even for the average player.
 
Still playing, still loving it.

SSF softcore this season. I just don't have time to play every day. Think I have 130 hours on the clock and still have not got a toon to endgame lol.
 

0.2.0h Patch Notes


Features:
  • Introduced the Ritual Stash Tab to the Microtransaction Store. These will be set for sale momentarily after the patch is deployed.
  • Introduced the Socketables Stash Tab to the Microtransaction Store. These will be set for sale momentarily after the patch is deployed.
  • The Flask Stash Tab can now store Charms.
  • Updated sorting of Gems in the Gem Stash Tab.
  • Added support to bulk move stacks of currency from one inventory to another. On Keyboard and Mouse highlight the currency and use "CTRL + Right Click", on Gamepad Press and hold Triangle, or Y.
  • Added optional key bindings for quick allocating multi-choice attribute passive skills on Keyboard and Mouse. Once bound you can quick-allocate Attributes by holding down your selected bind when clicking on the passive skill. Gamepad support for this feature will come at a later date.
  • Added "UnidentifiedItemTier" as a filter option for Item Filters.
  • Added quick-use Currency buttons to Strongboxes and monsters imprisoned in Essences. These buttons will only be visible if you have the currency items in your inventory.
  • Added an outline to the labels on Expedition Chests, Precursor Tablets, and Expedition Logbooks.
  • Added quick-travel to Town button in the World Map UI when interacting with a Waypoint. You can find this on the right hand side of the screen.

Balance:
  • Significantly buffed the drop rates of Greater and Perfect Jeweller's Orbs.
  • Reduced the required level for Level 20 Uncut Skill and Spirit gems to begin dropping. This was the primary reason why they were so infrequently dropping, so you should now see a lot more of them when running the highest tiers of Endgame Maps.
  • Azmeri Spirits of the Spring Hare and Fox are now approximately three times more common.
  • Disabled the Greed and Corruption Shrines.
  • Adjusted the damage timing on Meteoric Shrine to match visuals.
  • Adjusted the buff durations for the following Shrines to 60 seconds: Meteoric, Freezing, Tempest and Gloom.
  • Adjusted the buff durations for the following Shrines to 90 seconds: Acceleration, Seeking, Massive, Replenishing, Enlightening, Resistance and Diamond.
  • Increased the rate at which the Diamond and Divine Shrines could spawn.

Misc Content Changes:
  • Improved the behavior of Breach monster spawning in narrow and tight areas.
  • Improved the behavior of of how Breach monsters spawn, this should drastically improve the minimum experience of the encounter especially in areas that had tight corridors or hallways.
  • The minimum encounter time of a Breach is now 20 seconds (from 12). The rate at which time extends in the encounter now takes into account the Monster Power of slain Breach Demons. This means if you kill Magic or Rare enemies during the Breach it will extend the time more than killing Normal monsters.
  • Breach Splinters that drop during an encounter are now automatically collected and dropped at your location when the Breach concludes. If you're in a party it will drop multiple stacks that are randomly allocated. You can see a small notification above your character whenever a Breach Splinter is collected, similar to Gold.
  • Rogue Exiles now have a Minimap Icon once they enter combat.
  • Improved the lighting on Rogue Exiles to make them easier to spot, especially in darker areas.
  • Fixed an issue where Rogue Exiles would frequently begin combat with a player from off-screen.
  • Improved the visual effects of The Arbiter of Ash's Flame Corridor skill. Specifically the brightness and timing to make it easier to see, quicker.
  • Engaging a second Azmerian Wisp while already following one will have the second Azmerian Wisp follow the same target as the first.
  • Added Spectre and Tame Beast skills as outcomes to the Prism of Belief Unique Jewel.
  • Added 132 more foiled Unique Item options that the Twilight Reliquary can yield.

Bug Fixes:
  • Fixed various bugs with the Social Panels which resulted in inconsistent display of Friends and Guild Members and lack of clarity as to who is online or offline.
  • Adjusted the location of a checkpoint in Jiquani's Machinarium to prevent skipping the areas quest requirements.
  • Fixed a bug where life scaling applied by difficulty didn't scale poise threshold of monsters.
  • Fixed a bug where some Endgame Maps couldn't spawn chests.
  • Fixed a bug where Oasis Map sometimes could not be completed.
  • Fixed a bug where Rustbowl Map sometimes could not be completed.
  • Fixed a rare case where parts of the Atlas could fail to load.
  • Prevented Gorian, The Moving Earth, from spawning in the Megalith Unique Map as it could cause issues for subsequent boss waves.
  • Fixed a bug where the 'Finality' passive notable skill couldn't be Instilled on Amulets.
  • Fixed a bug where Empowered Runes in The Ezomyte Megaliths map became uninteractable if you left the area before interacting with them.
  • Fixed a bug where modifiers to Skill Speed were not affected by Skittering Catalysts.
  • Fixed Overwhelming Presence's stats not being displayed when hovering over the gem.
  • Fixed an issue where Books of Unique Knowledge incorrectly displayed that they granted five Atlas Passive Skill Points. They always have and continue to grant two Atlas Passive Skill Points per book used.
  • Fixed a bug where using a skill immediately after entering an area could cause that skill to fail to execute properly.
  • Fixed a bug in the Gem Stash Tab where some gems would be incorrectly found in the 'Level 1' category.
  • Fixed 6 Instance Crashes.
  • Fixed 10 Client Crashes.
 
New patch plans for next week! (lol I really am the only one posting in here)


We're continuing to work on improvements for Path of Exile 2. Patch 0.2.1 is in active development and we're aiming to deploy it at the end of next week. Find out more about the improvements this patch contains below!

Endgame Rewards


When setting up the frequency of encounters and rewards for Path of Exile 2, we have to decide how many maps players will have to do in order to get them. After extensive playtesting we now believe that we overshot this number pretty substantially.
In 0.2.0g we improved the base-line experience of getting rewards from monsters and chests but we still feel you don't get enough of those exciting spike moments when something very powerful or valuable drops. There actually are some very cool items to find, but you won't ever find them because they are incredibly rare.

One of the major focuses of 0.2.1 is making chase items more common, but also adding more chase items to find.

Unique Items


In 0.2.1 we are going to be significantly improving both the drop rates of the incredibly rare unique items we already have as well as adding a bunch of new exciting and chase uniques that will take your builds to new heights. We are also buffing some of the rarer uniques that were intended to be chase, but didn't live up to that standard. You should see significantly more chase uniques than before and we'll be doing a post showing some of the new uniques next week!

Crafting Socketables


One of the issues that we have with the socketable crafting system at the moment is that by the time you get to the endgame there isn't really anything new or exciting to find to socket in your gear. Resists and attributes are great to help with solving problems in the early game, but in the endgame, ideally you should be swapping all of these out for more interesting and powerful mods.

In 0.2.1 we are adding 22 new Runes, 14 new Soul Cores and 7 new Talismans. These cover a full spectrum from being powerful to insane, but are rare to find. You will certainly want to use them over the normal base set of socketables.

Ritual


Ritual also suffered from us pitching the chase rewards too rare as well.

We're making the rarer Omens from Ritual more common. You'll see the same number of Omens, but they have a significantly higher probability of being the rarer, more exciting ones.

Corrupted Essences


While we're at it, we'll also be increasing the commonality of getting Corrupted Essences when using Vaal Orbs on monsters trapped in Essences, by approximately six times.

Rogue Exiles


Rogue Exiles just didn't have enough Unique Items so we are increasing the frequency that Rogue Exiles have, and thus drop, Unique Items by approximately three times.

Twisted Domain


The boss in the Twisted Domain was pretty valuable, but as an endgame area, the rest of it was pretty underwhelming compared to the other content you are doing at the time. Pinnacle content shouldn't be giving less rewards than the dozens of maps required to gain access to it.

To start with we have substantially increased the number of Rare monsters that spawn during the Domain. Previously there would often be no Rare monsters at all. In addition, we have changed the balance of Quantity and Rarity that monsters in the Domain have. This will mean that the large drop of items that occurs right before the boss fight should now be way more valuable than before.

We now also guarantee some rare Breach Rings in the resulting drop, so you should come away with at least a decent chance of some powerful items.

Expedition Logbooks


One thing that makes Logbooks unrewarding is the fact that at very high levels they have so few monsters spawning that they often end up yielding significantly less items than just a regular Endgame Map. This is reflected in the fact that at low level 90s you could do an entire Level 80 (the highest possible level) Logbook and not even gain 1% of a level of experience. We're doing a pass on the amount of monsters spawning to intensify the combat but focusing on very high level ones to better match the consistency of other Endgame content.

The first change is that we're increasing the distance between explosives and the radius of explosives, this will allow you to ultimately uncover more monsters and rewards. On top of this we're also increasing the number of monsters spawned to be more reflective of what an Endgame map has in it.

Additionally we're also making changes to the specific features found in each of the different Logbook areas.

The Lush Isle area currently has Karui Totem Remnants that cause the monsters to give substantially increased experience. It also has fenced off areas where you can explode the fence and gain access to totems that drop a lot of currency items and on the beaches there are small corruption pustules that drop Uncut Skill Gems.

In order to improve this area we are increasing the number of Remnants, especially the experience ones. Additionally we will generate more of the fenced off sections, and a larger change to the pustules will be made where destroying any of them will cause all monsters unearthed afterwards to spawn Corruption monsters on death, similar to those in the Corrupted areas on the Atlas. Combined with the base changes to drastically increase the number of base monsters spawned during Logbooks, it is intended that Lush Isle provides a very good source of experience.

The Frigid Bluffs Logbook area is an Icy Tundra with Vaal architecture and many Vaal monsters and Vaal Remnants frozen in time. Aside from the traditional Expedition monsters and Chests you can also explode these Vaal objects free. The problem is these are relatively underwhelming. There are few monsters and they are not any more rewarding than normal Expedition monsters, and on top of that the remnants just cause the monsters' drops to be corrupted, which is more arguably a downside than otherwise.

We're making a couple changes here! On top of the Vaal monsters, we're now going to have some Vaal bosses frozen in time too. These are standalone Map bosses that can be broken out and fought, all the Remnant modifiers will apply to them as normal. The Vaal Remnants that caused items to drop corrupted are being reworked. Now they will generate with one to three upsides, and one to three downsides that normal Remnants have, think of them just as a super-remnant.

The Barren Atoll Logbook is an atoll that sea-travellers and fisherman have used to store their treasure and supplies. The area currently has crates filled with gold, strongboxes and Ezomyte runes. The issue is that the crates drop far too little gold and there are far too few strongboxes and runes.

After our changes the crates are going to drop a significant amount more Gold, and we're going to generate a lot more Strongboxes (and by a lot, I mean over ten-times as many), of which could be unique strongboxes too. The Ezomyte runes, aside from already adding Rarity to all subsequently unearthed monsters, will also now drop 2-4 additional Runes instead of the existing 1. Given we're adding some new chase Rune drops, this may prove to be a good source to get them.

All of these special features found in the specific Logbook areas are also being added to the Minimap so you can see where they are and plan well before starting to place your chain of explosives.

Endgame Content and Variety Improvements


A second main focus is that we're going to increase the variety of running Endgame Maps. Right now did you know that if you were to generate 400,000 Maps, that 150,000 of them would be Hidden Grotto? We are certainly sick of running that area and fighting that same boss on repeat! The intention here is to normalize the frequency that different maps, and thus boss fights, appear on the Atlas. This will make things feel far less repetitive when playing the Endgame, especially for many many hours.

Citadel spawning has been adjusted. Now whenever a Citadel is generated on the Altas, it also ensures that it generates the other two types of Citadels near it. This will prevent cases we have been seeing where players would, due to the whims of random generation, get many many of the same Citadel one after another and never be able to fight the Arbiter of Ash, especially when not in a trade league.

Both these changes to Atlas layouts won't apply to areas of the Atlas that you have already revealed. In order to get the improvements, you will need to explore further away into parts of the Atlas that haven't been generated yet.

Additionally you can expect some other Endgame improvements, such as reducing the danger of two of the Ritual types that were just a ruckus of purple chaos explosions and reducing the danger and increasing the telegraphing of the Volatile Plants monster modifier. Combined, these were responsible for over half of all player deaths in the endgame!

We are also lowering some of the more dangerous map modifiers, like Elemental Penetration to be more in line with others, improving the rewards and visibility of Omens in the Viridian Wildwood unique map, increasing the radius to open Clasped Hands in Breaches, reducing the pack size of the Bats that shotgun you with projectiles in the Twisted Domain and reworking the Curse Map Mods to have counterplay. These are just some of the more isolated improvements coming.

Trial of the Sekhemas


In Trial of the Sekhemas we've adjusted the Affliction that caused you to have no Energy Shield to instead halve your Energy Shield. This is for Chaos Inoculation builds so that when they randomly get this Affliction, the run isn't effectively over.

On top of this we discovered a mistake with the chances of getting certain Afflictions and Boons. Specifically there was 1 Affliction, 2 Minor Boons, 1 Major Boon and 1 Pact that had one-hundred times the commonality they should have. This would have caused players to constantly be getting them as the first randomly generated outcome and as these boons were in particular the weaker and more boring ones, it often would have made the runs less rewarding and interesting.

Quality of Life and User Experience Changes


We did some notable quality of life improvements in 0.2.0h but there are more coming. We have a huge improvement to searching on the Passive Tree when using Keyboard & Mouse. Now when you search for passives by typing in the text field, you can press Enter to automatically find and go to that passive, if there are multiple passives found in your search then continuing to press enter will cycle through them. It also darkens the rest of the passive tree to help bring the searched nodes to the foreground making them much easier to see.

A huge request has been that we invert the display of "Tier X" on items when using advanced item display. This is so that you can immediately identify if a modifier is the best it can be on an item. This is more for advanced and Endgame players, but is very important to being able to quickly assess the true power of an item or if it's an appropriate crafting base. We are swapping this back to work the same way as Path of Exile 1.

On the Atlas, when you hover a Map it will separate the categories of Modifiers displayed, so you can more easily see where those modifiers are coming from. Specifically you can now determine if they're from Corrupted or Cleansed Influence in one category, and if they're from Towers in another category. This will help make it clearer when looking for specific modifiers like +1 Level in Corrupted influenced areas.

There is also a performance improvement coming. We're optimizing the physics on monsters and NPCs across the game, this is making them significantly cheaper and will cause less CPU bound bottlenecks on performance. This issue isn't prevalent everywhere but is common in areas with lots of humans, such as the Faridun in Act two, or in Freythorn in Act one. We'll continue to optimize these incrementally in every patch as we find all the suboptimal cases.

We've also added some improvements to the Shop and Cosmetics panel, including an Equip-Now button when purchasing Microtransactions and added a new Skin Slot on the Cosmetics page, for some future Microtransactions that will replace your base character skin or model.

Conclusion


That summarizes our 0.2.1 patch that we're hoping to deploy at the end of next week but are keeping flexible as it might fall into the week afterwards. We will keep you updated with further changes and post some specifics on Uniques and Socketables between now and then! Thank you very much.
 
A huge request has been that we invert the display of "Tier X" on items when using advanced item display. This is so that you can immediately identify if a modifier is the best it can be on an item. This is more for advanced and Endgame players, but is very important to being able to quickly assess the true power of an item or if it's an appropriate crafting base. We are swapping this back to work the same way as Path of Exile 1.

omg yes finally lol
 
We've also added some improvements to the Shop and Cosmetics panel, including an Equip-Now button when purchasing Microtransactions and added a new Skin Slot on the Cosmetics page, for some future Microtransactions that will replace your base character skin or model.


YES! Take note Blizzard. I want more customization and I would pay money for it. Fat Druid is annoying and maybe I can make a good looking female in PoE 2 now.

And the other updates are also handy. I think I can count on one hand how many uniques I've found on my own. Still need to get to end game some day for all the other QOL improvements lol
 
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