Major Endgame Changes in Patch 0.3.1 for Path of Exile 2

I guess it is overall decent changes but what I would like to see is

1. the access to t16 be more consistent than just corrupted waystones. Leveling beyond 96+ is just way too absurd still

2. hope for 0.4 we need way more biomes and special things in the atlas, and with biomes I mean rare biomes and biomes that cover a significant chunk of the map that really feel distinct and make an impact on gameplay/loot etc
Finally! Maps without a map boss just feel weird.
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Chuwaca#3803 a écrit :
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Innuendos#5095 a écrit :
we say we dont want towers, so you give us basically .... scarabs? sextants?. they are the same thing, while leaving the towers in for 'sight'... still cant choose what maps we run, so this is a moot change at best. and bad at worse.

while reducing the number of mobs, effecting raw drop rates and experience, effectively making the death xp penalty even harsher. and pushing the meta of maps to be quant/rarity even further.

you took all the good maps, that people wanted to run, cuz they actually had good density and map layouts to actually run the content we wanted to in the first place... and nerfed them.

i fail to see what im supposed to get excited for here...

maybe someone can explain it to me where i change my mind. im open to that.

but all i see is 'less mobs/xp/currency/content' 'now you need scarabs/sextants instead of towers' 'we nerfed a bunch of shit'

again. i am open to explaination to change my mind here.. but that is what i just read/watched.

oh and you just now forced every player to HAVE to kill the crow boss in blooming field.... you know... the bugged since the game was playable boss? you might wanna actually fix it now, that it is unskipable.


the nerfs are in low tier maps, not to endgame (15/16)


I think he's talking about the very last point of the video which does sound like at all tier the open map are going to have slightly less density.

It isn't the same point, now how much thats going to affect us is hard to say I expect juicing to go down a lot since you wont be able to stack 12 tablets with 4 tower.
Why am I still here
I've not seen this much positive change from GGG in the last 2 or 3 years if i'm being honest.

THese are absolutely phenomenal changes. Every single change I see so far is honestly touching all the fundamental cornerstones of what many feel is missing.

From what I've seen so far, I couldn't be happier, and i'm actually excited to log back in


Note: It's actually great letting us test this early, i'm not sure it's always feasible, but in this case it's absolutely welcomed.

Being able to tease in new features at the back-half of the league would be good for retention as well as letting us experience it.
Okey, awesome changes , but now we need some performance optimization...
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whowe1#7244 a écrit :
So now we need to spend more exalts to boost every map to 6 mods instead of just the tower? Why are people acting like this is a good change? The difference in loot between a 3-4 mod map and a 6-mod map is not even noticeable. And the maps are getting smaller, so there will be less monsters to kill and less loot to collect, which means less currency. I hope they are seriously boosting the loot for 6-mod maps, because currently its not worth the added cost at all. There are plenty of maps where I've spent 2-3 exalts to get it to 6 mods and not made my money back after running the map so I stopped doing that.


If you aren't already using exalt to 6 mods when you are in t15 you are doing something wrong.
Why am I still here
This is AMAZING
At 1:29 I noticed that you're not weapon swapping to snapshot minion skill ranks (with a scepter/physical wand) and weapon swap points onto your unearth minions (like increased duration. You could drastically improve your unearth minion's HP, Damage, and duration, with sacrificing your Essence Drain's damage by employing a weapon swap. See my Zerg Queen video guide for how to do it :p
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BlastYa#4875 a écrit :


"Alchemy Orbs
With the introduction of tiered currency in 0.3.0, Alchemy Orbs became less valuable and had fewer uses. To give them more function and to smooth out the process of crafting your Maps, Alchemy Orbs can now be used on magic items. This will upgrade the magic item into a rare with 4 new random modifiers."


Saves literally 1 exalt on some maps. The game already dropped plenty of normal maps to use alchemy orbs on. This is a nothing burger.
Will the Grand Project precursor tablets be receiving a new effect, only be applicable to towers, or will they continue to function as before (turning every node into a jumping-off point)?

Very interesting to see that towers are being kept, to me this implies an intent to add different mechanics to towers outside of "juicing". Maybe some kind of terraforming-type mechanic as suggested by Doryani, converting nodes in the radius into a desired biome/map class or some such thing?

Thank you GGG for all your hard work!

EDIT
The more I think about it the more I'm in favor of keeping towers in some way, just not exactly as they were.

I don't think players disliked the notion of towers in a complete vacuum, it was just that the FOMO of not being able to consistently stack a huge pile of quantity/rarity modifiers using overlapping towers was preventing people from enjoying them.

I think adding non-stacking mechanics for towers (i.e. atlas modifications that only really make sense being applied exactly once) would be a good addition that helps preserve the "specialness" of towers while dodging the FOMO issue. This could be things like converting all maps in range into a desired type (as above) or modifying/guaranteeing encounter types in some way, or even odd stuff like re-rolling nodes or the connections between them. I'm one of the oddballs that really enjoyed Memory maps from PoE1 - I liked having on-atlas objectives that spanned multiple maps - something like this would also be brilliant.

In any case, excited to see what GGG cooks up!
Dernière édition par LordNeverborn#6628, le 25 sept. 2025 à 18:22:18

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