Poe2 Wishlist Update Patch Notes (Feedback in support of the vision)
This post is written as if they were patch notes! I think Poe2 is struggling to keep true to their vision, because it is borrowing too much from Poe1. Here's my dream update.
Let's face it. Beyond the initial stages of campaign, combat feels a lot less meaty. We really like the slow, methodical gameplay in act 1. We want you to feel the burn, because you will become a god. However, the game plays too much like poe1 at end game. In this patch, we try to get back on track. Major Game Updates • Mobs are too tanky and deal too much damage. Bosses, on the other hand, are too squishy. Here's what we've got planned.
Spoiler
All non-boss monsters have and deal x% less hp and damage respectively, where x is 0% at monster level 1, and 50% at monster level 60 onwards, scaling linearly.
At end game, all bosses have 2.5x more hp initially. Boss hp significantly scales with difficulty level (on the atlas if you choose to spec into it). We upped the loot of bosses accordingly to this multiplier on its hp. We have also shifted 70% of the base loot on maps to bosses. Bosses deal a little bit less damage to compensate for their extra health. • We're looking into reworking how one-shots work. We don't want bosses to one-shot easily, punishing a player who makes 1 mistake. We don't want bosses to be face-tanked easily, encouraging a player to ignore mechanics and chug a potion. Here's what we are currently considering to address this.
Spoiler
Suppose bosses apply a debuff when their attacks hit you, applying a number of stacks based on the unmitigated damage taken. Each stack is a separate instance, and the number dynamically changes over time (increasing when you get hit and decreasing after instances expire). The debuff could have various effects, such as reducing life, mana, or es recovery; lowering your damage output; or increasing the damage you take.
• Many skills are too gear-dependent, making gear--- not skill---a bigger factor in campaign progression. Partly this is because of the lack of crafting. While we cook up a crafting system, here's what we have for now.
Spoiler
Sockets and artificer orbs are removed from the game. You can now directly socket onto items. You can delete the item to reclaim your runes on the salvage bench. You can delete an existing rune on an item to place a new one. Guaranteed artificer orbs during the campaign are now blank runes (whose tier scales).
• Maps are too big. We've made many maps roughly 50-75% shorter. We've lowered enemies (and slightly reduced density) to adjust. We've upped their exp and drop rates. We've manually removed all dead ends that have 0 content. • We've really cooked on bosses. We want to deliver "Survival Mode" at the end of act 6. (We were inspired by Remnant from the Ashes.) Optional content that can be played multiplayer or solo, and has its own progression/rewards (but none are uniquely tied to it). It condenses poe2 into a really quick roguelike and is to be played in a one-session!
Spoiler
You pick a class and start off naked with some default gold in a neutral hideout with some shops. (Your old character is still there!) You make some initial purchases (like weapon, skill gems, level ups, etc). You travel from map to map, getting gold/currencies/gear/skills/exp at a really quick rate from mobs and yellow boxes.
Every map has a boss, and the maps are much shorter and linear. After the map, you travel back to the hideout. You craft gear, purchase stuff with gold, etc, planning out a build based on what you get. Then you continue to the next map. Initially, you start with one of the acts randomly. Then your next two maps are always from that act. Every fourth map has a chance to be the act boss. Then you continue onto a remaining act chosen randomly. Once the cycle is complete, you start again but never repeat a boss (if possible)... As you are mapping, there's a timer that levels up the world. things get harder as they level. eventually things will be impossible to handle. you will die. How far can you get? You never keep the stuff you get but the further you go the better the rewards. It would be really fun in multiplayer! • Parrying is great in the campaign against bosses (for those that use it), but feels bad when you get heavy stunned or swarmed. Not only are we increasing the base parry debuff duration and making it apply in a small area, we're adding two new support gems.
Spoiler
-[Perfect parry] Just like magma barrier, if you parry/active block at the right time, you cannot be heavy stunned (but it still builds up the stun meter normally). This has a cooldown similar to magma barrier. -[Get off of me] Triggers Wind gale on successful parry/active block (this has a cooldown to it). The level of parry/active block determines the level of wind gale. Minor Game Updates • lingering illusion is now offered in act1 • reworked ignite chance: you only need 100% to always ignite. adjusted passives/ascendancies appropriately to balance. • frozen locus, vaulting slam, freeze shot, electrocuting arrow, etc, now grant you the property of dodging strikes and projectiles while in the air. • rake has a short cooldown. To compensate, rake deals bonus damage to enemies that are not bleeding. • Tangletounge has been remov...i mean reworked. • Whirlwind slash now accumulates charges (up to some cap). Each use of whirling slash uses up a charge. We've buffed the base damage of it. Last edited by sudhirking#4476 on May 17, 2025, 6:06:10 PM Last bumped on May 17, 2025, 5:54:52 PM
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