Upcoming Plans for Patch 0.2.1

Great change. But I would like to ask if there is an exact time for the new season. I don't want to continue playing in a bad season, the accordatura has been set for this season, and I want to experience your changes in a new season as soon as possible.
If you can, please inform us of the exact time of the new season as soon as possible.
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Don't care much. It's the game that showed as an EA, but it's not EA. If it's an EA why developers sell stash tabs and mtx and not focusing on game release. Why developers creating a problem with omens and runes and selling the solution (stash tabs) rather than giving stash tabs as a temporary solution. POE2 it's fully released game without some content


How is it fully released, when half the classes and half the campaign are missing? Do you even understand what 'fully released' means?

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A lie from you. People want to one-shot bosses when they have leveled up, pickup the best gear and played game a lot, there is no message in whole poe forum where people saying that they want to always one-shot bosses.


How is that a lie, when you have just admited it?
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People want to one-shot bosses when they have leveled up
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Before insulting people try to investigate the problem. Don't be toxic dude


I'm sorry, but I'm missing the insult here. If you want to play poe1, go play poe1. What's so insulting about that?
Keep it up updating it up at the right direction.
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Derptime#0559 wrote:
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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.

While this sounds great, the main reason I'm using attribute/resists is because I HAVE to. Attribute requirements in particular for skills are insanely demanding in PoE2, I have to dedicate a lot of suffixes for them.

Please review attribute requirements.


Fully agree!

Apart from that, they didn't write and still don't realize the basic thing that for level 80+ items, for example, with T4 lifted from the ground, we will have at least the same new attribute of level T4 when we apply the Regal orb and Exalted Orbs.

Because in 90-95% of cases when apply Regal/Exalted orb on ilevel 80+ with already existing T7-T9 attributes we will get T1/T2 attribute.

The same case with ilevel below 79 the chance of getting higher T(T7-T9) attributes with Regal/Exalted orb significant higher and I never got T1/T2 on items with base below 79.

It looks like BDSM and punishment of players.
Can we get a fix to the visual bugs me and my friends have been having.
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Hope the temporal chains is looked at in the curse from maps, the game is already slow for something that slow every action... on a warrior it will always be weird and almost unbearable.

From everything, thank you! Very good changes.


+1
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addohm#8001 wrote:
STILL nothing on endgame xp penalty? This is ridiculous. Lower it. Im not saying get rid of it, but its far far far too expensive to die in endgame and with poorly thought out one-shot mechanics, poorly executed mechanics and convoluted graphics obscuring mechanics, its ridiculous to penalize players an absurd amount of time and currency. If I wanted to play hardcore, I'd play hardcore.

Seriously, test it. Put no xp penalty on SSF and see how many players go SSF. ITS. JUST. TOO. MUCH.


+100500
Hey GGG!

WTB Totem scaling buffs, 2div each!


Seriously, the totem scaling is rubbish, only two affixes on the weapon are important on 2H weapons or bows and 1 affix on the quiver.

Totem enjoyers are forced to path further away, trying to squeeze some juice out of the passive nodes, and totems don't even benefit from STR/Dex stacking, at least partially.

This unique should say something about the status of totem builds:
https://poe2db.tw/us/Irongrasp
Totems should be tagged as 'spell', no? The summoned entity should benefit from 'projectile', 'elemental', not just pure phys or +level scaling and being forced to path to Avatar of Fire.

Why have both these key nodes on an unique item, when they might as well be on the passive tree? And where is Point Blank?

Why are totems not inheriting the weapon/quiver rolls for "chance to x"? It makes totems difficult to reach 100% bleed, poison, etc, without relying exclusively on passive nodes?

I'm not asking much, just take a look at the scaling of totems, because the sources of increased/more damage are confusing for totem enjoyers that immigrated from PoE1.
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How is that a lie, when you have just admited it?


Out of context as other your messages on forum. Achievements completed: 1/127. Assume that you are even not playing the game, so I'll be not bothered to communicate with you anymore. Keep pretending and insulting other players

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