Major Endgame Changes in Patch 0.3.1 for Path of Exile 2
I'm not so sure I'm keen on the boss changes. If you decided to double the amount of divine drops, it would simply devalue them, I think boss's are going to feel devalued with this, they already feel that way to some degree as is, and considering they are limited in number to begin with, increasing the density of them is going to make them feel so overused and less rewarding to beat. The challenge of beating them is still there sure, but if its every single map, I just don't think it will have the same feel, maybe I'm wrong, the campaign does it so well your just chasing that feeling.
Perhaps an alternative would be to dive more into the idea of what they are doing with the "deadly" boss maps, where there are conditions to unlock the boss map, don't make it impossible, and don't make it lock you out, but instead make maps on the way to the boss map have challenges to complete that are rewarding and fun, then your reward is the boss fight challenge with even greater rewards behind it too. The current system is not fun or rewarding btw, clicking a random object that appears at the end of the map that unlocks 1/3 of a req to do the deadly boss map is not what I'm getting at, but there is potential in this system. |
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GREAT! I also have an idea for the endgame:
- Introduce the realmgate as a hideout item/map device. - Make it unlockable through running the atlas maps as provided in the patch. - Make it upgradeable through running atlas maps and (more frequent) citadel maps. - Make the pinnacle bosses a bit more challenging, give them more phases where there they have a 0 damage window to hard force dodge roll end escape mechanics on boss attacks. 3-hit KO with time windows or instance? Hardcore players would have to memorize the pinnacle bosses before running them. You can introduce these boss mechanics throughout the campaign. - Introduce an item/crafting system that is only unlockable and usable for players killing the last tier of the pinnacle bosses to make the end of the endgame feel more rewarding and replayable. - Also apply this to killing uber arbiter. I think this would significantly improve the experience and meaningfulness of the endgame. |
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This is fantastic news! It gives me joy to see that GGG is willing to make such big changes mid-league. I encourage this. :)
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" POE players will just mindlessly invest in damage and one shot everything. They complain about everything that stands in the way of this until it is nerfed. | |
" This is actually such a good idea, to make towers more rare, but make them drop a random unique tablet or a specific unique tablet depending on the biome the Tower is at. Also make biomes larger and more visually obvious. |
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" Slowing the character is tedious, not challenging. If I 1-shot everything there is not reason to make me go slower through the map I am 1-shotting. Ignited ground and shocked are different because one does damage and the other makes you take more damage, which might make me want to be aware of my position if I am in the middle of a breach. Again: slowing effects are just a way to make you waste time and add no challenge at all. And no, nobody wants to invest in ailment threshold, and let's not even talk about taking points/runes for slowing effects. |
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Wow cool great. So anyways on to things that actually matter, when are you all going to actually fix the performance issues with the game for people that have above YOUR recommended hardware specs so they aren't tanking down into the 10-20 FPS range for trying to an Abyss even or when there's more than 2 enemies on the screen? Or are you all just content to continue to let the game run like absolute dog $h!t?
Spoiler
BTW this change sucks and makes exploration for towers completely pointless.
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How soon can we expect this awesome patch to become live?
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Still nothing abouz very bad performance on consoles :(
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Also, let us pick the layout of the maps for the future and turn off delirium/breach and any other future effects that changes the color of the whole screen.
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