Major Endgame Changes in Patch 0.3.1 for Path of Exile 2
" until version 1.0 it will be exactly like that, you'll see :) Mirror of Kalandra?
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too bad we cant see the profile in the poe 2 of the people that like this tower chasing so we can see if they actually play the game
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I'm liking everything noted so far. I haven't found any citadels yet, so maybe I will next week. Reduced swarms sounds great, and smaller maps will help us slow players. There's nothing worse than a 30-minute map.
Please add some sort of reward for fully clearing a map of all enemies and extra content. Some of us don't just want to rush to the next map. Maybe just a basic rare mob's loot drop or some gold or something. I'm a completionist. Also, please give us "extra content" reminders for strongboxes. It's a terrible feeling to clear a map and move on to the next map only to realize that I forgot to go back for a unique strongbox. Closed Beta/Alpha Tester back after a 10-year hiatus. First in the credits! Last edited by WhiteBoy#6717 on Sep 26, 2025, 6:55:53 PM
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I enjoy the way towers work now. Tablets in towers is intelligent and requires strategy. Tablets for every map now? I think it is a bad idea. Now I have to get tablets back somehow or carry them or whatever, it is annoying. I have to max the map now with modifiers to use max tablets? It was easy to make an XP zone where I could level up.
I don't like this change it will cost me more currency and space. I bought the map stash. I have tablets everywhere taking up valuable space. I agree with the poster earlier about trying to make this like poe1. Personally I don't play or care about poe1. I enjoy poe2, with perhaps more attention to bosses not being bugged out and causing me to fail maps or bring another toon in to die so I can move on and not lose xp. While I appreciate and enjoy what you made here I find the tower change to be lazy and short sighted. A combination of both tablet in towers and maps would be more enjoyable (for me anyway). Also as an end note, Why is it necessary to open up all these chests (ect) that drop nothing. That is not enjoyable. | |
Damn GGG Almost a 70% player decline within the first month. Congratulations on player retention hahahahahahahaha
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Should have the Unique tablets work on the tower, but instead of applying content to map nodes it would instead just buff maps within range.
So let's say we put a unique breach precursor on the tower, any map node we run within range of the tower will give a buff provided we use a breach tablet with our waystone on said map node to gain extra buffs from that unique tablet. Even allowing the use of the grand project on towers for better mobility but limiting to say 12 maps within range are now accessible. I also hope there going to be buffs for increasing monster density in early map game, I personally thought the monster density in most maps was to either low or only just enough and a 30% increase in density for most end game maps would've been much better than reducing. |
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" I do not have strong feelings about the Tower issue one way or the other, but I do feel this same way about the general map changes. I strongly prefer the PoE2 map design where maps are larger and actually take a bit of time to go around clearing. It feels different from PoE1 and is more suited to my personal tastes. "Bad" maps for me in PoE2 are the close in small quick ones because I like to just sit in a map clearing rather than constantly jumping between areas and new maps. And so I am really not a fan of how, with each patch and subsequent sub patches, the game is being nudged ever closer to PoE1 style "throw small linear map into device and blast through it in 1-2 minutes". I have nothing against blasters, but they also already have a game, PoE1 is for that playstyle and if we're going to keep shifting towards the "I need to go fast, dragstrip racer go brrrrrrr" approach, then there's increasingly not much reason for these two games to actually be two games. I play and enjoy PoE1, I like they are two different playstyle experience games but it feels like complaints about PoE2 not just being reskinned PoE1, and dev capitulation to those complaints, are just dragging the two closer and closer together with each patch. |
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I'm not sure if GGG reads these replies but I have couple of simple ideas that I think would elevate PoE2.
1. Endgame: Merge the Atlas and the Atlas Tree by creating planets and/or constellations. Literally make a 3d space with floating orbs and skin them with the new Atlas biomes and nodes as they are. The new Atlas is beautiful, just instead of one large plane, give us individual planets. Each planet is themed to its respective mechanic. Let us walk around the sphere/planet in isometric perspective with our characters oversized against a turning infinite horizon similar to Animal Crossing or like "a piece on the board". Each planet is ruled by its mechanic and its Atlas Tree nodes are landmarks on the planet. Remove the abstraction of the Atlas Tree and let us roam and "discover" the Atlas and its respective tree as different individual worlds. This next point is very minor but I think would help distinguish PoE2 from PoE1: 2. Gems UI/UX: Remove abstractions and bring back RPG themed UI. In PoE1, gems went in sockets in gear. This makes sense and is easily grounded in game reality. What are the skill gems placed into for PoE2? A menu. Instead imagine if right clicking any skill gem while its in your inventory would expand it full size center screen as a pop up similar to the Instilling Window but skinned as a large version of the skill gem. We never get to see the amazing artwork of the gems except as tiny icons. Then we can socket the support gems into the skill gem itself. Immerse me in transmuting my body with gems. Let me socket them into my body right next to my gear in the inventory window. Delete that lame side menu. Make Dialla proud! In addition to Dark Souls inspired, replace abstraction with a new take on old school RPG inspired UI. Regardless, thanks for all these years of amazing games. <3 |
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thanks!
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