0.3.1 Patch Notes
GGG can't seem to get out of their own way with these nerfs. Its constant. They do something that's good but there HAS TO BE some sort of negative attached to it. Its ridiculous.
Example: Before, you were able to run a low level 6 mod map in tower to juice all maps with 3 tablets, then run as many mods as your build could handle, or save yourself an extra portal - at your discretion. Now, you MUST run a 6 mod map in EVERY map to get access to the "same" amount of juice. You'll notice I said "same". This is because its not the "same". They have slightly lowered some of the maximum values you were previously able to achieve(QUANT TABLETS MAX 10%?!?? WTF GGG), when, there's already a HUGE loot problem in the end game mapping system. Why further nerf the ability for drops? Drops are the entire point of an ARPG. That being said, why are there so many death penalties? This is the only game I know of (aside from dark souls) that layers multiple penalties on top of each other as a punishment to the player for dying. The game has HORRIBLE balance in end game, you've made modifiers on maps and mobs too strong for the average build - if you're not 1 shotting everything - you can't fully run juiced maps. God forbid you get a map with temporal chains AND chilled ground which adds up to a WHOPPING 60% less movement speed...while the mobs not only aren't affected by chilled ground(they should be), they have HUNDREDS of more movement speed than any player not on a Roa can achieve. With this horrible balance, and the crazy ONE SHOT mechanics of multiple mobs (lets take Eternal Knight class mobs with TELEPORT and 50x the projectile speed of any normal player as an example), layering penalties one on top of another - XP, time, currency loss from waystone rolling, map loss, tablet loss. Where are the REWARDS for this kind of difficulty? A couple of exalts and some low tier currency? There's ZERO excuse for a fully juiced map with 50%+ quant on it (another balance problem with the tablets - no quant = crap tablet-AGIAN, 10% MAX QUANT WTF GGG) to not drop at MINIMUM 1 raw divine. This game has become a crafting simulator. There's little to no reward/return for build diversity or juicing maps. If you want to make 20+divines a day, you must be a hideout warrior crafting or a no-lifer with 8+hrs a day to spend playing the game. No casual player sees any reward for grinding because of the bad balancing. Some suggestions: -REMOVE ALL DEATH PENALTIES BESIDES XP. NO REASON WE SHOULD LOSE THE MAP OR ONLY HAVE 1 PORTAL. -Raise max movespeed on boots from 35% to 50%. -Lower the magnitude of temporal chains and chilled ground by HALF. -Boost inherent quant/rarity on waystones. -Nerf the most egregious 1 shot mechanics. -Listen to Rue's video on the other issues facing the game. Namely, the tree is a disaster and TOO MUCH POWER COMES FROM GEAR. Hopefully someone from GGG reads this...but I doubt it. Last edited by JeebusKrist#0190 on Sep 30, 2025, 9:35:23 PM
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" Respectfully disagree across the board. Bosses are the fun part of Poe2. You can still kill rares. It'd be nice to still have them marked on the map, not sure if they are. Towers dropping a guaranteed tablet is great. Seems like original tablets don't have increased modifiers. So in the interim guaranteed tablets is nice, otherwise they're just smaller maps quicker to run. More improvement would be nice but I'd rather not have the old tower stuff return in some weird hybrid fashion. If anything, it'd just be more confusing. |
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still dead season and rue is not a cat
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hi guys, just a little feedback.
With this new patch with updated scaling on modifiers, existing tablets prior to the patch are redundant now since they are all low rolls with the new scale. It would have been nice to maintain the current roll to max roll ratio applied to the tablets with the patched scale. |
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Nice. but why you removed the rare one the mini map ? if i want to farm them i need to search all the map ?
this is still poe2 with so bad layouts. bring back the rare mobs in mini map or make better layouts :) Ign : Sextn Last edited by mohinderr#0391 on Sep 30, 2025, 9:21:49 PM
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"The walking sequence from the Sacred Reservoir Map has been removed."
THANK YOU |
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" I'm on the complete other side. Bosses are fun the first few times you beat them but than it just becomes a chore as they never change, environment doesn't change, and you limit all builds to require extreme single target damage. Making it so you add tablets just to do the same thing 15x times in a row unless you change out your tablet makes everything boring super fast or a chore to change out tablets all the time. All of that and making traversing the atlas all but meaningless other than getting to a new node to use a waystone literally destroys the entire concept of the atlast for Poe 2. |
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After this update the game keeps freezing from time to time, although the overall performance seems to be better. The fps have increased with 5-7%.
Don`t like that the rare are not shown on the map anymore even though they are now optional... Here is my 2 cents about the endgame: I hope you redesign the whole endgame for 0.4 patch because after you reach the lvl15 maps and beat all the bosses there is nothing more to do except to run maps for equipment and currency. After some time of doing this, it feels boring and unrewarding. It needs to be a little deeper than that and have a sense of completion to it. Last edited by bawaaji#1185 on Sep 30, 2025, 9:20:14 PM
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Thanks for nerfing my pure evasion/deflection build which no one was doing in the first place. Yet Deadeye LA remains unchanged. Great job ggg
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" I was dreading they were going to do this, too. Rares are where the loot's at. Bosses don't give jack. The rare indicator was very helpful to get an idea of how much of the map was still worth doing. Removing the indicator is yet another step backwards. |
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