0.3.1 Patch Notes

"
Time to stop playing again this Uodate broke my Minion Build somehow i die by juiced Maps which were no Problem before + lost Resistences don´t know what happend but hey another Time or League maybe. Back to LE


goodbye!
now that the changes are here, people are still complaining.

amazing stuff.

Proof that the devs need to stop listening to the players too much.
still no fix for decaying hex on blasphemy. The way I see it you should do 1 of 2 things:

remove decaying hex from the "suggested supports" for blasphemy

OR

make it work with blasphemy.
I've been very positive about this game, even through some of the rockier points so far, but this change is utterly god awful in basically every way I can see, so bad it warrants a full revert.

Let me be clear, I was NOT a fan of how towers worked, but this is a terrible replacement, feels much clunkier, and seems to have a WAY lower juicing ceiling, which seems antithetical to what poe even is in the first place.

The boss change is also well intentioned, but ultimately again does not feel very good, sometimes I don't want to fight bosses. Also why in the world should rare mobs just suddenly no longer appear on the map, and seemingly not give a high chance for a waystone with the last kill? ALSO also, why in the everloving fuck would you put the likely most hated boss in the entire game (shitty tornado bird from chaos trials) into a map, and a good map at that?

The only supposed buff that it feels as though we got with this was that ground effects aren't as oppressive, except, oh wait, I could feel literally 0 difference between a chilled ground map pre and post patch, you may as well have done nothing.

Incredibly big L patch, which is completely baffling given how good 0.3 was up until this point.
Has Zealous Inquisition not procing in simulacrums been fixed yet?
"
"
oRau#6703 wrote:
You guys dont rly understand that quant "neft". Before, u need to spend tons of time to find 3 towers, then u clear it, now u can just run every map with 30 quant, its equal or even more for a quant maps in total. And good for ppls who cant play 10 hours in a row.

ppl have been crying nonstop about having to setup 3 towers to juice maps, now then after they improved it, ppl still cry about not able to setup 3 towers juice lvl. Some ppl are just cannot be pleased no matter what GGG does


Obviously it's different people doing the crying..
"
Zarkawi#2184 wrote:
I've been very positive about this game, even through some of the rockier points so far, but this change is utterly god awful in basically every way I can see, so bad it warrants a full revert.

Let me be clear, I was NOT a fan of how towers worked, but this is a terrible replacement, feels much clunkier, and seems to have a WAY lower juicing ceiling, which seems antithetical to what poe even is in the first place.

The boss change is also well intentioned, but ultimately again does not feel very good, sometimes I don't want to fight bosses. Also why in the world should rare mobs just suddenly no longer appear on the map, and seemingly not give a high chance for a waystone with the last kill? ALSO also, why in the everloving fuck would you put the likely most hated boss in the entire game (shitty tornado bird from chaos trials) into a map, and a good map at that?

The only supposed buff that it feels as though we got with this was that ground effects aren't as oppressive, except, oh wait, I could feel literally 0 difference between a chilled ground map pre and post patch, you may as well have done nothing.

Incredibly big L patch, which is completely baffling given how good 0.3 was up until this point.


they need to nerf the MAGNITUDE of chilled ground AND temporal chains by half. In addition, temporal chains(and all curses against players) should function as if they are supported by a cursed ground support gem. Also, monsters should be affected by the chilled, shocked, ignited ground.
Just remove the whole remnant gimmick all together and make spells fun and viable
to use at this core. We’ll develop builds around them on our own stock forcing multiple hoops to jump through and laying out how we have to plays. Almost ever skill feels terrible to use in this game and this is why so many people play the same 5 skills
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Zarkawi#2184 wrote:
Also why in the world should rare mobs just suddenly no longer appear on the map, and seemingly not give a high chance for a waystone with the last kill? ALSO also, why in the everloving fuck would you put the likely most hated boss in the entire game (shitty tornado bird from chaos trials) into a map, and a good map at that?


Are you serious? Is the guaranteed waystone at the end of a map not there anymore?

That was, by far, the best difference from PoE1 mapping. I hated how you were reliant on RNG to even get a map let alone advance through tiers. The PoE2 system was very structured and easy to advance in when you were ready to.

The patch that keeps on taking away.
"
Azumodei#0837 wrote:
now that the changes are here, people are still complaining.

amazing stuff.

Proof that the devs need to stop listening to the players too much.

Previously, we received 60-88% of the item quantity rate from 3-4 towers, now it's 30%. The number of monsters on the maps has been noticeably reduced, the amount of activity of other mechanics has also been greatly reduced. Indeed, why are MF players complaining when the league is a month old and there is almost nothing to do in the game except grind juice, the developers just go and cut the loot by 2-3 times.

Essentially, this patch killed MF, the whole curtain, 30% is very little.
✨ Beta tester Path of Nerf 👀
Last edited by spokipo#1869 on Sep 30, 2025, 11:06:13 PM

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