0.3.1 Patch Notes
Wow
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Aaaand i'm back already. That evasion/deflection nerf is without a doubt the most appaling change you've ever implemented. While my archer lost 5%, my monk lost 20. I'd call patch 0.2 a shining success in contrast to that.
You don't want people stacking DPS and playing without defenses, but on regular intervals, those defenses that were already borderline before, take another hit. Why ? Next time, please take the last remaining viable defense, ES, and nerf that into the ground as well. That way, i'll at least KNOW there's no more hope :S Also, i don't immediately know why, but even my overal DPS output seems noticeably lower... And those 'uber' bosses seem insanely overtweaked ! [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url] Last edited by keppie#6373 on Oct 1, 2025, 12:30:31 AM
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GGG need to fire dev who implement force fight boss on every map
now i cant progress as a mobbing build now i need to change to my endgame lv 95 character to finish the boss for every map when im leveling new character and now ground effect for T15 T16 map seem like 80-90 or even 100% coverage this is garbage Last edited by SynChronizETh#0825 on Oct 1, 2025, 1:00:52 AM
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I have a tier 15 map with 0 revival attempts with rifts that are practically empty, you removed all the mobs from the map! do you actually test the patch before release?
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" agree, just jumped in and there's still just as much or more ground bull (ignited in the first map I ran almost 100% covered the floor) Forcing us to run 6mod maps to juice with multiple tablets that have huge roll ranges now with the loot the way it is now (barely got anything from the t16 I ran to test ignited) approx 80% nerf to dropped gold - only got 35k when I was reliably getting 100k-150k in raw pickups from a t16 per map its sad because the league was so good before this. Last edited by TheDevil_Risen#3226 on Oct 1, 2025, 12:33:27 AM
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Adding another note for map bosses every map -- makes new characters suffer heavily.
So now instead of running around chasing rares in a fun gameplay loop, we're now having to search the map for the boss and spend 5 minutes trying to kill a super buffed boss (from Atlas progression). Please bring back rare icons and figure out a solution so lower level characters aren't facing against a super buff map boss every map. I don't care about towers and juicing, I didn't then I don't now. I just want to jump in a map, blast some rares, and then go on to the next map until I'm ready to take on some harder maps with bosses and league mechanics. |
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" actually it was always like that. POE's evasion and armor formula is just an approximation on what the average monster level you could face was. they only just slightly changed that "average monster level you could face" number. your number was always that, you just didnt know it. |
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map atlas zoomed in back to where it was in 0.1 ( not good )
no rare mobs icons ( not good ) |
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" The point is that the rare chasing gameplay loop is more fun than the boss rush gameplay loop on a map-to-map basis. It was something greatly improved over POE1 and the per map boss approach. Having dedicated maps for bosses while the majority of it being a rare monster chase is superior (in my opinion). Last edited by AngryLakitu#4381 on Oct 1, 2025, 12:47:56 AM
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Almost nobody wanna risk their EXP n Waystone for BOSS,
Which won't drop anyhing worth it. Plz show RAREs in mini-map, they drop better n more. |
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