0.2.0b Hotfix 2

400%?

How was that part of the intended design?

Maybe next league we can try 4000%? Why not, right?

GGG design team has lost the plot completely.
Holy cows. Even before 0.2 I felt minions of rare monsters were way tankier than they should've been, while dropping ZERO loot, but 0.2 just made them as tanky and sometimes even more durable the rare mob itself! I would be attacking both at the same time with the same skill and the minion would outlive the rare. Ridiculous.

The next good step would be to make magic monsters drop noticeable loot. They are another damage sponge with next to no loot. Which is somewhat funny how in PoE 1 rares drop nothing noticeable past Act 2, but magic packs are actually decent for farming, yet in PoE2 it's the opposite.
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Kieren_GGG wrote:
Reduced the life bonus of the minions of Rare monsters from 400% to 94%. This undoes a change that was made in 0.2.0 that when paired with the life change made yesterday, significantly improves the grindy feeling in 0.2.0.


And still - the last one in the pack will be rare one. And rare one - is a danger in this pack... "significantly improves the grindy feeling in 0.2.0... well, well... the "vision" is at its best...

LOL - whose idea is this? This is simply stupid! Disgrace!
This is some emperor's new clothes level stuff. Whoever are making these design decisions is out of touch with reality
Ninja.
Last edited by la_blue_girl#0819 on Apr 6, 2025, 10:06:18 PM
I was pretty much telling myself the same.

Why quadrupling the difficulty of the game. Did the communitty complained about how hard was act 1 boss and so other stuff? And also 400% less damage for gem scaling build, like Shockwave totem, without mentionning in patch notes.

Not sure where the extent of this plus and minus scale goes..
HAHAHAHAH 400% ... really shows ggg knew what they were doing with this patch. what the actual f..........
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Ivalus88#2995 wrote:
"
Kieren_GGG wrote:
Reduced the life bonus of the minions of Rare monsters from 400% to 94%. This undoes a change that was made in 0.2.0 that when paired with the life change made yesterday, significantly improves the grindy feeling in 0.2.0.


And still - the last one in the pack will be rare one. And rare one - is a danger in this pack... "significantly improves the grindy feeling in 0.2.0... well, well... the "vision" is at its best...

LOL - whose idea is this? This is simply stupid! Disgrace!


It makes a huge difference. Even though you might not think about the consequences such a "small" (Well the nerf is not small but ok) change can do. Those white mobs which took ages to kill where rare minions. This dragged on for ages. And depending on how many there where those fights could take multiple minutes.

The rares themself had less hp than the minions after the first hp hotfix. which means the grindy part is gone now. I'm playing and you can feel the difference.

Fights and clear times have improved significantly. Getting overrun may still be a problem but they are taking the smart approach with small precise nerfs.

People have no clue how balancing work and 99% of player suggestions would not improve balance. There are a lot of videos about this topic in case you are interested. That's why i made 0 suggestions on how to fix stuff in instead wrote things which bothered me.
Hello GGG,

Please take a pass at Chayula Monk, there are currently a few bugs.

Here is at least one:

When taken with the ES leech node, at MoM with mana cap, the ES (when in CI) just does not leech.

https://www.youtube.com/watch?v=4BPz4C21tgs
Jesus, what are ya'll doing?
What's the reason for the 400% life bonus and why on earth its that high?

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