Upcoming Plans for Patch 0.2.1

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One of the issues that we have with the socketable crafting system at the moment is that by the time you get to the endgame there isn't really anything new or exciting to find to socket in your gear. Resists and attributes are great to help with solving problems in the early game, but in the endgame, ideally you should be swapping all of these out for more interesting and powerful mods.

In 0.2.1 we are adding 22 new Runes, 14 new Soul Cores and 7 new Talismans. These cover a full spectrum from being powerful to insane, but are rare to find. You will certainly want to use them over the normal base set of socketables.


It's not solving the problem at all. You add new runes and until they dropped - you are still forced to swapping all your gear. Especially if you are playing SSF where you cannot just click on the trade market and buy rune you are needed.

You're get higher level and new equipment - still forced to swap gear. It's just bad.

Just remove this bad mechanic and bring back craft. You can still keep runes as high tear drop to zoom-zoom your character and make him more stronger like it works with runes in Settlers league. This solution make the currency more valuable itself because you can spend it on craft you are needed and it easier to find lets say 10 regals to get +20 fire resistance that you are needed than jeweler socket and the exact rune or runes to get +20 fire res. But it also improve feeling from rune drops.


Poe 1 crafting is crap, keep that content with the abandoned game please. Yes its powerful and you can make ascendancies on every piece of gear. just needs this 32 step process that may cost 20 divines or 25 mirrors depending on your luck. Deterministic crafting eks dee
3.26 When???????
Endgame Content and Variety Improvements

A second main focus is that we're going to increase the variety of running Endgame Maps.
We dont care about running the same map over and over but the issue we have is i cannot run the map I WANT TO RUN OVER AND OVER and 2th I CANNOT RUN THE MAP I WANT UNTILL I DIE.

The endgame will be dogshit if the upper suggesetion is not implemented.
Some people dont care about chasing the endgame bosses they just wanna level and play.

If they finaly generated a map with the contact they want to run.
Then let them run the map even after completion UNTILL their 1st death.

Right now did you know that if you were to generate 400,000 Maps, that 150,000 of them would be Hidden Grotto?
As mentioned above none cares if its grotto we have to run 100x in a row its the content on the map with the rarity from my towers i dont want to setup over and over something with respecting my time.


We are certainly sick of running that area and fighting that same boss on repeat! The intention here is to normalize the frequency that different maps, and thus boss fights, appear on the Atlas. This will make things feel far less repetitive when playing the Endgame, especially for many many hours.

Then create a ''reach on X threshhold'' button where they can go to the fight after reaching X amount of experience or on X maps completed or X rares killed or whatever you can imagen.



Citadel spawning has been adjusted. Now whenever a Citadel is generated on the Altas, it also ensures that it generates the other two types of Citadels near it. This will prevent cases we have been seeing where players would, due to the whims of random generation, get many many of the same Citadel one after another and never be able to fight the Arbiter of Ash, especially when not in a trade league.
We dont care i want to be able to reach to citidal without delay.
We have to work our way around by like 50 maps while we see the citidal and the maps are not connected inbetween my point and the citidal. Just to realise after completing the 50 maps that i have to do another 50 maps i dont want to run to MAYBE reach the citidal i once found 100 maps ago.

Still i think the citidal setup is BS setup if nothing happens with the map after completing the citidal.

I still think your best endgame would be the old elder shaper mapping system with a beating ''sirus'' making your endgame harder and harder with a little mix up.

Replace sirus by for example ''Xesh''

Reuse your endgame system from poe1 change it where the current poe1 map system is 1 region 1 region is 155 maps completions or what ever how many maps.
Create 6 regions so that means in each region we have multiple maps (can be all the same maps over all the regions)

1) Fire maps
2) Cold maps
3) Lightning maps
4) Bleed
5) Poison
6) Old endgame a mix of what ever

Can have maximum maps or regions ''active on completion'' to set a treshhold on points that can be spend. This way they still can complete maps but not overcap a rarity on maps for example.
Each region can be upgraded with diffrent map mods according on completion.


Both these changes to Atlas layouts won't apply to areas of the Atlas that you have already revealed. In order to get the improvements, you will need to explore further away into parts of the Atlas that haven't been generated yet.
Again further away makes exploration painfull without navigation.

Additionally you can expect some other Endgame improvements, such as reducing the danger of two of the Ritual types that were just a ruckus of purple chaos explosions and reducing the danger and increasing the telegraphing of the Volatile Plants monster modifier. Combined, these were responsible for over half of all player deaths in the endgame!
Or make it where its people target farm items with stats for Rituals with the sertain stats ''prevent from'' on it that works together with your relic.

We are also lowering some of the more dangerous map modifiers, like Elemental Penetration to be more in line with others, improving the rewards and visibility of Omens in the Viridian Wildwood unique map, increasing the radius to open Clasped Hands in Breaches, reducing the pack size of the Bats that shotgun you with projectiles in the Twisted Domain and reworking the Curse Map Mods to have counterplay. These are just some of the more isolated improvements coming.
Not a change that makes me come back to your game.
Last edited by Kaasiejj#9096 on May 22, 2025, 9:32:01 AM
All very good changes, can't wait to see how it plays out.

One thing about map variance, you said:

"This will make things feel far less repetitive when playing the Endgame, especially for many many hours."

From my perspective, as long as instilled maps are the real endgame it doesn't matter what map you're playing - they all start looking and playing exactly the same. The way instilled delirium works right now is in my opinion the biggest contributor to making the game feel repetitive. Doing delirious maps gets old really quick, yet not doing it could be considered a "mistake".

I hope this delirious system can be reworked visualy, or an alternative be added that provides similar juice, without stripping the game from it's visual diversity and appeal.
Last edited by KubaLy#4534 on May 22, 2025, 7:17:24 AM
thank you very excited, many thumbs up for releaseing this stuff mid league for us who still plays and still loves the game, keep going strong!
would suggest to focus more on making the game playable, I dont say my computer is super high end, but I can say its decent, like having GTX 1070 TI with Ryzen 7 and 32gb of memory, but yet my fps is dropping from 80 to 10-15fps with 1 skill, reason why I stop playing the game, can you guys focus on this kind of things as well
I dunno guys.
Looking at the progress speed you did for last 6 month since release EA..

This game will be 1.0 around xmas 2027
SSF player✔️
ARE YOU NOT ENTERTAINED!?
Hope CPU enhancements will be fine at least for my low-end system . i quitted the game at the beginning of the 2nd season coz cant play and not enjoying with the low fps. I played hard spark game at the 1st season and totally enjoyed with normal fps . Long story short if enhancements will be good @any low-end systems that i can return to the game(think there are many ppls like me ). Btw loving poe2 but I dont change my system for this game coz i can play well with my main games. Gl hf everyone
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One of the issues that we have with the socketable crafting system at the moment is that by the time you get to the endgame there isn't really anything new or exciting to find to socket in your gear. Resists and attributes are great to help with solving problems in the early game, but in the endgame, ideally you should be swapping all of these out for more interesting and powerful mods.

In 0.2.1 we are adding 22 new Runes, 14 new Soul Cores and 7 new Talismans. These cover a full spectrum from being powerful to insane, but are rare to find. You will certainly want to use them over the normal base set of socketables.


It's not solving the problem at all. You add new runes and until they dropped - you are still forced to swapping all your gear. Especially if you are playing SSF where you cannot just click on the trade market and buy rune you are needed.

You're get higher level and new equipment - still forced to swap gear. It's just bad.

Just remove this bad mechanic and bring back craft. You can still keep runes as high tear drop to zoom-zoom your character and make him more stronger like it works with runes in Settlers league. This solution make the currency more valuable itself because you can spend it on craft you are needed and it easier to find lets say 10 regals to get +20 fire resistance that you are needed than jeweler socket and the exact rune or runes to get +20 fire res. But it also improve feeling from rune drops.


Poe 1 crafting is crap, keep that content with the abandoned game please. Yes its powerful and you can make ascendancies on every piece of gear. just needs this 32 step process that may cost 20 divines or 25 mirrors depending on your luck. Deterministic crafting eks dee


What are you even talking. Are you so needed to have 32 steps to craft +10 attack speed or +100 life, or fire res. I'm not talking about whole poe craft system, I'm talking about part of that's needed right now to avoid changing whole gear to cap you resistance or attributes or life or spirit.
Yep, the craft system in POE1 is complex but you are rewarded at least. POE2 craft system is a RNG roulette where you event can't keep the base and reroll it with alterations. Also, the WHOLE POE2 is the game that uses all the mechanics from your "abandoned" POE1 and this "abandoned" poe1 the reason why POE2 and GGG exist
Thanks for continuing to ignore minion builds and ignoring the fact you have one build running the entire game.

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