Content Update 0.4.0 — Path of Exile 2: The Last of the Druids

Path of Nerfxile
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The Frozen Mandibles monster can once again no longer be bound as a Spectre or Tamed Beast.

Why they do it?
Any alternative mob for granede deadeye?
【Amanamu's Tithe】Please fix the issue with this auxiliary gem granting an invincibility buff, as this buff makes the game completely devoid of fun, turning it into mindless auto-play
Wild Storm no longer grants 15% more Maximum Lightning Damage.

It instead now grants: TRASH and no one will use it now.
Please in next patch remove this idiotic thing about boss in every single map...You can't even gain any extra exp while You are always one slap aimed target by boss...
Spell casters are boring in this game. It's frustrating how melee has engaging, fast paced gameplay that feels really fun to play. While Spell casting (especially elemental spell casting) basically has only basic projectiles based gameplay. Most elemental spell that's not a projectile is either utility spell or gate kept by some random drawback that makes it bad. Comet would be fun to play without it's +1 to total cast time, but right now it just doesn't feel good with enemies that gap closes in an instant, or bosses that have tight timings (and cast on crit/freeze version has been neutered). Flameblast looks like so much fun but it has a goddamn 10 seconds cooldown i don't know why. Firestorm should be called Fire drizzle with how unimpressive it is, and the infusion boosted version needs too much work to set up. Snap would've been a fun tool as well but it has a 4 sec cooldown. Ice nova would be fine if it had a bigger radius and more damage.

Some bosses/monsters in the game have spells that looks like a lot of fun as well, so the ideas are there, we could have much better, much more fun spells but instead what we have is the most boring spell of all time that is fireball. I feel like the elemental mage suffer from a vision of a very slow, tedious gameplay from the beginnings of poe2 that is slowly fading with every new class being released.

Also, having to pick up infusion doesn't make sense. Thematically, positioning is a core part of a mage's gameplay, he should be the one controlling terrain and controlling distance with large scale area spells. Instead we have to run around picking up infusion, then run again, away from the monsters to reposition and throw ridiculously small projectiles at them.
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The Walker of the Wilds Keystone has been removed from the passive tree and its effects have been moved onto a newly added Lineage Support.


Are we supposed to stack mana and mana regen for elemental attack builds?
Or is this new support the only option to solve mana? I need a lineage support to make attacking functional?

Ofc.. I forgot that I can mana flask EACH AND EVERY PACK and multiple times per boss. Please add an option to bind mana flask to a skill.
Last edited by Hogooo#0516 on Dec 18, 2025, 7:51:06 AM
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Bosses now have an Anti-Burst damage mechanic: Once a boss has finished it's emerge or becomes aggro the damage reduction period starts counting down. The damage reduction tapers down from full effect to no effect over the course of this duration. For every unit the boss moves from it's starting location the damage reduction will fall off even faster. Bosses which cannot or barely move have a shorter damage reduction period.


Good!

I wouldn't want to envision a world where players build for burst damage to kill bosses fast and thus miss even a single of the gorgeous animations and abilities.

Imagine them "erasing" a boss and feeling powerful... dreadful!
An aspirant can afford to be promising. An emperor must keep those promises.
You mentioned:
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Enabled the following existing Rare Finisher Effect microtransactions for use in Path of Exile 2: Aesir Lightning Rare Finisher Effect


It seems to be still currently unavailable? Was there another variant of this that is enabled?
Last edited by Clarencezer#0761 on Dec 20, 2025, 10:13:37 PM

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