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Incline Path of Exile 2 - now available on Early Access

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,836
February 2025...

the game is already forgotten.
I am still playing slowly, trying to get to other two citadels to see the boss fights. Did copper one twice.
Maps are too big, takes me 20 min to do one.
 
Last edited:

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,917
the game is already forgotten.
Not a lot to offer currently in POE2 - there is just one viable gameplay style (zoom-zoom) and only one game mode (Atlas) and two major mechanics (sanctum and ulti), while in POE1 there is also delve and heist as well as ten times more league mechanics that you can do at will and not fear that you'll irreversibly lose something because of disconnect or death. Also, people in trade probably farmed all bosses to death, while I didn't even see the ritual boss, and met olroth only once, despite going through dozens of rituals and same amount of expedition.
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,789
https://www.pathofexile.com/forum/view-thread/3716846

We're currently working on the 0.1.1c patch for Path of Exile 2 that will include some bug fixes and minor new features. We plan to deploy this patch by the end of this week. Full details will be included in the patch notes, but in the meantime here is some of the changes you can expect to be in it:

Features:
  • Added up to five respawn attempts for the Twisted Domain area, based on the area difficulty.
  • Added up to five respawn attempts for the Olroth, Origin of the Fall boss fight, based on the fight difficulty.
  • Added up to five respawn attempts for the Crux of Nothingness area, based on the area difficulty.
  • Added Minimap Icons for Strongboxes.
  • Minimap Icons for League mechanics now remain visible regardless of how far away you travel from them, making it easier to return to them later.
  • Added more checkpoints to several Map areas and improved the placement of some checkpoints.
  • Minions can now briefly squeeze through smaller gaps if they've failed to move for a short period.

Bug fixes:
  • Potential fix for the crash affecting Win 24H2 players.
  • Fixed a bug that would prevent kills with Damage over Time being assigned correctly to players, most notably any death to poison or bleeding while the monster still had Energy Shield at the time of death.
  • Fixed a bug where parts of the Atlas could fail to render if they were far away from your most recent map.
  • Added the "/ResetAtlas" chat command which can only be used to reset your Atlas when it's in a bricked state (no available maps).
  • Fixed several client and instance crashes.

Gamepad:
  • Increased font size of text in various locations when using a controller.
  • Improved item navigation when using a controller.

Added the "/ResetAtlas" chat command which can only be used to reset your Atlas when it's in a bricked state

I would abuse shit out of this if I was still playing
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,293
So gentlemen hello again. Apologies for my laziness but I'll look into the stuff myself only on the weekend probably while I need to start now. And so I ask: what are the best options to start? Or it doesn't matter much?
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,789
So gentlemen hello again. Apologies for my laziness but I'll look into the stuff myself only on the weekend probably while I need to start now. And so I ask: what are the best options to start? Or it doesn't matter much?
generally casters / ranged chars should have easier time, but I would just pick whatever looks interesting

life/armor is trash compared to mana/es/evasion but still fine
 

itsme

Educated
Joined
Apr 22, 2024
Messages
169
Its hilarious and sad how retardedly broken this shit is. With all their marketing about 'slow, methodical, tactical combat with combos and many options and shit' it all turned into a brainless one button spam just like the firs game.

Ive just watched dome random stream of this game. Dude was playing ranger, lvl 79. He literally got 4 skills on his skill bar - autoattack, some poison skill ans some 2 other skills. The rest was empty. Of them he was only using poison skill. He was running through the map spamming that one skill mowing down everything.

This ix the epitome of modern gaming. Give em some fancy graphics (which are not even that fancy but still require a NASA computer for stable running) and braindead one button smashing gameplay. Youve got yourself a hit.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,259
Location
Eastern block
Its hilarious and sad how retardedly broken this shit is. With all their marketing about 'slow, methodical, tactical combat with combos and many options and shit' it all turned into a brainless one button spam just like the firs game.
Lmao
 

sebas

Am I the baddie?
Patron
Joined
Dec 20, 2015
Messages
516
Strap Yourselves In Codex Year of the Donut
the game is already forgotten.
Not a lot to offer currently in POE2 - there is just one viable gameplay style (zoom-zoom) and only one game mode (Atlas) and two major mechanics (sanctum and ulti), while in POE1 there is also delve and heist as well as ten times more league mechanics that you can do at will and not fear that you'll irreversibly lose something because of disconnect or death. Also, people in trade probably farmed all bosses to death, while I didn't even see the ritual boss, and met olroth only once, despite going through dozens of rituals and same amount of expedition.

It's not that content is lacking, this is version 0.1 after all. The problem is that the balance is utter shit right now. Let's see what the first big patch and economy reset bring.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,293
Guess I'll forget about this game
I mean I've only started but so far it seems as an every other game in the genre. No difference. The end game is another story and people are talking about that. Don't try to come as more autistic than you already are.

Overall it all looks so far too formulaic and generic but still somewhat enjoyable even though I play alone contrary to what we agreed upon (some circumstances).
 

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
752
https://www.pathofexile.com/forum/view-thread/3716196

Update on Path of Exile 1​


We announced last week some unfortunate news regarding the timeline for 3.26.0 for Path of Exile 1. Coming out of that we have adjusted some of our internal resources to be able to provide you with some content to fill the time until that expansion arrives.

To start with we'll be running a one-month event that has some of our whacky ideas that never quite made it off the brainstorm board.

What does Path of Exile 1 look like when the nineteen Ascendancy Classes you know and are familiar with are all of a sudden replaced by a different nineteen? What does Path of Exile 1 look like when you get to play a Witch and ascend to become a Harbinger? These are the questions our design team asked each other and in this event will provide you with some of our answers.

We'll release more details about this content soon but we're really looking forward to seeing how the community reacts to some of our more unhinged ideas.

There's more to announce and we'll keep you updated as we know.
That does not sound like a small amount of work unless they just plan to mix existing ascendancy abilities all over the place and see what happens.

It's actually super easy depending on ascendancy. I think you'd be surprised how much seems like a lot of work is actually very simple if you have dev tools. A single modder could probably put out a league in a week if they had dev tools + didn't care about bugs, etc. A lot of dev time is trying out and discarding ideas, making assets, etc. Probably THE biggest part of league development nowadays is making MTX packs for supporter packs, that's the real reason they make leagues in the first place.

It's certainly possible to make a high effort ascendancy that requires new coding and assets... but many ascendancies aren't that, at least anymore. Raider was an obvious one because they actually removed it (fuck that btw, still my favorite ascendancy), but lots of old ascendancies at this point are just item mods. Literally can be replicated by item affixes. So from a devkit perspective, putting together 19 ascendancies with access to all VFX and stats/mods in the game? Yeah, that isn't a huge amount of effort. A single dedicated dev COULD do it very quickly. It's just a question of how comfortable you are throwing something together quickly, whether you care about balance, polish, yada yada.

I don't know where I heard that but there was a rumor? that the code of PoE is a mess that's why it's hard to change some things, but then again I never worked on any large projects with messy code bases to know if that's true.

How the freak is a "rumor" when it an blatant truth? Even changing a song in the Act I hideout is proving to be too much work for GGG.
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,225
Location
Nantucket
https://www.pathofexile.com/forum/view-thread/3719001
EAStateUpdateHeader.jpg
We're now 10 weeks into Early Access, and what a wild ride it has been! This has been our largest launch ever and it certainly broke through our expectations, but we are well into Path of Exile 2’s first launch now, so it’s time to take a look at what we have done so far, what remains to solve, and what we are going to be doing next.

Since launch we've released 8 patches and 31 hotfixes, each containing various improvements, bug fixes, and of course incremental improvements to the sound, art, effects and environments.

The changes we have been making fall into a few categories:


Quality of Life Features​

Since launch there have been many things that players have found annoying or time consuming, so we have been trying to address them one by one.

Two of the big ones are the ability to teleport around the map with checkpoints and overwrite items in sockets but there are a lot of smaller ones as well.

We have also been making QOL improving balance changes like reducing the cost of respeccing, making dodge roll get you stuck less often, and making reviving easier in multiplayer.


Improving the Core Experience of Mapping​

The endgame is one of the hardest areas to test in an online game. It takes quite a lot of play to get to the point where you can form an opinion on what is good and what is bad, so having such a large number of players get to the endgame has been incredibly valuable.

To start with, we improved the rewards of endgame substantially by buffing drops from rare monsters and decreased the difficulty at the start of endgame.

We also had a lot of balance adjustments to make within individual maps. We did a full rebalance of all the content that can spawn in maps. Mostly more of everything.

One of the key realisations since launch was how important it is to have more variety in tower maps, so we made it a priority and patched in four more, as well as a better variation on the existing tower map we had.

And we realised that we had way undershot the number of bosses in endgame, so we increased that a lot too, and added a new tablet to allow for adding more of them.

We also added respawning to the endgame pinnacles, checkpoints for travelling in maps, improved strongboxes, and made it a lot easier to find citadels.

There is still a lot more to do to improve the endgame though!


Itemisation Improvements​

Existing unique items got a lot of improvements. We buffed a very large number of them to make them much more exciting to find for low level characters. But we do have a need for a lot more build defining uniques going forward.


Fixing Bad Balance Outliers​

One of the hardest things about game design is that it only takes a mistake in a single number to make a player have a terrible experience.

We made a ton of changes to monsters and bosses to fix one shots, improved telegraphing, buffed minimum item drops to name a few.

We also addressed a lot of difficulty problems in both the Trial of Chaos and the Trial of the Sekhemas.

On the player side of things, we did a big pass to improve the balance of many skills, but there is still a lot more to come.

We did attempt to address some of the more overpowered player skills, but backed off somewhat in order to prevent breaking peoples characters. We initially thought that there would be more tolerance for this kind of thing during Early Access, but we were incorrect! We will save changes like this for larger balance updates.

We are still nerfing things if they are totally egregious though.


Fixing Crashes and Performance Issues​

Crashes have been a major area of focus for the development team since launch. We have fixed hundreds of different crashes, but there are still more to find.

On the server side of things, we have reduced the number of crashes significantly. They should be very rare now.

The client side of things has been a lot harder to deal with. For the most part, crashes in gameplay code have been addressed, but there are some much harder engine crashes that we have yet to find.

The worst of these is a full system freeze that has occurred since Windows 11’s 24H2 update. We still don’t know exactly what caused this problem, but we have deployed a workaround that seems to be preventing the freeze. We are working with Microsoft to find a better long term solution.

The remaining crashes are happening inside the GPU driver, known as “Device removed” errors. We have added a command line switch “--ex-crash-report” which adds extra logging to help us debug this issue at the cost of a small amount of performance. (Once you have crashed a couple of times with this option enabled, you can disable it again, we will have enough reports).

We are working with nVidia to try and come up with a fix for this issue. Switching to Vulkan seems to reduce the number of crashes significantly for some users, so we would suggest trying that if you are crashing often.


The Biggest Problems​

So what are the biggest problems we see with Path of Exile 2 right now? Well, other than the crashes, these are the biggest issues we think we can’t solve without a major update.


  • Major balance issues with many player skills / builds, both too high and too low
  • Not enough character build options including build defining uniques
  • Endgame progression balance is off
  • Not enough cool things to find in endgame

And so these are the things that we expect to improve in 0.2.0. In addition, we need to make sure that 0.2.0 has a draw card that will bring back as many players as possible to test the changes that we are making!

We don’t have an exact timeline for 0.2.0, but our overall plan has been to release major content updates for Path of Exile 2 every few months. We will announce it as soon as we can!
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,836
Sanctum this sanctum that
Quality of Life Features:smug:
:lol:
Apparently you can play that garbage in 1 instead of maps and earn like 10x as much without even bothering with a10 kitava (free chaos res) and uberlab.
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,917
One of the key realisations since launch was how important it is to have more variety in tower maps, so we made it a priority and patched in four more, as well as a better variation on the existing tower map we had.
Even the shillest of the shill streamers agree that towers shouldn't even be in the game, they are still delusional. Well, we'll see what happens next, it looks like the patch is still long away, if they post this 'look we did something' post.
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,789
tldr everything to make game easier

soon done with poe1 ssf, just need to grind day or two more so I can try last 2 voidstone fights (elder and maven)
1738913768910.png

I probably get filtered since I'm not gonna watch any tutorials before doing em but thats fine, takes annoyingly long to grind mats for those fights
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,917
maven writs can be farmed very quickly via the influenced boss invitations (which you'd still do to get the fragments for elder/shaper), like two of them and you already have a full maven writ. Also, with maven enabled the shaper/elder/sirus bosses drop the influenced maps much more often, so it's possible to sustain this by occasionally swapping between different boss sets.
 

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