Patch 0.3 might end up being worse than than 0.2

Well I think it might be "better" in the sense that there will be a wider selection of builds. Or at least potentially...

Beyond that I don't really see why it would be worse in general.

Now I believe this "free weekend" could negatively affect the entire season regardless of the patch content. I guess we'll see how that works out.

It will also be the same as .2 and .1 in the sense that after a couple of weeks the trade market will be completely screwed. Which I don't think at this point the reasons for needs to be rehashed again.

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Daxgalex#6239 написал:
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Germany27250#8163 написал:
No love for minions


You may have missed the part where they removed minion accuracy, reworked several active minion skills, buffed minion active skills, buffed spectres via reservation cost and damage, buffed internalist dog, buffed unique boots that reduce undead minion reservation, buffed minion/companion attribute stacking by changing dexterity to provide increased attack speed, buffed warbringer’s ancestral spirit minions, buffed totems, added a new minion skill as mortar cannon.


Buffed spectres via reservation cost? More like nerfed them. If you look in the patchnotes, yes the more "expensive" ones will cost less to summon but the cheaper ones will be MORE expensive. Also quality on gem no longer reduces reservation cost, now it increases minion damage so even more expensive.
Последняя редакция: tommor#7618. Время: 21 авг. 2025 г., 06:23:58
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Daxgalex#6239 написал:

They buffed unique boots that reduce undead minion reservation


Is that right? Can you explain the difference between increased Reservation Efficiency and reduced reservation? Why is there a change in the keyword?

The Bones of Ullr Unique Boots now provide 20-30% increased Reservation Efficiency of Skills which create Undead Minions, instead of Undead Minions have 20% reduced Reservation.

From what I read, this is an actual NERF.
Последняя редакция: Oinkaments#6390. Время: 21 авг. 2025 г., 08:53:08
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HowToGusta#6151 написал:
I don’t mind towers too much. I’m not sure what all the fuss is about really.
This community always has to complain about something lol.
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Cult_of_Resine#3258 написал:
what is a non-casual player? like someone who does this as a full time job?


Not necessarily. People have their metrics, but it usually just boils down to a player who is willing to go hard. That guy you wonder how they find the time to play so much.
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nbkOken#7917 написал:
I mean Endgame-wise, for a non-casual player. Campaign looks like it will be a very good time though.

-Towers(arguably the worst part of endgame) remain unchanged.
-Atlas passive tree is still bare bones.
-No controller-kbm hotswap in 2025. I do not think I have ever played a pc game that didn't have this. For a game like POE, it's a net negative to QoL.
-Some questionable nerfs in the patch notes.
-Map prepping appears to be even worse now. Just imagine the steps; finding the right mods, deli (one-by-one), abyss mod(one-by-one, with animations, potential failures/do-overs).
-Some new content requiring you to double down on playing bad maps.

I feel the excitement for new content too don't get me wrong, but I'm also thinking about the burnout. Chasing towers is very demoralising. It's a chore in every game that has this kind of mechanic and it's even worse in POE 2.

I’ll just play the campaign till I've had my fill and then go play something else tbh. I may or may not test the endgame to see if I'm wrong. Haven't decided yet.


The end game in poe 2 is terrible and I will give a hot take, it is in also terrible in poe 1.

They should scrap the entire spiderweb clusterfuck of a map system and come up with something entirely different. GGG has a history of overthinking things that sometimes don't need to be overthought. A more linear system with progression goals would be perfectly fine. That way new players would understand whats going on and you have sense of progression unlocking content as opposed to an endless spiderweb of generic maps. Also you can make more theme content for each section.
Последняя редакция: ZombieOtter#7440. Время: 22 авг. 2025 г., 18:16:40
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ZombieOtter#7440 написал:
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nbkOken#7917 написал:
I mean Endgame-wise, for a non-casual player. Campaign looks like it will be a very good time though.

-Towers(arguably the worst part of endgame) remain unchanged.
-Atlas passive tree is still bare bones.
-No controller-kbm hotswap in 2025. I do not think I have ever played a pc game that didn't have this. For a game like POE, it's a net negative to QoL.
-Some questionable nerfs in the patch notes.
-Map prepping appears to be even worse now. Just imagine the steps; finding the right mods, deli (one-by-one), abyss mod(one-by-one, with animations, potential failures/do-overs).
-Some new content requiring you to double down on playing bad maps.

I feel the excitement for new content too don't get me wrong, but I'm also thinking about the burnout. Chasing towers is very demoralising. It's a chore in every game that has this kind of mechanic and it's even worse in POE 2.

I’ll just play the campaign till I've had my fill and then go play something else tbh. I may or may not test the endgame to see if I'm wrong. Haven't decided yet.


The end game in poe 2 is terrible and I will give a hot take, it is in also terrible in poe 1.

They should scrap the entire spiderweb clusterfuck of a map system and come up with something entirely different. GGG has a history of overthinking things that sometimes don't need to be overthought. A more linear system with progression goals would be perfectly fine. That way new players would understand whats going on and you have sense of progression unlocking content as opposed to an endless spiderweb of generic maps. Also you can make more theme content for each section.


Ya I guess we'll have to see if anything they did made any positive change at all. The Witch build I was using I would just mow through map and not pay attention to much. It just gets boring because there doesn't really seem to be a point and the vast majority of anything that dropped was garbage. Most of my other experimental builds had various maps I just didn't want to do at all on them as they had mechanics that put them in a bad place... yet my Witch would just kill everything.

Oh and as I mentioned it just got boring as hell and seems pointless. Maybe if I felt like I was getting something that eventually actually did something beneficial for me it wouldn't be so bad.
i see half of every active build/skill that was league started completely unusable
GGG should not have nerf Block & making Giants Blood makes Strength gives half HP. even with the Armor with added Elemental Res

unless the new Skill Tree has some sort of stats nodes to make-up for the stats loss, warrior is going for a tough time in 0.3

GGG need to release the Skill Tree early so players know and able to plan it before things goes south real quick with warrior in 0.3

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