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Path of Exile 2 News

New Microtransactions for Path of Exile 2!

We've just released the first ever sets of Skill Effects for Path of Exile 2! With new Breachlord, Faridun, Thaumaturge and Demonfire effects, your spells and attacks will look flashier than ever! There's also the Honour Guard Armour Set, Spear and Buckler Skins, as well as a miscellaneous smattering of other goodies like Skin Transfers and Vanishing Dyes! Check out some of the videos below, or get yours by pressing M while in-game to access the store!

[h3]Breachlord Skill Effects[/h3]
[previewyoutube][/previewyoutube]

[h3]Thaumaturge’s Skill Effects[/h3]
[previewyoutube][/previewyoutube]

[h3]Faridun Skill Effects[/h3]
[previewyoutube][/previewyoutube]

[h3]Demonfire Skill Effects[/h3]
[previewyoutube][/previewyoutube]

[h3]Ritualist Rhoa Mount[/h3]
[previewyoutube][/previewyoutube]

[h3]Wings of the Valkyrie Level-up Effect[/h3]
[previewyoutube][/previewyoutube]

[h3]Tracking Scrolls[/h3]
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[h3]Vanishing Dye[/h3]
[previewyoutube][/previewyoutube]

[h3]Skin Transfer[/h3]
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[h3]Invisible Buff Effect[/h3][previewyoutube][/previewyoutube]




Further Changes From Today

Yesterday we listed a bunch of changes that we are making to improve the game. 0.2.0e will be deployed tomorrow at around 3PM PDT, it will contain all the changes we have posted about from the last few days as well as some other things we have been working on today.

This following list of the changes are just the changes that have been made so far, these are not the only changes we are investigating and they do not represent a full list of what players are reporting to us.

[h2]Monster Speed Changes[/h2]

Many players have been reported being overwhelmed by monsters. The cause of this is a variety of factors and we are addressing them on a case by case basis. We have listed monster changes act by act below, but we also made the following changes more generally.

    Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks.
    The Haste Aura monster modifier no longer appears on monsters that are already fast.


Act 1


    Werewolf Prowlers and Tendril Prowlers now will enter a walking stance (as opposed to running) after performing a melee action, they will only begin running again if you get a certain distance away from them. This behaviour has been applied to many faster monsters.
    Hungering Stalkers now have 12% less Life and Damage, they were already relatively weak but we have lowered it a bit further to account for their high movement speed and attack speed. They are intended to engage and attack quickly, but be weak and die fast.
    Reduced the number of Bloom Serpents in The Red Vale.
    Halved the number of Venomous Crabs in the Hunting Grounds.
    The Cultists in Freythorn no longer have interrupt events on their attacks as described above.
    The Cultists in Freythorn wielding Axes and Maces in Freythorn now walk after performing a Melee Action, only running again once you exit a certain distance.
    Blood Cretins on death Blood Pools have had their duration decreased from 6 seconds to 4 seconds, and fixed the area of effect to match the visual more closely.
    Reduced the overall density of more challenging monsters in Ogham Manor.


Act 2


    The Boulder Ants in Titan Valley have been replaced by Risen Maraketh, as the area had too many monsters that had irritating movement.
    The Faridun have all been modified to remove the interrupt events on their attacks as described above..
Act 3


    Diretusk Boar and Antlion Charger's are now more likely to push you to the side instead of pushing you along with them when they charge you.
    The Lost City monster pack composition has been adjusted to result in less ranged monsters
    Massively adjusted the Azak Bog, firstly by the aforementioned changes to interrupt events, but also changed the monster composition of the area to have less Ranged and Elite monsters.
    Fixed an issue where the Slitherspitter's poison spray in Venom Crypts was dealing Chaos Damage instead of Physical Damage unintentionally.


We have also identified another issue that affects some areas in which potential monster spawn locations have inconsistent density in different rooms. This leads to situations where some rooms are much denser with monsters than others in an unintended way. We have a fix for this problem but it did not make it into this patch, and will be deployed in a later patch.

These are not the only changes that we will be making to monsters. Further changes will come in later updates. Some changes we didn't get time to make today, and others require new animations that will take a little longer.

[h2]Boss Changes[/h2]

Viper Napuatzi is one of the more challenging bosses for players, so we made the following change.


    Lowered the amount and size of Chaos Rains (the purple ones) in the Viper Napuatzi fight, and cleaned up the visual left afterwards faster to make the following drop locations more obvious.


Uxmal had various quirks that made him somewhat annoying to fight. We have made a few changes.


    Reduced the number of times Uxmal changes locations through the fight
    Uxmal can no longer recharge Energy Shield while in the air.
    Uxmal uses his Flame Breath less often


Xyclucian had some issues with visibility of his effects


    The arena of Xyclucian has had its ground foliage removed in order to make his effects more visible


[h2]Player Minion Changes[/h2]


    We have changed the way that minion revive timers work. When your first minion dies, it sets the revive timer to 7.5 seconds as before, but each successive minion that dies increases it by less and less (still capped to a max of 7.5 seconds). This should heavily mitigate the situation where most of your minions are dead, but the revive timer keeps resetting to 7.5 seconds over and over.
    Disenchanting a Bind Spectre or Tame Beast gem will unbind them, allowing you to use them again.
    Tamed beasts can now fit through gaps of the same size that the player can.


[h2]Other Player Balance[/h2]

We don't have a lot of other player balance changes on top of the ones described yesterday, but we did manage to sneak in the following additional changes:

    Rally support is no longer restricted to Strikes or Slams, and can now support any Melee Attack you use yourself.
    Glory (Used by Hammer of the Gods and Spear of Solaris) is now no longer consumed if you are interrupted while using the skill.
    Fixed a bug where Blood Boils from the Ritualist ascendancy didn't propagate if the monster exploded on death, such as when using Herald of Blood.


[h2]Crafting Changes[/h2]


    We have now finished adding all of the mods to runes for caster weapons. Desert, Glacial, Storm, Iron, Body, Mind, Rebirth, Inspiration, Stone and Vision runes all now work on Wands and Staves, with their own set of modifiers.
    Renly's abandoned shop in the Burning Village now also has a Blank rune which Renly can forge into any elemental rune of your choosing in case you didn't find any up to that point. As mentioned yesterday, 12 Artificers Orb's now drop at fixed locations through the campaign in addition to the random drops and salvageable ones.


[h2]Performance Improvements[/h2]


    The ground foliage in many areas has had an optimisation pass to improve performance.


[h2]0.2.0E Deployment Timeline[/h2]

And that's all that made it for 0.2.0E. The patch will be deployed at around 10AM NZT. We have also made some more changes internally, but they didn't make it in time for the patch.

The following lists the changes that will be deployed after the weekend. These are not the only changes that will be in that patch. These are just the changes that we already have.

[h2]Charm Changes[/h2]

Charms are a system that we never adequately expanded on, and have had several problems that we will finally be addressing. Overall we want charms to be more useful, and for you to be more easily able to use more of them.

First, the changes to charm slots


    Charm slots on belts are now granted by implicit mods that are added to belts depending on the level of the area that dropped them. The number of slots is random up to a cap depending on how high level the belt is. You can use a Divine Orb to reroll the number of slots.
    Belts have 1 charm slot until level 32, up to 2 until level 64 and up to 3 from level 65 and onwards.
    Unique Belts can always have up to 3 charm slots.
    For now, Unique Belts with mods that increase the number of charms will still be capped to 3, later on we will remove the cap.


Then changes to the charms themselves.


    Several charms were not protecting you from the hit that activated them, these cases have been fixed to work properly.
    We have also done a pass on Charm mods to make them more powerful and rewarding.


[h2]Stash Tab Affinities[/h2]

We are adding Stash Tab Affinities for the following categories of items

    Socketables
    Fragments [Which includes Tablets and Trial Keys]
    Breach
    Expedition
    Ritual


We will also be allowing Charms to go in the Flask stash tab or any tab with the Flask affinity.

[h2]Atlas Bookmarks[/h2]

We have added the ability to bookmark locations on your atlas to find them easily later.


    Right clicking a node will allow you create a bookmark by picking an icon and optionally adding a label you can type in.
    You can have up to 16 bookmarks at a time.
    They will appear as icons around the outside of the screen with a direction allowing you to scroll to them easily, or you can click on them to instantly take you there
    You can also view a list of bookmarks under the legend and click them to go there.


Introducing the Dawn of the Hunt Mystery Box

We've just released the Dawn of the Hunt Mystery Box in Path of Exile 2, a new mystery box without duplicate microtransactions! Each of the cosmetic effects in this mystery box has visual behaviour that interacts with your gameplay. Check out the contents of the box in the video below!

[previewyoutube][/previewyoutube]

There are 55 microtransactions (including variations) that you can find in the Dawn of the Hunt Mystery Box. Each of these microtransactions has a varying number of thematic variations, and you'll never receive a duplicate copy of a variation that you have already opened. For example, if you open one variant of a microtransaction, you may later receive another variant, but you'll never get a duplicate! Check out the full details at pathofexile2.com/mystery-box

Please note that currently the Dawn of the Hunt Mystery Box is available only in Path of Exile 2.





Path of Exile 2 - Upcoming Changes

Today we are continuing to work on changes based on player feedback and this is a list of the updates that we have finished internally. We will be deploying the following changes over the next few days.

This is just a list of the changes that have been made so far. These are not the only changes we are investigating and they do not represent a full list of what players are reporting to us.

[h3]Player Balance Changes[/h3]

Now that we have a lot of the nerfs out of the way, we can concentrate on buffing things that are not performing well.

Sorceress Specific Changes
  • Arc now does a lightning explosion when it hits a shocked enemy but can no longer shock. It does not consume the shock.
  • Eye of Winter now gains bonus elemental damage when passing through other elemental orbs like Solar Orb, Orb of Storms or Frost Bomb.
  • Incinerate's exposure duration has been increased to 8 seconds from 2 seconds.
  • Mana Tempest can now be used with all spells, and has been changed to cause empowered spells to split to additional targets instead of chaining or forking.
  • Frostbolt explosion radius has been increased by 50%.
  • Ice Nova's freeze buildup has been increased significantly.
  • Frost Bomb exposure duration has been increased to 8 seconds from 5 seconds.
  • Mana remnants has been changed to work with other elemental ailments than just shock.
  • We are lowering the delay for Ignites spreading from sources such as the Wildfire support to 1 second from 2 seconds, but the radius has been decreased slightly.


Chaos Innoculation
  • Chaos Innoculation now prevents bleeding.
  • The passive clusters that grant you additional stun threshold based on your maximum energy shield now also increase your ailment threshold so you will no longer be ignited/chilled/frozen/shocked as often while using CI if you take these passives.


Huntress Specific Changes
  • Parried enemies can no longer evade your attacks.
  • Energy Shield no longer prevents bleeding from being applied.
  • The spear stuck in enemies by Rapid Assault now always bleeds on hit when you detonate it, the AoE has been increased by 20% and the detonate does 67% more damage.
  • Spearfield's spear duration has been increased to 10 seconds from 6 and had it's damage growth increased, dealing 30% more damage by level 20.
  • Herald of Blood no longer deletes the corpses of Rares or Uniques, allowing you to use Ritual Sacrifice on the rares.


Warrior Specific Changes
  • Temper Weapon on Smith of Kitava now adds 3 empowerments per strike of your weapon, and is 25% faster. The damage might need to come down a little.
  • Shield Wall is now detonatable with Warcries.
  • Armour break being applied to players by monsters no longer has the 20% extra physical damage modifier that was intended to only be a buff to players, and we have also reduced its duration to 4 seconds from 12. In addition, there was a bug where partial armour breaks were never removed on the player.


Ranger Specific Changes
  • Stormcaller arrow now proliferates shocks to nearby enemies in a small radius and has had its AoE radius increased by 50%.
  • Lightning Rod damage has been increased by 30%, and their duration has been increased to 20 seconds.
  • Lightning Arrow has had the radius at which it arcs to targets increased by 50%.
  • Tornado Shots maximum duration has been increased to 15 seconds


[h3]New Support Gem[/h3]

We have added a support gem called Inhibitor that prevents charges being consumed but increases the damage of the supported skill by 4% for each type of charge you have.


[h3]Delirium Changes[/h3]

Delirium encounters now last approximately 2.5x longer.


[h3]Crafting[/h3]

We've added several Artificers Orb's to fixed locations throughout the campaign allowing you to craft with them more often.

We have also added runes for attributes allowing you to fix early game requirement issues.

We are also updating all runes to also apply to Wands and Staves. This work will require adding specific mods for these items. We are unsure if Soul Cores and Talismans will be able to be added at the same time, but it is our intention to attempt to make this change.

[h3]Finding Rares in Endgame[/h3]

During endgame a common issue is missing a Rare in the corner of the map that you didn't happen to explore. In order to mitigate this issue, we have changed rares to show up on the minimap at all times.

[h3]Matlan Waterways[/h3]

We have made a change to Matlan Waterways to merge some sections of water together, reducing the average number of levers that you will encounter while playing it by 6 levers.

[h3]Monster Speed[/h3]

One of the issues that is often reported is getting swarmed by monsters. We are currently doing a pass to investigate this issue and can probably talk about specific changes tomorrow, but the changes are likely to be targeted at specific monsters that are too difficult, especially in zones that have a lot of fast monsters.

[h3]A Note About The Ritual Exploit[/h3]

Recently there was an exploit involving reducing the deferral cost of Ritual items in combination with using a Unique Tablet that allows for unlimited rerolls. This occurred during the middle of the night and unfortunately due to an internal miscommunication, we didn't fix the exploit until around 8 hours after. We have banned 301 accounts that were clearly exploiting this, and they will remain banned until the end of the current league. Thankfully, the economic impact outside of the banned accounts is relatively small.

And that's all the changes that we have finished today. The changes in this post will be deployed over the next few days, but we should have more to report tomorrow.