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Path of Exile 2 News

Upcoming Plans for 0.2.0g

With Patch 0.2.0f deployed, we're already planning the next wave of improvements we want to be making.

Our current plan is to try to get 0.2.0g ready as soon as we can. We are of course remaining flexible around this because of the Easter Holidays and ANZAC Day (A New Zealand public holiday) next week.

The main focus of 0.2.0g will be to address two highly sought after improvements as well as a flurry of other minor to moderate changes.

The first improvement is around Loot drops. The three main changes you can expect around this is to first mitigate unlucky streaks from bosses in the campaign by raising the floor of the quality of their drops. The second is to increase the quality of drops from bosses overall, and the third is to improve the drops from monsters possessed by Azmerian Wisps.

The second improvement is around Corrupted Nexuses. They can be difficult and time consuming to find and often players progress in waystone tiers much faster than they can complete the Nexuses. We will be reducing the number of Nexuses needed to be completed to attain all your Atlas Passive Points and improving visibility of them into the Fog on the Atlas Map.

On top of that we're also going to improve accessibility to Pinnacle content further by reducing the difficulty of Simulacrums and also by increasing the rewards and lowering outlying difficulty spikes from Remnants in Expeditions.

These are just some of the changes we'll be working towards deploying over the next couple of weeks, we appreciate all of the feedback coming in and will keep an eye on it and keep addressing concerns as we can!

Thanks very much and we wish you all a happy Easter weekend.

Path of Exile 2 0.2.0f Patch Notes Preview

We recently announced some improvements to Path of Exile 2: Dawn of the Hunt. Many of these improvements, including Ascendancy respeccing will be coming in patch 0.2.0f, which we're planning to release later today. The following patch notes are still subject to change prior to the patch’s deployment. This patch may take roughly 15 minutes to become available to download on PlayStation after it has been deployed.

[h3]0.2.0f Patch Notes[/h3]
This patch adds support for respeccing ascendancy classes, atlas bookmarks, new stash tab affinites, changes to charms and totems, as well as many other improvements and bug fixes.

Respeccing Ascendancy Classes

  • Redoing an Ascendancy Trial now allows you to respec which Ascendancy Class you have chosen at the Ascension device, but only if the Trial would grant you the number of points you already have.
  • In order to respec your Ascendancy class, you must have zero points allocated in it, but you can now talk to Balbala or The Trialmaster to Refund Passive Points.
  • Trials of Chaos that have 7 chambers and thus grant up to 4 Ascendancy Passive Skill Points now can be attempted from level 55, down from 60.
  • Trials of Chaos that have 10 chambers and thus grant up to 6 Ascendancy Passive Skill Points can now be attempted from level 65, down from 75.
Charm Changes

  • Belts level 30 and above now have implicit modifiers with 1-2 Charm Slots, while Belts level 60 and above now have implicit modifiers with 1-3 Charm Slots. This only affects new Belts found after this patch has been deployed.
  • The explicit modifiers for additional Charm Slots on Belts can no longer roll.
  • The Zerphi's Genesis and Ingenuity Unique Belts no longer have additional Charm Slot Modifiers, though existing versions of these items are not affected.
  • Bijouborne has intentionally kept its additional Charm Slots for now as in the future we will be expanding the maximum possible Charm slots to 6.
  • Massively increased the values on the Prefixes that Restore Life, Mana or grant Guard when Charms are used. You can update existing items to the new values with a Divine Orb.
  • All Charms but the Golden Charm have had their maximum Charges halved and their Charges per Use Halved, making them refill more quickly.
  • The base duration of Stone Charm has also been increased from 2.5 seconds to 3 seconds.
New Stash Tab Affinities

Added Stash Tab Affinities for the following categories of items:
  • Socketables
  • Fragments (includes Tablets and Trial Keys)
  • Breach
  • Expedition
  • Ritual
Atlas Bookmarks

  • 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.
Endgame Changes

  • Pinnacle Bosses now have unlimited respawn attempts at Difficulty 0.
  • Tower and Hideout Maps now have a higher minimum number of Rare monsters that can spawn. The final Rare monster defeated in Tower and Hideout Maps will now drop a Map of the same tier you are running (as long as you have enough Waystone Chance). Defeating the final Rare monster in Tower Maps is still not required to complete a Tower Map.
  • Added UI tracking for Rare & Unique Monsters in Unique Maps, Tower Maps and Hideout Maps.
Crafting Changes

  • As each new Rune Tier is unlocked we are removing the lower runes from the drop pool. This is to stop you getting spammed with lesser runes at high levels.
  • Lesser Runes no longer drop past level 31.
  • (Medium) Runes no longer drop past level 52.
  • Overall past level 52 you will now drop more Greater Runes than currently, but Lesser Runes and Runes will no longer drop.
  • Rogue Exiles will always have appropriate Tier Runes socketed into dropped items relative to their item levels.
  • Sceptres can now have sockets, and we've added a new set of Talisman modifiers for Sceptres to allow upgrades to your Minions at mid to late game.
Totem Changes

  • All Totem Skills now start gaining Elemental Resistances and Chaos Resistance, scaling up with Skill level, from around Gem level 13. At gem level 20 they have +75% to all Elemental Resistances and +35% to Chaos Resistances.
  • Ironwood Support now also grants Totems summoned by supported skills +10% to all Maximum Elemental Resistance.
Light Stun Changes

  • Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you're less likely to get stunned by random stray projectiles and other things of the sort. These changes don't affect Light Stuns dealt by players.
  • We've added a cluster to the Passive Skill Tree near Chaos Inoculation that allows you to invest into a heavy amount of Stun and Ailment Threshold based on your Energy Shield. We will be adding more Stun mitigation later around the tree, notably in the Dextrous section.
Player Changes

  • Shard Scavenger, in addition to its current effects, now also restores one cooldown use for all your Grenades and grants a buff for 2 seconds that prevents your Crossbow Attacks consuming bolts.
  • Shockwave Totem's base attack time is now 1.5 seconds (previously 3 seconds). Shockwave Totem's slam now deals 96-211% of Attack Damage at Gem levels 3-20 (previously 169-369%), while the Jagged Ground Eruption damage is unchanged. Quality now provides 0 to -0.2 seconds to Totem base attack time (previously 0 to -0.55 seconds).
  • Frozen Locus can now be used while using other skills to interrupt what you're doing, similarly to dodge roll (though it does not allow you to dodge incoming hits).
  • You will now Shield Bash if you release Raise Shield after blocking a hit from a faraway attacker, if there is a different enemy in Shield Bash range.
  • Storm Lance is now able to be supported by ground effect-related Supports.
  • Raise Shield is now able to be supported by Concentrated Effect.
  • Fire Exposure and Lightning Exposure Supports have had their wording adjusted to make clear their effects apply to any target, not just Enemies. This is not a functional change, just a clarification of wording.
  • Whirlwind Lance and The Whirlwind keyword hover now clarify that the Whirlwind's collapse deals melee damage.
  • Improved the visual effects of Arc's explosions on hitting a shocked target.
  • Glacial Lance is now able to chain off terrain.
Improvements and Other Changes

  • Added an Equipped Gems section to the Gemcutting interface to make levelling up cross-class skill gems more convenient.
  • Added rarity borders to items available to purchase from vendors.
  • Greater Rune of Tithing now provides 1 to 100 Lightning Thorns Damage when socketed in Armour (previously 1 to 10).
  • Attribute Runes now have a more appropriate gold value to vendors, and can be reforged into their higher tiers.
  • Breach hands can now drop splinters at all levels. This amount starts low and increases with area level, similar to splinter drops from monsters.
  • Shrines are now easier to click on.
Monster Changes

  • Some Endgame Monsters can no longer interrupt their attacks if you move too far out of range during the attack to relentlessly chase you.
  • Zarokh, the Temporal no longer aggressively targets player minions if any are present.
  • The Immured Fury is now less likely to target minions, and their ground effects should now more reliably be removed after death.
  • Azak Brutes, Azak Maulers, Azak Stalkers, and Undead Vaal Guards have had the frequency they use their skills such as ground slams reduced and the cooldowns increased.
  • Adjusted the behaviour of the 180 degree cleave skill used by Geonor, the Putrid Wolf to prevent them using the skill multiple times sequentially.
  • The composition of Monster packs in Jiquani's Sanctum, Aggorat, and Utzaal have been adjusted to reduce the amount of ranged skills being hurled at players in these areas. The same adjustment has been made for the versions of affected packs that can appear in Map areas.
  • Adjusted the frequency and damage of the ice shard spiral volley from Shrines.
  • Adjusted the behaviour of Venomous Crabs, Venomous Crab Matriarchs, and Constricted Spitters.
  • Vaal Formshifter now has less damage reduction when in shapeshifted form.
  • The Fettered Spider Cleansed monster now explodes on death less often.
  • Adjusted the damage dealt by Goliath and Vaal Goliath Monsters.
  • Adjusted the damage of Stone Sentinel's Slam skill.
  • Reduced the damage of the Essence of the Infinite Monster modifier.
  • Lowered the damage of Vaal Enforcer to be more appropriate for how many times it hits.
  • Lowered the damage on Reconstructor's lightning burst skill.
  • Slightly reduced the damage of Ravenous Misshapen's Arc skill.
Bug Fixes

  • Fixed a bug where players were gaining 1% of their Evasion Rating as Armour at all times. This also fixes a bug where the Iron Reflexes Keystone Passive Skill and General's Bindings Notable Passive Skill were not providing the correct amount of Armour.
  • Fixed a bug where Ripwire Ballista and Dark Effigy were not displaying totem specific stats, such as totem life, in the skill panel.
  • Fixed a bug where Corruption modifiers to the level of Bind Spectre or Tame Beast Gems could be lost upon binding or taming.
  • Fixed a bug where the "Enemies chilled by your Hits increase damage taken by Chill Magnitude" modifier on the Asphyxia's Wrath Unique Quiver was instead causing enemies to take reduced damage.
  • Fixed a bug where The Black Doubt Unique Body Armour would remove Mana if you were on full life with the Lich's Eternal Life Ascendancy Passive Skill allocated and were taking damage over time.
  • Fixed a bug where Disengage could fail to trigger a shockwave from parried enemies in its area of effect if those enemies were hit by other shockwaves from the same use of the skill.
  • Fixed a bug where Drain Ailments was not granting immunity to the consumed ailment, and was not triggering other consumption effects like Shard Scavenger.
  • Fixed a bug where Drain Ailments Support would only consume a single copy of the chosen ailment in cases where the target had multiple copies applied to them.
  • Fixed a bug where Embitter support didn't apply to damage that was gained as extra damage of the same type as it originally was.
  • Fixed a bug where Firestorm was not triggering Shard Scavenger when consuming Ignites.
  • Fixed a bug where Volcanic Fissures did not cause an aftershock when Shockwave Totem's Slam was used on it.
  • Fixed a bug where Staggering Palm was not working with Impact Shockwave Support.
  • Fixed an issue where Chaining and Returning Projectiles starting positions could desync.
  • Fixed a bug where the last charge of the Smith of Kitava's Temper Weapon skill was able to cause multiple explosions when consumed by specific skills.

  • Fixed a bug where Glacial Lance's explosions did not scale with area damage.
  • Fixed a bug where Meditate could be interrupted by a non-damaging hit.
  • Fixed a bug where Gathering Storm was not considered a Quarterstaff Skill.
  • Fixed a bug where Refraction Support was not working correctly.
  • Fixed a bug where Curses applied through Map modifiers were not being reapplied if you died and respawned at checkpoint.
  • Fixed a bug where Attribute Runes could not be socketed in Wands and Staves.
  • Fixed a bug where Unique Charms could not be chanced.
  • Fixed a bug where the Spirit Of The Bear Azmeri Spirit was targetable and could be damaged. Don't hurt the bear :(
  • Fixed a bug where the Azak Shaman monster would not use most of their skills when bound as a Spectre.
  • Fixed a bug where the Smith's Masterwork Ascendancy Notable Passive Skill had a refund cost.
  • Fixed a bug where modifiers provided by Runes were not being displayed on Wands and Staves.
  • Fixed a bug that could prevent you from progressing the Power Awaits You quest if you respawned at checkpoint after The Arbiter of Ash died.
  • Fixed a bug where monsters spawned by the Ogham's Legacy Unique Strongbox were required to be slain in order to fulfill the Kill all Rares Map objective.
  • Fixed a bug where the Savannah Map Boss arena wasn't being sealed off when the fight began.
  • Fixed a bug where the stairs to exit the Act 3 final boss arena wouldn't reappear after defeating the boss, this fix also applies to the Map Boss version.
  • Fixed a bug where Storms created by Whirling Slash visually remained when the Gem was levelled up.
  • Fixed a bug where Lightning Wraith monsters were dealing less damage than intended.
  • Fixed an issue where one of Rafiq of the Frozen Spring's attacks was dealing significantly more damage than intended.
  • Fixed a bug where Skeleton Spriggans would just push you instead of actually using their melee attack.
  • Fixed a bug where the Chimeral Wetlands could sometimes have a blocked path.
  • Fixed a bug where the Map Pin for Ignagduk, the Bog Witch did not update properly on the World Map after using the Gemcrust Skull in Cruel Difficulty.
  • Fixed a bug where Ball Lightning could not be supported by Chain support.
  • Fixed a bug where Perpetual Charge was unable to support Whirlwind Lance.
  • Fixed a bug where channelling Meditate would show an unrelated buff icon.
  • Fixed a bug where Jagged Ground used the incorrect debuff icon.
  • Fixed three client crashes.
  • Fixed three instance crashes.

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]
[previewyoutube][/previewyoutube]

[h3]Vanishing Dye[/h3]
[previewyoutube][/previewyoutube]

[h3]Skin Transfer[/h3]
[previewyoutube][/previewyoutube]

[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.