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Path of Exile 2 – Bigger first patch added: better loot, new checkpoints, improved dodging mechanic and more
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Path of Exile 2 – Bigger first patch added: better loot, new checkpoints, improved dodging mechanic and more

The first big patches for Path of Exile 2 have been released.
The first big patches for Path of Exile 2 have been released.

The first big patches for Path of Exile 2 have been released.

Next Path of Exile 2 am vergangenen Freitag in die kostenpflichtige, ca. 6-12 months and later Early Access Phase on PS5, Xbox Series X/S and PC started, which starts Grinding games soeben die Inhalte of the first large patches angekündigt.

Do you want to use the first big update? The Patch will now be available in this cooking platform. I don’t mind, that’s what’s not clear.

The biggest projects of Patch 1

As the Entwickler says, Hat Man is in the first points so that all comments are PoE 2-Community oriented. And we’re going to have the highlights of the 1 Year Patch, so we can get one of the biggest, most requested machine bundles.

  • Verbesserte Ausweichrollen: Monster blocks salt on the path
  • New checkpoints: Other than that and other new zones
  • Loot of Besserer: When it is implemented, it does not take any action
  • Drop rate verschiedener Währungen erhöht: More and more Lesser Jewelers Orbs drop at 33% off

We offer you a complete blog post with all articles auf. The full patch notes are live and give you access to our information.

Path of Exile 2 - Early Access Test Video
Path of Exile 2 - Early Access Test Video


Starting the video


10:19 p.m.


Path of Exile 2 – Early Access Test Video

All the new features of patch 1 for Path of Exile 2

Dodge Roll Changes

Many players have expressed frustration at being trapped by monsters. Although it is intended that monsters will be able to trap and kill you, we felt that the frequency of this was a bit too high.

  • Player size is now set to zero units when dodging instead of one unit.
  • Some smaller monsters can now be pushed while dodging. This includes monsters such as Keth Worshiped Beetles.

This should result in getting trapped less often.

Note that you can still be trapped. A player of zero size still cannot pass through monsters, but he can cross even the smallest gap between them.

Changes to checkpoints

Many players have reported that it can be tedious having to retread areas of maps in order to return to objectives they have already found.

  • Clicking on a control point will allow you to teleport to other control points in the explored area on your mini-map.
  • Checkpoints have been added to all entrances and exits to areas to allow teleportation
  • A checkpoint has been added in the middle of the first Dreadnaught area.

We will make further adjustments to the checkpoint positions as we continue to collect feedback.

Article changes

One of the major problems players face is the feeling that the game is not rewarding enough. This is an area that we need to be very careful about when adjusting because it is very difficult to reduce drops if we increase them too much.

We’ve identified a few key areas that we believe will significantly improve the player experience.

Rare Monster Changes

We felt that rare monsters weren’t rewarding enough. This hasn’t affected the campaign as much as there are more unique bosses, which increases the total loot count, but it’s especially noticeable in the late game, where unique monsters are less common.

In particular, the reward you received for the increased difficulty of rare cards didn’t match.

  • The rarity bonus per rare mod has been doubled
  • +10% quantity bonus per rare mod
  • Increased the chance that rare monsters will inherently have more modifiers as you progress through the endgame.

These changes will cause rare monster rewards to naturally increase as you reach higher levels, as the number of mods a monster can have increases throughout the campaign and into the endgame. Additionally, many other forms of card juice will indirectly bring more mods to rare monsters, increasing the rewards of these other mechanics as well. Also note the change below to ensure that each map has a minimum number of rare mods, which will also increase the average number of rare mods, and thus increase drops further.

Currency changes

We felt like players weren’t getting enough of certain currencies early in the game or to continue adding mods to maps.

  • Royal Orbs drop rates increased by approximately 40%
  • Disenchanted six rare mods to give two Royal Shards instead of one.
  • Orb drop rates from Lesser Jewelers increased by approximately 33%
  • We’ve slightly reduced the drop rate of Chaos Orbs, as they are less valuable and so they don’t consume as much of the “rare currency” pool. This results in a slight increase in currencies such as Exalted Orbs.
  • Gemcutter Prism drop rates increased by 500%
  • Gemcutter Prisms now increase gem quality by 5% instead of 1%.

Map module changes

As with rare maps, we felt that players were not adequately rewarded for the difficulty added by map mods. We have significantly increased the value of all prefix map mods.

We’ve changed all map prefix mods, but here are some examples of changes we’ve rolled out:

  • Rarity mods have been increased by 2.5x
  • Quantity mods received additional rarity (this is now in a later patch)
  • We removed the bottom tier of some mods
  • You are much more likely to use modifiers that affect drops or pack size rather than less useful mods.

Additionally, it has been identified that some areas are not affected by the “Increased Monster Pack Count” mod as they should be. We will fix these maps to work properly in a future patch.

Protection against “unlucky” falls

One of the major problems we have identified is aberrant “unlucky” falls. A single unique boss falling badly, especially early on, can significantly affect your character.

  • No more than 50% of a single monster’s drops can be gold.
  • Act bosses and map bosses will always drop at least 1 rare.

The first of these changes is more significant than it seems at first glance, as players cannot see the difference between “normal” and “rare” gold piles. You’ll get more equipment and currency items that can better take advantage of the rarity boosts provided by unique monsters.

Click to move

There was an issue where the “Move Only” command was locked by name. This would often result in your character confusingly attacking in an unexpected direction while holding down this action.

  • Move Only no longer locks name

I have GGG for your first patch which contains other packs and the different items that should be available for early access today, but this PoE 2 is even better?