Path of Exile 2 developer grind gear game has issued many emergency changes to action role-playing games amid the recurrence of NERF-heavy Dawn in the Hunt Update as recent Steam user reviews plummeted to “almost negative.”
The dawn of the hunt, which began earlier this month, prompted a quick backlash between the paths of exile communities. This expansion adds a new Huntress class, a user of spear and bucklers who specialize in hybrid melee and long-range combat. Elsewhere, there are five new ascension classes: Ritualist, Amazon, Kitaba Smith, Tactician and Rich. And with everything that’s a mechanical overhaul, over 100 new unique items and a much expanded craft option.
It should have been a very positive moment for Asylum 2 Path 2 as the community complained that GGG slowed down the pace of the game and made it a “complete slower.”
The “most helpful” reviews of steam over the last 30 days are negative reviews that outline the current issues in the game.
All boss battles are much longer than necessary. Most skills do little or no damage. They say they want to slow down gameplay, but I don’t think they’ll even make it in this league for more than a week at this point. If you can just run the game and get it stable, it feels incredibly bad now. That’s a huge case.
“If you’re a masochist who has little or no punishment for rewards, this game is for you,” reads another negative review. “If not, you may not be enjoying the game.
“The release version (0.1) already had a lot of issues related to area size (too big), slow movement (these larger areas get worse), and forced combo games (which were optional thanks to the ‘unintended’ build options found by players).
“But in this new version (0.2 – Dawn of the Hunt), the game has been slower, as many other reviewers mentioned.
“The less common and acceptable booty at 0.1 was doing quite a lot to kill rare monsters and bosses and not get rare items or craft currency.
“The forced combo gameplay is coming back completely forcing, and developers want us to drill a hole in this kind of gameplay, in contrast to this kind of ARPG.
“Players complained about map size and slow movements, and developers largely ignored these comments until the community backlash was too much to continue to ignore.
“I have 5k hours on Po 1, which is my favorite game. I love GGG, but honestly, I can’t recommend this game to almost anyone like it is now.
“Hopefully they can fix these issues in the future and make the game more enjoyable.”
In response, GGG had already outlined a list of changes, but revealed more as part of the 0.2.0E, scheduled for release tomorrow on April 11th.
The issue with the pass of two exile players is that these changes are sufficient to stem the current of complaints and bring the game back to a positive setting? Path 2 in Asylum 2 was a hugely successful release for GGG, and it’s worth noting that it struggled to deal with the vast number of players at the time of its release. However, this success brought about additional issues that even affected the development of the Asylum 1 path that holds a rather loyal audience.
Pass 2 Updated 0.2.0e Patch Notes for Exile:
Changes in monster speed
Many players have been reported to be overwhelmed by monsters. The causes of this are a variety of factors, and we deal with them on a case-by-case basis. The following laws list the changes to monsters, but the following changes have also been made more commonly.
Many human monsters, including Freythorne’s cultists, Faridun, and tribal humans, have actions that can interrupt melee attacks, especially when attacks where the swipe is left to left to left to right to swipe right. These interrupt events are mostly removed, especially for those that were attacked very quickly, especially since monsters were able to attack without relentlessly and attack, which would not give them time to attract or use skills between attacks.
Haste Aura Monster Modifier is no longer visible to fast monsters.
Act 1
The werewolf prowls and tendrill prowls enter a walking stance (rather than running) after performing a melee action. This behavior is applied to many faster monsters.
The starving stalker, although 12% less lifespan and damage, was already relatively weak, was a little less to take into account movement and attack speed. They aim to engage and attack quickly, but become weaker and die quickly.
Reduced the number of snakes in the red veil flower.
The number of poisonous crabs on the hunting ground has been reduced by half.
Freythorne’s cultists no longer have an interruption event in the attack, as mentioned above.
Freythorne’s cultists wield Freythorne’s axis or mace and then take a melee action before walking.
Blood Cretin in the Death Blood Pool reduced the duration from 6 s to 4 s, and modified the area of effect to make the visual closer match.
Reduced the overall density of more challenging monsters in Ogham Manor.
Act 2
The Boulder Ali in Titan Valley was replaced by the rising Marraquez. There are too many monsters in the area with too many exciting movements.
All Fariduns have been changed to remove the interrupt events of the attack as mentioned above.
Act 3
Diretusk Boar and Antlion Charger’s are more likely to push you to the side rather than pushing you along with you when they charge you.
Lost City Monster Pack composition has been adjusted to reduce ranged monsters
Initially, the aforementioned changes to the suspension event significantly adjusted Azak’s swamp, but the area’s monster composition has been changed, leaving fewer ranged and elite monsters.
Fixed an issue where Slither Spitter’s poison spray in the poison crypts would unintentionally deal with chaotic damage rather than physical damage.
We also identified another issue that affects several areas where the potential monster spawn locations have inconsistent density in different rooms. This leads to situations where rooms with monsters are much more dense than the other rooms in an unintended way. There is a fix for this issue, but it does not appear in this patch and will be deployed in later patches.
These are not the only changes we are making to monsters. Further changes will be made in later updates. Some of the changes that didn’t get time for today require new animations that take a little longer.
Change boss
Viper Napuatzi is one of the more challenging bosses for players, so we made the following changes:
I reduced the amount and size of Chaos Rains (purple one) in the Battle of Viper Napuatzi, then cleaned the visual left faster to make the next drop more clear.
Uxmal has a variety of habits, which made him a bit of a nuisance to fight. I made some changes.
Reduced the number of location changes through the battle of uxmal
Uxmal will no longer be able to recharge the energy shield in the air.
Uxmal uses flame breathing frequently
Xyclucian had some issues with the visibility of his effects
Xyclucian Arena removed the leaves of its ground to make his effect more visible
Change Player Minion
We’ve changed the way Minion Revive Timers works. When the first minion dies, set the Revive Timer to 7.5 seconds, just like before, but each die minion increases it more and less (it’s still capped to a maximum of 7.5 seconds). This should significantly reduce the situation where most minions are dying, but the Revive timer keeps resetting to 7.5 seconds multiple times.
Disillusionment of bound specters and tame beast gems will unleash them and become available for use again.
Tame beasts now fit the same size gap that players can make.
Other player balance
There are no other player balance changes on top of what was explained yesterday, but I was able to sneak into the additional changes below.
Rally support is no longer restricted to strikes and slams, allowing you to support melee attacks you use yourself.
Glory (used in Hammer of the God and Solaris Spear) is no longer consumed if it is interrupted while using the skill.
Fixed a bug that caused blood to boil from ritualist advantage. This did not propagate if the monster exploded to death, such as when using Herald’s blood.
Craft changes
All mods have been added to the runes of caster weapons. Deserts, glaciers, storms, iron, body, mind, regeneration, inspiration, stones, visual runes all work with canes and stairs with their own set of modifiers.
Renly’s abandoned store in Burning Village has blank runes that can accumulate in Elemental Runes of choice, just in case Renly is not found until that point. As mentioned yesterday, 12 artisan ORBs dropped into fixed locations through the campaign, in addition to random drops and rescueable drops.
Performance improvements
Ground foliage in many regions had optimization paths to improve performance.
0.2.0E deployment timeline
And that’s everything that made it with 0.2.0e. The patch will be unfolded around 10am. We also made more internal changes but didn’t make it in time for the patch.
Below are the changes that will be rolled out after the weekend. These are not the only changes that are included in that patch. These are just changes we already have.
Changes in appeal
Charms are a system we have never properly expanded and there were some issues we ultimately addressed. Overall, I hope that the charms will be more convenient and that more charms can be used more easily.
First, change to charm slot
Charm slots on the belt are given by implicit mods that are added to the belt depending on the level of the area you dropped. The number of slots is random to the cap depending on the high level of the belt. You can use the God’s sphere to reorganize the number of slots.
The belt has one charm slot up to level 32, with a maximum of two up to level 64, and levels 65 to 3.
The unique belt always has up to three charm slots.
For now, a unique belt with mods that increase the number of charms still caps to 3, but will remove the cap later.
Then it turns into charm.
Some charms didn’t protect you from the hits that activated them. These cases are fixed to function properly.
We also did the Pass-on Charm Mods to make Charm Mods more powerful and rewarding.
Stash tab affinity
Added affinity for stash tabs to items in the following categories
Socketable
Fragments (including tablet and trial key)
violation
expedition
Ritual
It also allows the charm to be moved to a flask stash tab or a tab with a flask affinity.
Atlas Bookmark
I added the ability to bookmark Atlas locations and find them easily later.
Right-click on a node and select an icon and add optional labels to create a bookmark.
You can use up to 16 bookmarks at a time.
They appear as icons around the outside of the screen, and can be easily scrolled in the direction or clicked to take you straight away
You can also view a list of bookmarks under Legends and click to get there.
Wesley is the UK news editor at Passthecontroller. Find him on @wyp100’s Twitter. You can contact Wesley at [email protected] or confidentially at [email protected].