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Path of Exile 2 Dev Admits the Game Doesn’t Feel Rewarding Enough, Outlines Plans to Increase Loot Drops

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Changes are coming to motion role-playing recreation Path of Exile 2 thick and quick following its big Early Access launch, with a brand new hotfix out now.

In a publish on the Path of Exile discussion board, developer Grinding Gear Games printed an inventory of points it felt wanted to be “urgently addressed,” with different much less pressing points to be tackled afterward. Chief amongst them is the sensation that Path of Exile 2 isn’t rewarding sufficient, one thing GGG acknowledged is an issue.

“One of the key issues that gamers have been experiencing is feeling that the sport isn’t rewarding sufficient,” it stated. “This is an space that we now have to be very cautious when adjusting as a result of it is very onerous to cut back drops if we improve them by an excessive amount of.”

Specifically, GGG felt that uncommon monsters weren’t rewarding sufficient, particularly within the endgame the place distinctive monsters are much less widespread. GGG additionally noticed that the reward gamers acquired for the elevated issue of rares wasn’t lining up.

So, it is doubling the rarity bonus per uncommon mod, rising the amount bonus per uncommon mod by 10%, and rising the prospect of uncommon monsters inherently having extra modifiers as gamers progress by means of endgame.

“These modifications will trigger uncommon monster rewards to naturally scale up as you get to increased ranges as a result of the variety of mods a monster can have will increase all through the marketing campaign and into endgame,” GGG defined.

“In addition, many different types of map juicing will not directly trigger uncommon monsters to have extra mods as effectively, rising the rewards of those different mechanics too.”

Meanwhile, GGG is altering the sport to verify every map has a minimal variety of rares, which will even improve the typical variety of uncommon mods and thus improve drops additional.

Another main challenge GGG has recognized is outlier “unfortunate” drops. “A single distinctive boss dropping badly, particularly early on can considerably have an effect on your character,” GGG admitted. Changes right here embody not more than 50% of a novel monster’s drops will be gold, and act bosses and map bosses will now all the time drop no less than one uncommon.

Elsewhere, GGG is making dodge roll modifications after gamers complained about being trapped in by monsters. “While it’s supposed that monsters are in a position to lure and kill you, we felt that the frequency of this was slightly too excessive,” GGG defined.

GGG has posted the primary set of patch notes for these modifications, with extra to come back as they’re rolled out. Check out the patch notes for 0.1.0c under (you’ll need to restart your shopper to obtain the shopper modifications on this patch).

GGG is already nerfing plenty of Path of Exile 2 abilities it’s deemed to have “unacceptable steadiness.” And in a recent tweet, the developer stated it plans to nerf Raging Spirits so it may well solely summon 5 Raging Spirits per solid in any respect ranges. They will even not be capable of be spawned from triggered Fire Skills. Players are already calling on GGG to provide all a full character respec alternative in consequence.

Here’s which class to choose in PoE 2 Early Access, plus an early Mercenary construct information and Sorceress construct information that will help you get began. Beyond that, for those who’re questioning the right way to get extra Spirit, the right way to commerce, and the right way to ascend, we’ve obtained you lined.

Path of Exile 2 replace 0.1.0c Patch Notes

  • Campaign bosses killed after the primary kill will now drop much less foreign money gadgets, changing them with different gadgets.
  • Increased the drop charge of Regal Orbs.
  • Significantly elevated the drop charge of Gemcutter’s Prisms.
  • A single Gemcutter’s Prism additionally improves the Quality of a Skill Gem by +5% (beforehand +1%).
  • Lowered the drop charge of Chaos Orbs and distributed it amongst the opposite extra valued Currency Items (Like Regal Orbs, Exalted Orbs).
  • Lowered the drop charge of Artificer’s Orbs and distributed it to Lesser Jeweller’s Orbs.
  • Disenchanting Rare Items with 6 Modifiers now gives 2 Regal Shards (beforehand 1). The worth displayed will nonetheless present as 1 till a later patch.
  • Increased the values of all Prefix Modifiers that may roll on Waystones. We’ve additionally adjusted the probabilities of getting the extra generally highly effective Modifiers resembling will increase to Rarity and Pack Size.
  • Monster Modifiers now grant increased quantities of Item Rarity and Item Quantity. This is most typical on Magic and Rare enemies, but additionally impacts Unique Enemies if utilized by means of numerous Endgame Mechanics just like the Deadly Evolution Keystone.
  • Increased the prospect for Rare Monsters in Maps to have 3 or 4 modifiers.
  • Rare Monsters in Map areas at the moment are revealed on the minimap when there are 200 Monsters remaining (beforehand 50).
  • Fixed a bug the place some Persistent Buff Skills, resembling Raging Spirits and Mana Remnants, weren’t working for the Infernalist when in Demon Form.
  • Fixed a bug the place you may generally be unable to work together with the Map Device in The Ziggurat Refuge.
  • Fixed a bug the place Monsters Shattered in a Blood Circle Ultimatum Encounter weren’t contributing blood.
  • Fixed a bug that would trigger the occasion to completely cease time (freeze) when attempting to revive a Chronomancer.
  • Fixed a bug the place Rare Monsters couldn’t be discovered inside the Chimeral Wetlands.
  • Fixed a bug the place “Move solely” was name-locking.
  • Fixed three occasion crashes.
  • Fixed a shopper crash.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can attain Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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