After an 11-year gap between games, Path of Exile 2 got off to a hot start earlier this month with its early-access period. Although fans have responded very favorably to the sport to date, Path of Exile 2 developer Grinding Gear Games has already taken in player feedback for some post-launch changes.
In a post on Path of Exile 2’s official site, the developer noted that a few of the most pressing issues have already been addressed with a brand new update, while others will probably be fixed in an upcoming patch. One area that Grinding Gear is moving more cautiously on is item-drop frequency. To present players more rewards, the variety of rare monsters is being increased, while more beneficial drops might be earned from defeating the extra-difficult rare monsters that appear later in the sport.
A number of the adjustments being saved for a later patch include dodge-roll modifications that can make it easier to avoid being trapped by monsters, the flexibility to teleport between saved checkpoints, the addition of more checkpoints, and a change to the minimap that can make rare monsters appear when there are 200 remaining, as a substitute of fifty remaining.
Grinding Gear previously announced that Path of Exile 2 features cross-play and cross-progression across PC, PlayStation 5, and Xbox Series X|S. The publisher also assured players that the sequel is not replacing the unique Path of Exile. Earlier this month, Path of Exile 2 rushed passed the 1 million players mark in early access.
The notes for Path of Exile 2’s 0.1.0c patch are reproduced below.
- Campaign bosses killed after the primary kill will now drop less currency items, replacing them with other items.
- Increased the drop rate of Regal Orbs.
- Significantly increased the drop rate of Gemcutter’s Prisms.
- A single Gemcutter’s Prism also improves the Quality of a Skill Gem by +5% (previously +1%).
- Lowered the drop rate of Chaos Orbs and distributed it amongst the opposite more valued Currency Items (Like Regal Orbs, Exalted Orbs).
- Lowered the drop rate of Artificer’s Orbs and distributed it to Lesser Jeweller’s Orbs.
- Disenchanting Rare Items with 6 Modifiers now provides 2 Regal Shards (previously 1). The worth displayed will still show as 1 until a later patch.
- Increased the values of all Prefix Modifiers that may roll on Waystones. We have also adjusted the possibilities of getting the more commonly powerful Modifiers akin to increases to Rarity and Pack Size.
- Monster Modifiers now grant higher amounts of Item Rarity and Item Quantity. That is most typical on Magic and Rare enemies, but additionally affects Unique Enemies if applied through various Endgame Mechanics just like the Deadly Evolution Keystone.
- Increased the possibility 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 (previously 50).
- Fixed a bug where some Persistent Buff Skills, akin to Raging Spirits and Mana Remnants, weren’t working for the Infernalist when in Demon Form.
- Fixed a bug where you possibly can sometimes be unable to interact with the Map Device in The Ziggurat Refuge.
- Fixed a bug where Monsters Shattered in a Blood Circle Ultimatum Encounter weren’t contributing blood.
- Fixed a bug that might cause the instance to permanently stop time (freeze) when attempting to revive a Chronomancer.
- Fixed a bug where Rare Monsters couldn’t be found throughout the Chimeral Wetlands.
- Fixed a bug where “Move only” was name-locking.
- Fixed three instance crashes.
- Fixed a client crash.