Early Access Post-Launch Feedback
GGG just released a massive patch that addresses a lot of the Early Access Post-Launch Feedback they've received for Path of Exile 2. This includes dodge roll changes, loot buffs and how rare monsters are handled in maps. Additionally, they released the patch notes for Early Access Patch 0.1.0.c.
Key Takeaways
Here are a few key takeaways from the Early Access Post-launch feedback and patch 0.1.0c.
- In tomorrow's Patch: Dodge Rolling now allows you to escape even when surrounded by monsters. This is an extremely useful change to your survivability because getting swarmed by mobs is no longer a guaranteed death sentence!
- Backtracking issues are mitigated by the ability to teleport to previously discovered checkpoints from your minimap, allowing far faster traversal of layouts. This is a great change because it removes a lot of the downtime that was spent walking through empty areas.
- The changes to loot are to make progression feel a lot better. Exact numbers are unknown but GGG acknowledging loot as a problem is promising.
- The currency drop rate buffs are very welcomed, especially the buffs to Gemcutter's Prism. Gemcutter's dropping 500% more often and granting 5% Gem Quality instead of 1% significantly speeds up adding quality to your gems.
- Map Mod changes allow for far better sustain of your Waystones and now grant better loot. This is amazing as Waystone progression through the tiers speeds up significantly.
- Boss drops are a lot more consistent now as they drop less gold and more rare items on average. Killing bosses should now be a far more reliable way to upgrade your character along the way!
- Potentially the biggest change to the Endgame loop is Rares highlighting on your minimap far earlier. Hunting down the last few remaining Rares in your Waystones gets sped up SIGNIFICANTLY by this. To the point where setting the threshold to 200 remaining monsters feels almost too generous.
Early Access Post-Launch Changes
Community_Team on pathofexile.com:
Hi everyone. The launch weekend has been a blast. We've really enjoyed seeing all of you get your hands on the game and finally try out the project we have been working on for so long.
But now that the launch weekend is over it's time for us to look at the feedback and make some changes. There are lots more things coming. The list in this post are some of the things we felt needed to be more urgently addressed.
Some of these changes have already been deployed without a realm restart, others will be deployed later this week.
Dodge Roll Changes
A lot of players have expressed frustration about being trapped in by monsters. While it is intended that monsters are able to trap and kill you, we felt that the frequency of this was a little too high.
We will be deploying the following changes in a patch tomorrow:
- Player size is now set to Zero units while dodge rolling instead of One unit
- Some smaller monsters can now be pushed while dodge rolling. This includes monsters such as the Adorned Beetles in Keth.
This should result in getting trapped less often.
Note that you can still be trapped. A player size of a zero can still not phase through monsters, but it can get through even the smallest gap between them.
Checkpoint Changes
A lot of players have been reporting that it can be tedious to need to retread areas of maps in order to get back to objectives that they already found.
We will be deploying the following change in a patch later this week:
- Clicking on a checkpoint will allow you to teleport to other checkpoints in the area that are explored on your minimap
- Checkpoints have been added to all entrances and exits of zones to allow for teleportation
- A Checkpoint has been added to the midpoint of the first Dreadnaught area
We will be making further adjustments to checkpoint positions as we continue to gather feedback.
Item Changes
One of the major problems that players have been experiencing is feeling that the game is not rewarding enough. This is an area that we have to be very careful when adjusting because it's very hard to reduce drops if we increase them by too much.
We have identified a few key areas that we believe will significantly improve the experience that players are having.
Rare Monster Changes
We felt that Rare monsters were not rewarding enough. This didn't affect the campaign as much because there are more Unique bosses, increasing the overall amount of drops, but it's especially noticeable when playing in the endgame where Unique monsters are less common.
In particular, the reward that you were getting for the increased difficulty of rares wasn't lining up.
We have deployed the following changes:
- Rarity bonus per rare mod has been doubled
- +10% Quantity bonus per rare mod
- Increased the chance of rare monsters inherently having more modifiers as you progress through endgame
These changes will cause rare monster rewards to naturally scale up as you get to higher levels because the number of mods a monster can have increases throughout the campaign and into endgame. In addition, many other forms of map juicing will indirectly cause rare monsters to have more mods as well, increasing the rewards of these other mechanics too. Also note the change below to make sure each map has a minimum number of rares which will also increase the average number of rare mods, and thus increasing drops further.
Currency Changes
We felt that players were not getting enough of certain currency either in the early game, or to sustain adding mods to maps.
We have deployed the following changes:
- Regal orb drop rates increased around 40%
- Disenchanting of six mod rares to give two regal shards instead of one.
- Lesser Jewellers orbs drop rates increased around 33%
- Reduced the drop rate of Chaos Orbs slightly as they are less valued and so that it doesn't consume so much of the "rare currency" drop pool. This causes currency such as Exalted Orbs to increase somewhat.
- Gemcutter's Prism drop rates increased by 500%
- Gemcutter's Prisms now increase quality on gems by 5% instead of 1%
Map Mod Changes
Like with rares, we felt that players were not being rewarded enough for the difficulty that was being added by map mods. We have significantly increased the value of all prefix map mods.
We have changed all map prefix mods, but some example changes we have deployed are:
- Rarity mods have been increased by 2.5x
- Quantity mods have had extra rarity added to them
- We removed the bottom tier of some mods
- You are much more likely to roll modifiers that affect drops or pack size rather than less useful mods
In addition, it has been identified that some areas are not being affected by the "Increased Number of Monster Packs" mod as they should be. We will be fixing these maps to work correctly in a later patch.
"Unlucky" Drop Protection
One of the major issues we have identified are outlier "unlucky" drops. A single Unique boss dropping badly, especially early on can significantly affect your character.
We have deployed the following changes:
- No more than 50% of an Unique monsters 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 first appears because players can't see the difference between "normal" and "rare" gold piles. You will get more equipment and currency items which can take more advantage of the rarity increases that unique monsters provide.
Click to Move
There was an issue where the "Move Only" command was namelocking. This would often result in your character confusingly attacking in an unexpected direction while holding down this action.
We have deployed the following change:
- Move Only no longer namelocks
Endgame Maps
A concern for players in endgame maps is accidentally missing Rare monsters. In addition, many maps did not have the number of rare monsters that they should have had.
We will be making the following changes in a patch later this week:
- Rare monsters now appear on the minimap when there are 200 monsters remaining, instead of 50
- Many maps have had additional rare monsters added to them to make sure that there are a minimum number in every map type.
Over the coming weeks we will be continuing to work on map layouts and monster density issues in maps.
Conclusion
We will be posting patch notes for these changes when they're deployed. For a full list of what's just been deployed, check out the patch notes here.
There are still a lot more changes to come, these are just some of the changes that are fast for us to make. We will be continuing to monitor feedback and adjusting things as we go.
0.1.0c Patch Notes
Right after the Early Access Post-Launch Feedback post, Kieren_GGG dropped the 0.1.0c patch notes on pathofexile.com.
- Campaign bosses killed after the first 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 other 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 value displayed will still show as 1 until a later patch.
- Increased the values of all Prefix Modifiers that can roll on Waystones. We've also adjusted the chances of getting the more commonly powerful Modifiers such as increases to Rarity and Pack Size.
- Monster Modifiers now grant higher amounts of Item Rarity and Item Quantity. This is most common on Magic and Rare enemies, but also affects Unique Enemies if applied through various Endgame Mechanics like the Deadly Evolution Keystone.
- Increased the chance for Rare Monsters in Maps to have 3 or 4 modifiers.
- Rare Monsters in Map areas are now revealed on the minimap when there are 200 Monsters remaining (previously 50).
- Fixed a bug where some Persistent Buff Skills, such as Raging Spirits and Mana Remnants, were not working for the Infernalist when in Demon Form.
- Fixed a bug where you could 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 were not contributing blood.
- Fixed a bug that could cause the instance to permanently stop time (freeze) when trying to revive a Chronomancer.
- Fixed a bug where Rare Monsters could not be found within the Chimeral Wetlands.
- Fixed a bug where "Move only" was name-locking.
- Fixed three instance crashes.
- Fixed a client crash.
This patch has been deployed without restarting the servers. You will need to restart your client to receive the client changes in this patch.
Closing Thoughts.
From top to bottom these are amazing Patch Notes. This patch is a strong indicator that GGG is actively listening and addressing the community's concerns without overcorrecting. That's it for Early Access Post-Launch Feedback Changes. Looking for more news on Path of Exile 2 Patches or Hotfixes? Then head over to our Discord and select the Path of Exile 2 role in #roles to stay up to date with our content development. Stay sane, Exile!
Written by: Cptn Garbage
Reviewed by: Tenkiei