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GGG: Duelist & Swords are one of the later things added in development, can't promise a timeline (will be in for release)

In a recent Chinese interview GGG JR commented on a question asking about swords and sword skills, that also revealed that the Duelist class and swords were one of the later things added in development: "We certainly wouldn't be an action RPG if we didn't have any swords, so we do need to get that in as soon as possible. **It just ended up being that it was one of the later classes we ended up developing, so I can't promise a timeline** but certainly we cannot release PoE2 without swords. ___ [Source \(24:20\)](https://www.bilibili.com/video/BV1TXTczHEuS/) ___ This all but confirms no Duelist or swords in 0.3. This also likely means that we will not be getting the Duelist class / Ascendancies or swords anytime soon, however GGG did mention that the game must have swords on release so we can assume it will be released at or around the time PoE2 Beta finishes

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(Long) summary of the Chinese interview with Jonathon

Just got through the hour. Here's my notes, might not cover every point and it's not completely in order. __________ Jonathon interview on Bilibili - Chinese focus to the interview as it’s for the Chinese playerbase first and foremost, but there's a lot for everyone else. - Chinese server this year. Business model as per POE2 international, pricing subject to commercial negotiations taking place at the moment. - Planning to add full Chinese language voiceovers - Will initially differ from international for regulatory reasons, may get its own MTX in time. Texture of the interview: - Very different segments of Chinese playerbase represented, one esports type, one non-esports powergamer, several more casual players - Jonathon and Bubu (project leader of the Chinese server) answered questions from the panel. - There’s a number of jokes thrown in, but it’s mostly professional. Each person speaks their language and both English and Chinese subtitles are provided. Difficulty: - Many skills underpowered; if you pick ‘wrong’ the campaign feels too hard. GGG want to address. - XP gained from 95-99 will increase, details TBC Campaign - Removal of cruel ‘might be sooner than you think’ - Adding a tutorial for crafting, very early game Mapping - GGG still want more unpredictable events in endgame. GGG’s response to ‘maps are too large’ is more ‘we think they are too sparse & whether large or small, both will feel better when more wild stuff happens each zone’ - During early access, most new mechanics will be POE1 variants. Post 1.0, goal is that new leagues are NEW. - Azmeri wisps called out explicitly as ‘Torment reworked thoroughly’ - "Explore the Atlas" vs "Hunker near good towers" tension called out explicitly as a problem. Nothing to announce - GGG internally have significant changes in the works but they aren’t convinced that they work yet, so nothing is being committed to. Classes - GGG aware of minion pathing collision issues - Minion deaths to boss slams acknowledged as an issue. - GGG hope that when they add medium speed melee weapons (axe/sword) this will address the people who don’t like mace gameplay. - Swords coming before or at 1.0 - 030 goal – significantly improving build diversity by upgrading unpopular ascendancies and skills. HOWEVER – this might come at the cost of a class falling out of 030 - GGG are looking at each class, which skills are worst on it, then ‘how high can this be pushed right now’ as a metric for ‘does this need to change’ - Where skills combo, they want each component to be non-awful in 030. “For each skill we need to have a story for why someone would choose to use this” - Mechanically slow skills are called out here, but this is NOT replicated when GGG talked about the warrior and the mace, so not sure what’s going on there. Itemization (trade and crafting) - GGG discuss trade philosophy which is slightly different to the past manifesto, talking about inflation as the issue they aim to combat via friction (gold friction or time friction) - 27:45 or so “I believe that there should be a way to do something similar with things that are not currency items and this is a feature I think is very important to get before we release the game fully so I want to get that feature done as soon as we possibly can and definitely to try it out, it will be very interesting to see if we have any inflation issues if we do that but I think that it will be okay because I think gold has been quite a good experiment. It’s interesting because POE has the exact opposite formula from most games, in most games items are bound to your player and gold is freely tradeable but in POE the gold is bound to your character and the items are freely tradeable so I actually think we can utilize this to make a trade system which doesn’t require all the inconveniences we have now while still preventing inflation from occurring too much” - Stash tabs come up. GGG will consider adding special stashes to the store as needed. These are a lot of programming work. - More crafting methods are coming with expansions. Some crafting systems aren’t being used all that much. Essences are likely to change soon. - (Not from interview) Worth adding that crafting is hugely interconnected. Chaos Orbs went from a niche tool to a very significant one when the fracturing orb was added. MTX - GGG consider it not at all ideal that many POE1 supporter pack MTX don’t yet work in POE2. This is a medium priority to fix, but WILL get bumped for more urgent things Other questions - 020 removed many jewel sockets because GGG felt there was too much passive tree convergence. They aren’t happy with this new status quo and are looking to up the power level of some non-jewel notables. They want trees to diverge from each other - neither converging on 'all the jewels on all the builds' nor on a few 020 setups - Any plans for massive multiplayer content (analogous to WOW raids)? No. GGG want solo/multiplayer to be down to personal choice for all content even if they sometimes miss (e.g. in 1, Atziri is much more accessible solo, Gilded Allflames much moreso in groups - clarification is my addition) - How good at the game are the GGG top management? Jonathon considers himself solid but not elite, and considers Mark a truly elite player - Any chance of death replay/damage log etc? GGG want some sort of damage log but it’s a while off (tough to implement). - One really oddball thing the Chinese server team are investigating (and this does not sound far along) is using ‘AI’ to assess what someone’s next steps should be. Personally I don’t see this working. Even if it does no guarantee it will port to the worldwide server - Any plans for an in-game loot filter editor? Seen as a good idea and is already on the list, but far down the list. - Any plans for performance when lots of players skills are active at once? GGG are working on a system where specific skills get their core parts prioritized. Unimportant parts can then be dynamically culled. - Any plans for a training dummy? There’s a significant upgrade planned to pausing, when you pause you can mouseover a monster & see damage simulation numbers against that monster as well as the same boss damage info you get. Dummy won’t work with all conditional damage. - Interestingly while the Western playerbase regards armor as the weakest defense, the Chinese playerbase feels that way about Evasion, and one panellist thought that this was due to the lack of feedback on the difference between “I took no damage because the monster’s skill bounced off my evasion” and “I took no damage because I executed a dodge roll and the monster didn’t hit me at all”. GGG want to add feedback but it may be a while off as it would require programming it into all monster skills.

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Coop mode, the auto follow seems horrible, any way to improve that?

Trying to have an aura bot auto follow me but it doesn’t move until I get to the edge of the screen and it will get stuck on any terrain. D4 implementation of this is miles better as it has the following player teleport if it gets stuck or falls too far behind and the leading player doesn’t have to stick to the edge of the screen. Is there any way to improve this?

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Gem Icons. Compared to POE 1, the ones in POE 2 are harder to recognize at a glance, look less like gems and more like matte quartz or crystals. It's a small issue, but details matter. I would like to see more personality / specificity to the gem icons. Thoughts?

Title. I personally prefer the "at-a-glance" understanding of the gem icons in poe1 vs the ubiquity of shape and scale of poe 2. Obviously, this is a small issue and very well may be internally addressed, but nonetheless is still there on live patches.

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Anyone not seeing public parties listed consistently?

I'm on PS5 (not sure if that matters), and I’ve noticed something weird with the public party list. Sometimes I only see a few parties—usually just Act 1 or early-game groups. Other times, I’ll check again (literally 30 seconds later) and there’s a full scrollable list of T15–T16 parties. Anyone know what determines how many public parties actually show up? This is the second time I've posted this—first time it was removed by automatic filters. Mods: Please let me know if this isn't appropriate content for some reason.

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Got this about an hour into my playthrough and haven’t found anything better yet?

Is it an insane drop, or am I just really bad at builds?

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Frequently Asked Questions about Path of Exile 2 (PoE 2)

What is Path of Exile 2 (PoE 2)?

Path of Exile 2 (PoE 2) is a free-to-play action role-playing game developed by Grinding Gear Games, set to enter early access on December 6, 2024. This sequel builds upon the original Path of Exile, introducing significant gameplay enhancements and new content while maintaining the core elements that fans appreciate.

What are the main differences between the early access and full release classes in Path of Exile 2

differences of Class Availability in Path of Exile 2 (PoE 2)

Early Access Classes

Players can choose from six classes during early access:

  • Warrior
  • Monk
  • Mercenary
  • Sorceress
  • Witch
  • Ranger

Full Release Classes

The full release will expand the roster to twelve classes, including:

  • Druid
  • Huntress
  • Marauder
  • Duelist
  • Shadow
  • Templar

differences of Ascendancy Classes in Path of Exile 2 (PoE 2)

Early Access: Each class in early access has access to two ascendancy classes.

Full Release: In the full version, each class will have three ascendancy classes, allowing for more specialization and build diversity.

differences of Skill Gems

Early Access: Players will have access to approximately 150-200 active skill gems and around 110-133 support gems.

Full Release: The full game will offer around 300 active skill gems and over 200 support gems, significantly increasing the options for character customization.

differences of Gameplay Content in Path of Exile 2 (PoE 2)

Acts Available:

Early access includes content from Acts 1-3 in Normal and Cruel difficulties.

The full release will feature a complete story across Acts 1-6.

differences of Monsters and Bosses in Path of Exile 2 (PoE 2)

Early Access: There will be about 400 monsters and around 50 bosses.

Full Release: The game will expand to include over 600 monsters and approximately 100 bosses, enhancing the challenge and variety of encounters.

differences of Equipment and Unique Items

The specifics regarding equipment types and unique items in early access are not fully detailed, but the full release is expected to have over 700 equipment types and unique items, providing a richer loot experience.

Where to download Path of Exile 2?

Platforms:The game will be available on PC, PlayStation 5, and Xbox Series X/S. It can be downloaded from platforms like Steam and the Epic Games Store.

Players can gain access through:

  • Supporter Packs: Purchasing these packs will grant early access along with exclusive in-game items.
  • Lifetime Spending: Players who have spent at least $480 on the original Path of Exile will automatically receive early access.

Download Size:The pre-download size for Xbox has been reported to be around 96.26 GB, indicating a substantial amount of content available at launch

Content Available:The early access version will include a campaign spanning the first three acts, featuring around 400 monster types and 50 unique bosses, which is about half of the planned content for the full release

How does the co-op feature work in Path of Exile 2

In Path of Exile 2, the co-op feature is designed to enhance the multiplayer experience, allowing players to team up in various ways. Here are the key aspects of how the co-op feature works:

Co-op Modes

Local Couch Co-op:

  • Players can enjoy local co-op on supported platforms, allowing two players to share the same screen using two controllers.
  • Players can choose to play on a single account or log in with two separate accounts, enabling flexibility in character management and progression

Online Multiplayer:

The game supports online co-op for up to six players, allowing friends to join each other's games regardless of their platform, thanks to cross-play functionality

what is the difference between Path of Exile 1 and Path of Exile 2

Damage conversion works in different way. In poe 1 you can have pure physical damage 2h axe, scale it with increase physical damage passive nodes, more physical damage support gems, and than convert all that damage into fire and scale it from increase fire/elemental damage passives. In poe 2 it will only scale from fire/elemental damage passives, and conversion will work only for base physical damage.

You can find more in this video: