Path of Exile 2 Patch Improves Dodge Roll, Nerfs Magma Barrier and Ultimatum

Path of Exile 2 Patch Improves Dodge Roll, Nerfs Magma Barrier and Ultimatum

As an old-time Pathfinder, with countless hours spent traversing Wraeclast and battling its denizens, I can’t help but feel a surge of excitement upon reading about the latest 0.1.0d patch for Path of Exile 2. The changes they’ve made to dodge rolling, making it easier to slip between enemies, are just the sort of tweaks that make all those hours spent dodging and weaving worthwhile.

In a recent update, Grinding Gear Games has rolled out a fresh patch for Path of Exile 2, which is now accessible in early access on Xbox Series X/S, PS5, and PC platforms. This new version brings numerous gameplay enhancements and modifications, such as shrinking the player’s size to zero during dodge rolls, allowing for smoother maneuvering between enemies. Additionally, smaller monsters can now be pushed while dodging, providing players with an easier way to evade tight spots.

Passive protection will shield you not just from frontal attacks but also ones coming from all sides. On the other hand, Rain of Arrows and Firestorm have a cap on their hit rate to prevent them from overwhelming bosses with extensive health boundaries; this shouldn’t affect your performance against common enemies. If you’ve been frustrated by the Magma Barrier modifier on foes, it now offers reduced protection.

Since its debut, Ultimatum has been a contentious issue because of its challenging nature that made accumulating Ascendancy Points all the more exasperating. Fortunately, Grinding Gear Games (GGG) has adjusted enemy and boss balancing as well as toning down the tougher modifiers to provide an improved experience. For further insights, take a look at the patch notes below or visit the full details here.

Head here for more details on Path of Exile 2’s early access. You can also read our review.

0.1.0d Patch Notes

General Improvements and Changes

  • Passive Block chance now applies to blockable hits from all directions, as opposed to just hits from in front.
  • 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.
  • Inscribed Ultimatums and Djinn Baryas now display whether you will obtain Ascendancy Skill Points upon completing the Trial of Chaos or Trial of the Sekhemas respectively.
  • Removed World Map Pins for encounters that were not from specific locations in Areas. ie. From Monster drops.
  • Improved attack in place behaviour.
  • Rain of Arrows and Firestorm now have a hit-rate limit to prevent cases of them absolutely obliterating very large bosses. This will have little to no impact outside of boss fights with very large hitboxes.
  • Leech has been buffed.
  • Boneshatter now more reliably hits your target.
  • The duration of Armour Break has been increased to 12 seconds (previously 6).
  • To improve performance, Incinerate now creates circular areas of ignited ground instead of segments.
  • Added CTRL+Click shortcut to open the Currency Exchange at the appropriate NPCs.
  • Added a button to travel to the Trial of Chaos on the world map.
  • Added art for Close Combat Support.
  • Added 2D art for the Defiance of Destiny Unique Amulet.
  • Added “Ascendancy Skill Points” as a keyword, which details how sets of Ascendancy Points are obtained.
  • Added search functionality for Gemcutting and vendor inventories when using a controller. Keybinds for searching Stash on a controller have also been updated.
  • Added Gemcutting restrictions option for Gamepad.
  • Added suggested Supports for Time of Need.
  • Added an option for opening the Trade website to the main menu for consoles.
  • Runes now sell to vendors for more Gold.
  • Auras and Curses that affect ally or enemy resistances now display values in the Skill popout panel.
  • Tweaked the audio of the Kiwi Pets, Chimera Pet, and Baby Crowbell Pet to reduce their impact in town areas.
  • Reduced the defenses provided to monsters by the Magma Barrier modifier.
  • Walking Goliaths no longer use their suicide attack if they are Rare.

Trigger Gems and Energy Gain

In the old setup, the energy gain from activating gems wasn’t always ideal and it was overly simple to employ ailments to cast spells. A significant issue with the previous balance was that if we adjusted it to make triggering occur in boss battles, it would happen excessively frequently during regular play. To remedy this, we are now incorporating “Monster Power” into the equation for energy gain. In simpler terms, this means that the difficulty level of the monsters you’re fighting will impact how easily you can activate your gems and cast spells.

This means that it’s far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting. Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite. We have also rebalanced all energy gain across the board.

Ultimatum Changes

  • Generally improved balance across the board with Ultimatum monsters, bosses and modifiers. Mostly targeting outliers that were too difficult and bringing them in line.
  • The monster density of Ultimatum encounters has been made more consistent.
  • Stormcaller Runes, Blood Globules, Heart Tethers and Impending Doom rings no longer spawn while a player is on a lift or near the altars in the Vaal Soul Core room.
  • Fixed a bug where Player Minions could get stuck at the top of the lift in the Trials of Chaos.

Read More

2024-12-12 15:11