Path of Exile 2 Upcoming Patch Highlights & Game Improvements (Dev Update) & Mercenary Gameplay PoE2
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It’s been just over a week since Path of Exile 2 hit Early Access, and the dev team has been hard at work responding to community feedback. While we’ve already deployed a few fixes, the next patch aims to address some major pain points and improve overall balance, both in the campaign and the endgame. Below, you’ll find a preview of key changes coming soon, with full patch notes arriving shortly.
Gameplay Improvements & Quality of Life:
Checkpoints & Fast Travel:
We’re expanding upon our initial solution for backtracking by adding more Checkpoints and the ability to instantly fast-travel between them. Checkpoints will now appear at entrances and exits within areas, making traversal smoother and exploration more rewarding.
Cheaper Passive Respecs:
The old respec cost curve scaled too aggressively at higher character levels. We’ve flattened that progression, lowering the overall Gold cost by around 40-50%. Adjusting your build mid-progression just got a whole lot easier.
Trial of the Sekhemas Adjustments:
Feedback on the close-range combat in Trial of the Sekhemas was loud and clear. We’re making critical changes to reduce frustration and improve the feel of these encounters:
Close-Range Honour Damage Reduction:
Being face-to-face with enemies will now deal 35% less Honour Damage, scaling back up as distance increases.
Damage Over Time Bugs Fixed:
Damage over Time dealt thrice its intended Honour Damage, and Honour Resistance only applied to a portion of it. These bugs are now resolved.
Enemy Ability Tweaks:
Skitter Golems no longer use basic attacks—only their explosive ability.
Serpent Clans’ ambush attacks are now more visually telegraphed and can’t be initiated from as far.
Rattlecage’s Fissure Slam volcanoes last half as long, reducing persistent area denial.
Endgame & Monster Balance:
Endgame difficulty felt too punishing for many players. This patch smooths out some rough edges:
Consistent Elemental Resistances:
High-tier maps no longer impose escalating elemental resistance penalties. You’ll face a more predictable resistance environment across all Endgame maps.
Less Aggressive Chaos Damage & Crits:
Chaos damage in Endgame and monster critical strikes have been dialed back. Monsters deal 40% less bonus damage on crits.
Controlled Breach Encounters & Other Modifiers:
Breach “Elite” monster density is lowered. Volatile Crystals have been disabled for now, and Volatile Plant explosives deal significantly less damage. Monsters with Siphons Flask Charges now drain far fewer charges. All of these changes are aimed at a more survivable and less frustrating Endgame experience.
Character & Item Adjustments:
Charm Modifiers on Belts:
These are now substantially more common and available at lower levels.
Electrocute & Lightning Clusters:
Building up Electrocute is now 25% harder, but we removed the Support Gem damage penalty. A new Lightning/Electrocute cluster has been added to the passive tree near Ranger and Monk nodes.
Freeze Mechanics & Charms:
Chaining freezes on enemies is now more difficult, curbing infinite freeze loops. Also, the Hunter’s Talisman Notable now grants +1 Charm Slot, paving the way for future Charm-based expansions.
Skill & Support Gem Rebalancing:
We’ve had to rein in a few overpowered skills since launch, but we’re also buffing weaker abilities to widen the pool of viable builds:
Improved Skills:
Expect enhancements to Rolling Slam, Shield Skills (in the Mace category), Bow Skills used to generate Frenzy Charges, Bone and Chaos DoT Spells in the Occult tree, Crossbow Skills (especially higher-tier variants), and some Quarterstaff abilities.
Support Gem Overhaul:
We’re adding the Tremors and Bidding Support Gems, both offering new avenues for improved damage potential. Exposure-type Support Gems (Fire, Lightning, Cold) no longer come with damage penalties—instead, they carry a 120% mana multiplier.
Minor Nerfs:
Skeletal Arsonists now have Spirit costs in line with other Skeleton Mages, and very high-level Tornado and Vine Arrow DoT components have been trimmed. Magnetic Salvo now only uses your own stuck Lightning Arrows, preventing multiplayer exploitation.
Looking Ahead:
This patch is just the start. We’re taking a short break over the holiday season, but rest assured, 2025 will bring continued refinements and exciting new features. Your feedback matters—thanks for making this our most successful launch yet, and Happy Holidays from the entire team!
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