Skill Changes
- “Supercharged Strike” now has “Each consecutive aftershock gains +0.5 meters to the radius, up to 3 meters” (previously unlimited).
- “Plundered Armor” now grants you stacks for a duration that depends on the rarity of the opponent. Normal opponents grant 1 stack, magic opponents grant 2 stacks, rare grant 5 stacks, and unique grant 10 stacks.
- The skill granted by the unique amulet “Chorus of the Storm” has been renamed to “Greater Scatter” to differentiate it from the skill granted by staves. Triggered Greater Scatters can no longer trigger another Greater Scatter if the first was a critical hit. “Greater Scatter” now deals about 3.5 times more base lightning damage than “Scatter.”.
- The unique body armor “Temporal” can no longer reduce a skill’s cooldown to less than 100ms.
- Skills that are socketed in a meta-gem cannot receive energy anymore.
- The description of “Vine Arrow” has been clarified that it hits enemies upon landing.
- The keyword “Aura” has been removed from “Pain Sacrifice” to be consistent with other creature skills, as the skill does not directly create an aura (the aura is created by the summoned creature).
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Monster Changes
- Monsters now have increased resistance per essence modifier that affects them.
- A small delay has been added before monsters freed from essence monoliths can use their abilities.
- Forgotten miner throw less grenades, their damage has also been reduced and their visual effects improved.
- The grenades of Rudja the Terror Engineer now deal less damage in the difficulty of “Cruel” and in maps.
- The distance from which Faridun Plaguebearers can use their “Corpse Explosion” ability has been reduced. The telegraphing for this ability has been improved.
- The distance from which Lost Zealots can use their meteor ability has been reduced. The visual effects of this ability have also been improved.
- The ability “Storm of Thunder” used by Lost Zealots should now always strike at the displayed marker and not at a random location.
- The Old Witch now does not place her ability “Projectile Vomit” directly in front of you anymore (because that’s just rude), and now has a base projectile attack.
- The jump distance of the jump ability of the Malicious Vulture has been reduced. The visual effects of this ability have also been improved.
- The throw distance of the axes of Vaal Axe Fighters has been reduced.
- The area of effect of “Dirty Firstborn” explosion upon death has been reduced. The visibility of the area of effect has also been improved.
- The ability “Vomit” used by Decaying Giants and Swamp Giants now deals less damage and can no longer be placed directly in front of you.
- The damage area of the strike abilities of the Swollen Müllers has been adjusted to better match the visual effects.
- The damage area of the attacks of Zalmarath the Colossus has been adjusted to better match the visual effects.
- The targeting behavior for Zalmarath the Colossus has been adjusted. His arms are no longer attackable.
- The damage area of the tornadoes from Bahlak the Skyseer has been adjusted to better match the visual effects. Tornadoes now push you slightly away when they appear and deal less damage when they first appear before becoming stronger.
- The frequency with which Stealthing Shadows can use their invisibility ability has been reduced.
- The frequency of some monsters like Stealthing Shadows and Frosted Zealots has been adjusted.
- For Vaal Zealots, it is now less likely that they will use their “Eye of Winter” ability repeatedly.
- The visual effects of the ability “Fire Rain” from Fiery Zealots have been improved.
- The damage area of the attacks of the Executioner has been adjusted to better match the visual effects. The telegraphing of his guillotine strike has also been improved.
- The visibility of the abilities of cultist archers has been improved. Their ability “Toxic Rain” now also deals less damage.
- The “Rock” from zombies created by Jamanra, the resurrected king no longer explodes spontaneously upon his death.
- The ability “Command Roll” of Mighty Silverfist now deals significantly less damage.
- The frequency with which Azak Stalkers use their strike ability has been reduced.
- Walking Goliaths no longer deal double damage when they fall. Their strike now deals more damage at the center and less at the edge.
- The distance over which Urnenläufer can use their abilities in the trial of Sekhemas has been reduced. We have also fixed a problem where they did not deal damage correctly, which now allows them to deal more damage.
- Gleitspeier no longer deal double damage with their projectile attack. Their melee attack now deals physical damage instead of chaos damage.
- The density of monsters in Utzaal has been reduced. The monsters in this area are generally weaker now.
- The density of monsters in fortification caravan areas has been adjusted to reduce encounters where you are surrounded.
- The telegraphing for the ability “Corpse Explosion” from Azak Shamans has been improved.
- The telegraphing for the crystals left behind by Vaal Goliaths upon death has been improved.
- The depiction of chaos pustules in ritual encounters has been improved.
- The modifier “Dooming Doom” in the trial of chaos now has more time before it explodes, and its visual effects have been improved.
- The telegraphing of the anchor throw by monsters affected by essence of pain has been improved.
- The depiction of the area of effect from monsters affected by essence of electricity has been improved. The time before the area of effect explodes has also been extended.
- Explosive plants are now much easier to recognize, both before they explode and when they are about to explode.
- The visual effects of elemental explosions caused by the death of creatures, or momentarily affected by rare monsters, have been improved. The delay until the explosion has been increased as well.
- The aura of the monster modifier “Prevents recovery above 50%” now has a visible radius.
- Modifiers for energy shield on monsters now grant much more appropriate values for energy shield.
- The modifier “Shielding Monsters” has been reactivated in the trial of chaos.
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- Areas have been adjusted to specialize better in the mechanics they contain. For example, one area can have more monsters, while another contains additional content like strongboxes, essences, or shrines. In general, the harder a map is or the smaller it is, the more content it will specialize in. Here is an overview of the changes we have made to improve maps:
- Some maps now contain up to twice as many chests and twice as many magic or rare chests.
- Some maps now contain up to twice as many monsters.
- Some maps now contain 50% more magic monsters.
- Some maps now contain 50% more rare monsters.
- Some maps now have a higher minimum number of rare monsters that can be encountered.
- Some maps now have a lower minimum number of rare monsters that can be encountered.
- Some maps now have a 50% higher chance to contain essences.
- Some maps now have a 50% higher chance to contain strongboxes.
- Some maps now have a 50% higher chance to contain shrines.
- Maps that are exclusively found in biomes containing citadels now have a 50% higher chance to contain essences, strongboxes, and shrines.
- In unselected hideouts, there are now significantly more magic monsters and fewer rare monsters.
- The monsters in the Untouched Paradise have increased. “Untouched Paradise” now contains 100% more monsters, of which 100% more (i.e., four times) will summon magic and rare monsters.
- The visibility/clickability of shrines has been improved.
- The scaling of monster damage in Simulacrum encounters with increased difficulty has been reduced.
- The likelihood that maps contain bosses has been adjusted. You should now encounter a boss in approximately 1 in 4 maps.
- The chance that map bosses drop a waypoint of the current level or higher has been reduced to align with the increased total number of map bosses.
- The significant Atlas passive “Shining Waypoints” now grants +15% chance that map bosses drop a waypoint of the current level or higher (previously 25%).
- The small passives for waypoints from map bosses now grant +6% chance that map bosses drop a waypoint of the current level or higher (previously 10%).
- The Atlas passive for Delirium “I am not afraid of you!” now grants “Delirium bosses in your maps drop 100% increased Simulacrum shards” (previously 50%).
- The number of monsters and small chests from breaches has been reduced by 15%.
- The number of Simulacrum shards found in maps has been increased by 20%.
- 2D graphics for waypoints have been added, which are equipped with layers of Delirium.
- Crisis shards, breach stones, Simulacra, and “An Audience with the King” now have a more appropriate gold value at merchants.
- The zoom level of the endgame map in keyboard and mouse input mode has been increased to match the zoom level in controller input mode.
On the next page, we continue with the skill changes and monster changes in the official patch notes of Path of Exile 2.