Path of Exile 2 - Patch 0.1.1c Preview

Goddamn CONVOCATION SPELL SKILL PLEASE.

Thats good you make minions go easier through small passes, but it probably will be same situation in grotto with melee minions after patch.
Give us convocation spell skill gem please.
Last edited by TheBoilingMaestro#0325 on Feb 4, 2025, 12:49:49 AM
Can we please have some info on whats going on with the Map tab?
90% of my citadels are bugged and dont complete while showing 0-1 monster remaining. Please fix
The minion fix is definitely is an improvement ^_^. Thank you!

ー温帯
This is not a patch this is a bunch of hotfixes.
So weeks have passed and you come up with this? Great progress, keep grinding!
"
3.26?


Bro they already told us, whats up with 3.26. Stop asking about it in every single post lmao

Thx for hotfixes
Im not sure if you guys are aware of this or if anyone else is having this issue but my citadel maps arnt getting completed even if i kill every single monster, this has been happening ever since 0.1.1, im sorry to post a bug report here btw im a new player and still dont know where to go for that
I appreciate that you're acknowledging that minions need work, but this is still not a suitable fix.

As a long time gamer and software engineer myself I struggle with the design choices relating to things like minions occupying their space. I've read the stated rationale behind the decision, however, watching how this plays out in the real world is genuinely not an acceptable end result. From doorway issues to struggling to get more than 2-3 melee units on a boss (e.g. Forge) it just doesn't make sense.

This issue has long been settled by gamers and devs alike. Balance around letting them stack, and whatever design choices necessitated minions being used to block paths should be redesigned. I'm sure there's some mechanic or fight that your team feels will make the design choice worth it, but it destroys a community favourite play style. The tradeoff for your community isn't worth whatever was planned around that design.
"
I appreciate that you're acknowledging that minions need work, but this is still not a suitable fix.

As a long time gamer and software engineer myself I struggle with the design choices relating to things like minions occupying their space. I've read the stated rationale behind the decision, however, watching how this plays out in the real world is genuinely not an acceptable end result. From doorway issues to struggling to get more than 2-3 melee units on a boss (e.g. Forge) it just doesn't make sense.

This issue has long been settled by gamers and devs alike. Balance around letting them stack, and whatever design choices necessitated minions being used to block paths should be redesigned. I'm sure there's some mechanic or fight that your team feels will make the design choice worth it, but it destroys a community favourite play style. The tradeoff for your community isn't worth whatever was planned around that design.

was there a statement?
and what is the design sense in introducing collisions into the game?
well.. what I noticed is this
1 - sometimes you get pushed back half a screen. super rare and only at the low levels.
2 - you simply cannot pass next to a jug or a boulder, etc. even directing the movement vector at 45 degrees.
in the endgame there is only moment 2 left because all monsters are destroyed in a second.
and a big problem associated with MINIONS ofc.
Why does a somersault not break jugs?

So why is this element needed in the game in principle as a game design decision?
for what?

Report Forum Post

Report Account:

Report Type

Additional Info