0.1.1c Patch Notes

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Wesk#3813 wrote:
please fix Savanna, this map is sooooo freezing laggy with a big fps drops


Almost all large maps without crazy number of impassable terrains have this problem, seems enemies far away are loaded too early then significantly increase the performance requirement (or lower the fps).

Those shitty maps nevere have such a problem, but no one would like to struggle in pain in these maps.
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Wesk#3813 wrote:
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Olastyr#7106 wrote:
After doing some maps post-patch, it is obvious that drop has been nerfed, i literaly drop nothing compared to pre-patch.


talking about drop after patch and few maps is sooooo useless that I'm even embarrassed to comment on it, you couldn't even statistically understand it after a few maps to make such a claim. For example I got a divine orb on the first map, should I shout that the drop was so raised?


I'm not talking about valuable drops, i'm talking about drop. I barely see any items droping. I even did a breach with not a single splinter droping, which never occured before for me. I'm embarrassed about how you can't read.
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HaVoCzN#7601 wrote:
- Still no Waystone tab?
- What is the point of only one chance per player in a map? This by far is the most ANNOYING and FRUSTRATING aspect of PoE 2. If GGG made it the same as PoE 1 so that you get to use all your portals even if you die once, and get to try again, you would find that the majority of the player-base would be over the moon for this change.


In my opinion this is a cool aspect. It is a kind of punishment for choosing tier maps that are too high for you.

If there was no penalty for death I would probably still be running around maps with 1k health, but I changed my build to have a less DPS, but with 2k health and 5k Energy Shield.

Maybe it would be a good idea to allow you to die and use portals again on early map tier, and as the map tier increases limit the number of permissible deaths, so that maps tier 13-16 no longer provide the possibility of death and reuse of the portal.
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Olastyr#7106 wrote:
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Wesk#3813 wrote:
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Olastyr#7106 wrote:
After doing some maps post-patch, it is obvious that drop has been nerfed, i literaly drop nothing compared to pre-patch.


talking about drop after patch and few maps is sooooo useless that I'm even embarrassed to comment on it, you couldn't even statistically understand it after a few maps to make such a claim. For example I got a divine orb on the first map, should I shout that the drop was so raised?


I'm not talking about valuable drops, i'm talking about drop. I barely see any items droping. I even did a breach with not a single splinter droping, which never occured before for me. I'm embarrassed about how you can't read.


For me, on begine of new version, the loot filter changed to another one. Maybe you have the same problem and the loot is there, but you don't see it.

I readed also that in one previous post:
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For some reason they turned it off by default, I have absolutely no idea why. Just hit Z on PC to fix it, it's the button that turns on or off all the labels in-game.
Last edited by qba_unikatowy#5984 on Feb 5, 2025, 4:42:18 AM
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For me, on begine of new version, the loot filter changed to another one. Maybe you have the same problem and the loot is there, but you don't see it.


I tested that and it was not the case, i was using Alt to show every items. Btw it seems to be good now, i did some breachs later and i was getting the regular 30 ish splinters every times.

Edit: seen your edit and it might be that yeah. I have a FilterBlade dynamic filter. I noticed an error of the filter load when i logged in. Got the message that he managed to load just after the error message.
Last edited by Olastyr#7106 on Feb 5, 2025, 4:58:40 AM
"Minions can now briefly squeeze through smaller gaps if they've failed to move for a short period"

That's a perfect push to a good direction, but I still think their collision should be removed completely or be next to nothing.
I was having so much fun looting on the run with the controller while breaching. Using my move/attack skill and spamming A to pick up loot at the same time. NOPE, not anymore. WTH "issues" this was causing?????????????? When is it going to be re introduced without the "issues"?????
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Fixed several client and instance crashes. This includes a potential fix for the crash affecting players on Windows 24H2.


Didn't fix anything, still hardcrashing on loading screens. GET. IT. FIXED. NOW.

It's been 2 months. It's a critical bug having potential to damage people's hardware.
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HaVoCzN#7601 wrote:

- What is the point of only one chance per player in a map? This by far is the most ANNOYING and FRUSTRATING aspect of PoE 2. If GGG made it the same as PoE 1 so that you get to use all your portals even if you die once, and get to try again, you would find that the majority of the player-base would be over the moon for this change.


Play PoE1 if you want that feature and stop whining about PoE2 not being PoE1.
Why interface is all messed up? Some texts are way to big and all in your face.
I think it has something to do with "Increased font size of text in various locations when using a controller." but I'm not even using controller.
Is there an option to regulate this?
We should have this instead of checkpoints: https://www.pathofexile.com/forum/view-thread/3677132

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