"It's gonna have a huge impact" | The PoE Report Podcast #7 | Path of Exile 2 Return of the Ancients
Summary
- Crafting Overhaul: A significant, late-announced change limits items to only one crafted modifier, a move intended to extend item progression and manage power creep.
- Game Balance & Archetypes: The patch addresses power imbalances, noting that martial weapons and certain attack-based builds are more impacted by crafting nerfs than spellcasters.
- Plants & Self-Cast Spells: Plants remain a highly balanced, comfortable build archetype, though some self-cast spells may suffer from less optimal progression compared to plants.
- Economy Adjustments: Developers are making Divine Orbs more common to address player feedback regarding currency drops, with a focus on encouraging active use of currency.
- Ascendancy Updates: New ascendancies, such as the Martial Artist, offer both power and enhanced “comfiness” through gameplay quality-of-life improvements.
- Future Resets: Content updates and economy resets are planned leading up to the 1.0 launch to test the game in a fresh environment.
Crafted Modifier Change
A major, late-breaking adjustment to the patch notes specifies that items can now only have one crafted modifier. This represents a substantial shift in the crafting landscape, as previous meta-strategies often involved stacking multiple essence modifiers on weapons for endgame content. While some community members feel this pushes crafting back to an earlier, more restrictive state, it appears to be a deliberate effort to extend item progression and ensure future league mechanics do not cause runaway power creep.
Plants and Self-Cast Spells
The current state of “Plants” is considered well-balanced, providing a comfortable, one-button playstyle that excels during campaign progression without trivializing the highest levels of endgame content. There is a sense that other self-cast spells could benefit from the same level of smooth progression. The Wild Surge Incantation keystone remains a powerful, albeit niche, option for scaling damage, though some debate exists regarding whether its benefits should be baked into the base archetype.
Passive Tree, Deflection, and Recovery
Discussions touch on the complexity of balancing defensive layers like Energy Shield, Evasion, and Deflection. Achieving high-end defensive stats requires specialized planning, and the interplay between these systems remains a core focus for the upcoming patch.
Ascendancies: Spirit Walker, Martial Artist, and Chronomancer
New ascendancy options, particularly the Martial Artist, are highlighted for their ability to improve gameplay fluidity. The Martial Artist is praised for its ability to automate once-clunky mechanics (like managing bells) and its focus on “comfiness” through reduced button presses and improved animation speed, providing both power and quality of life.
Item Skill Socket and Game Design
Changes to item skill sockets and a broader shift in game design philosophy suggest that Grinding Gear Games is prioritizing long-term balance over rapid power spikes. The developers appear committed to creating a more meaningful progression arc by reigning in the extreme power levels previously attainable through aggressive crafting.
Economy and Divine Orbs
The economy in recent patches experienced significant inflation due to excessive drops from specific content strategies. To rectify this, the upcoming update includes changes to how items and currency—specifically Divine Orbs—are handled. The goal is to move away from “hoarding” behaviors and encourage players to utilize currency items throughout their journey.
Economy Resets and League Starters
Looking ahead to the full 1.0 launch, there will be multiple economy resets. These resets are designed to allow developers to test the game’s balance in a fresh environment, free from the accumulated wealth of previous iterations. Two-thirds of upcoming changes are expected to be focused on skill and balance adjustments to ensure a stable launch.