Path of Exile 2 early patch notes: Dodge fixes, currency issues & more

Path of Exile 2’s early access has had someteething problems, but help is on the way with the game’s first patch. Here’s what it includes.

Path of Exile 2has already wowed players with its intricate and addictive gameplay, but the game’s launch got off to a shaky start with server issues, long queues, and a range of technical issues. The good news though is that Grinding Gears Games has deployed a hotfix that addresses many of these problems.

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Logging into the gamehasn’t been the only issue, some players have been having difficulty rolling out of combat when surrounded by mobs. This means that it’s been impossible for them to escape which has led to some unnecessary deaths. Below, we’ll cover everything the patch will fix.

Path of Exile 2 0.1.0c patch notes

Community feedback

Prior to the patch’s deployment, the devs wrote a blog thanking players for their time and patience, Grinding Gear Games revealed a list of things that the patch will resolve in more detail:

Dodge Roll Changes

A lot of players have expressed frustration about being trapped in by monsters. While it is intended that monsters are able to trap and kill you, we felt that the frequency of this was a little too high.

We will be deploying the following changes in an upcoming patch:

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This should result in getting trapped less often.

Note that you’re able to still be trapped. A player size of a zero can still not phase through monsters, but it can get through even the smallest gap between them.

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Checkpoint Changes

A lot of players have been reporting that it can be tedious to need to retread areas of maps in order to get back to objectives that they already found.

We will be deploying the following change in an upcoming patch:

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We will be making further adjustments to checkpoint positions as we continue to gather feedback.

Item Changes

One of the major problems that players have been experiencing is feeling that the game is not rewarding enough. This is an area that we have to be very careful when adjusting because it’s very hard to reduce drops if we increase them by too much.

We have identified a few key areas that we believe will significantly improve the experience that players are having.

Rare Monster Changes

We felt that Rare monsters were not rewarding enough. This didn’t affect the campaign as much because there are more Unique bosses, increasing the overall amount of drops, but it’s especially noticeable when playing in the endgame where Unique monsters are less common.

In particular, the reward that you were getting for the increased difficulty of rares wasn’t lining up.

We have deployed the following changes:

These changes will cause rare monster rewards to naturally scale up as you get to higher levels because the number of mods a monster can have increases throughout the campaign and into endgame. In addition, many other forms of map juicing will indirectly cause rare monsters to have more mods as well, increasing the rewards of these other mechanics too. Also note the change below to make sure each map has a minimum number of rares which will also increase the average number of rare mods, and thus increasing drops further.

Currency Changes

We felt that players were not getting enough of certain currency either in the early game, or to sustain adding mods to maps.

Map Mod Changes

Like with rares, we felt that players were not being rewarded enough for the difficulty that was being added by map mods. We have significantly increased the value of all prefix map mods.

We have changed all map prefix mods, but some example changes we have deployed are:

In addition, it has been identified that some areas are not being affected by the “Increased Number of Monster Packs” mod as they should be. We will be fixing these maps to work correctly in a later patch.

“Unlucky” Drop Protection

One of the major issues we have identified are outlier “unlucky” drops. A single Unique boss dropping badly, especially early on can significantly affect your character.

The first of these changes is more significant than it first appears because players can’t see the difference between “normal” and “rare” gold piles. You will get more equipment and currency items which can take more advantage of the rarity increases that unique monsters provide.

Click to Move

There was an issue where the “Move Only” command was namelocking. This would often result in your character confusingly attacking in an unexpected direction while holding down this action.

We have deployed the following change:

Endgame Maps

A concern for players in endgame maps is accidentally missing Rare monsters. In addition, many maps did not have the number of rare monsters that they should have had.

We will be making the following changes in an upcoming patch:

The devs signed off saying, “Over the coming weeks we will be continuing to work on map layouts and monster density issues in maps”.

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