Path of Exile 2 launched in early access last weekend, and it proved an absolute blast. But, as is typical with these types of live service offerings, the first day back at work arrives with a shower of updates.

This batch basically improves drop rates across the board, alongside improvements to dodge rolling, teleporting, and other quality of life changes.

Let’s dive straight into them.

Dodge Rolling Will More Reliably Help You Avoid Getting Trapped

The first big change addresses issues with dodge rolls. During the launch weekend, a bunch of you expressed dissatisfaction with getting constantly trapped by monsters.

Grinding Gear Games has responded by confirming that, while this is intentional behaviour, the frequency was perhaps a bit higher than the team intended.

So, GGG has announced the following two changes:

  • When dodge rolling, player size will be set two zero units instead of one
  • You can rush smaller monsters when dodge rolling

It’s important to note that you still won’t be able to dodge through monsters, but your smaller size will make it easier to roll through gaps.

You Will be Able to Teleport Between Checkpoints

Okay, this change is huge. If you got frustrated at having to retread through the, quite frankly, massive maps when moving to an objective: don’t despair.

Grinding Gear Games is soon going to let you teleport between checkpoints, provided you have already discovered them. Not only that, but checkpoints will appear at all entrances and exits, so you can quickly leave an area if necessary.

There will be a new teleport in the first Dreadnaught area, too. Right at the midway point.

A Cryptic Commitment to Increasing Drop Rates

Grinding Gear Games has made a subtle commitment to increasing drop rates – at least this very one time.

And we mean subtle. This is literally all GGG has to say about this one so far:

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.

Steam

Better Drops From Rare Monsters

If you’re one of the small few who have reached the endgame yet, you may have noticed that ‘Rare’ monsters aren’t really providing the quality of drops that their name suggests

Grinding Gear Games has acted quickly, and has already released an update that provides the following changes:

  • The rarity bonus per rare mod has been doubled
  • +10% quantity bonus per rare mod
  • Rare monsters have a chance to drop more modifiers the further you are in endgame

In addition to the above changes, GGG has made the following to map prefix mods:

  • Rarity mods are increased by 2.5x
  • Quantity mods have additional rarity
  • Certain mods no longer have a bottom tier
  • You have a higher chance to roll mods that affect drops or pack size

More Currency Drops

Now we’re getting into the meat of it. Grinding Gear Games has already launched the following changes to the currency drop rate:

  • Regal Orbs have a 40% higher drop rate
  • Disenchanting six rares now grants you two regal shards
  • Lesser Jewelers Orbs have a 33% higher drop rate
  • Chaos Orbs have a slightly lower drop rate
  • Gemcutter’s Prims have a 500% higher drop rate
    • And they increase quality on gems by 5%, up from 1%

Countering Unlucky Drops

If you’ve ever felt like a boss just hasn’t dropped what you were expecting, you were probably victim of an unlucky drop. These are now a thing of the past.

This is thanks to the following two changes:

  • No more than 50% of unique monster drops are gold
  • Act and map bosses always drop at least one rare

It’s Going to be Harder to Miss Rare Monsters

Not only is GGG going to make it easier to spot rare monsters, but there will be a lot more of them. That’s thanks to the following two nifty changes:

  • Rare monsters appear on your minimap when there are 200 monsters in total remaining
  • A selection of maps now feature additional rare monsters to bring them into balance with the rest of the maps

Path of Exile 2 0.1.0c Patch Notes

If you’d rather consume your information via patch notes, we’ve included everything that GGG has released below, direct from the source:

  • Campaign bosses killed after the first kill will now drop less currency items, replacing them with other items.
  • Increased the drop rate of Regal Orbs.
  • Significantly increased the drop rate of Gemcutter’s Prisms.
  • A single Gemcutter’s Prism also improves the Quality of a Skill Gem by +5% (previously +1%).
  • Lowered the drop rate of Chaos Orbs and distributed it amongst the other more valued Currency Items (Like Regal Orbs, Exalted Orbs).
  • Lowered the drop rate of Artificer’s Orbs and distributed it to Lesser Jeweller’s Orbs.
  • Disenchanting Rare Items with 6 Modifiers now provides 2 Regal Shards (previously 1). The value displayed will still show as 1 until a later patch.
  • Increased the values of all Prefix Modifiers that can roll on Waystones. We’ve also adjusted the chances of getting the more commonly powerful Modifiers such as increases to Rarity and Pack Size.
  • Monster Modifiers now grant higher amounts of Item Rarity and Item Quantity. This is most common on Magic and Rare enemies, but also affects Unique Enemies if applied through various Endgame Mechanics like the Deadly Evolution Keystone.
  • Increased the chance for Rare Monsters in Maps to have 3 or 4 modifiers.
  • Rare Monsters in Map areas are now revealed on the minimap when there are 200 Monsters remaining (previously 50).
  • Fixed a bug where some Persistent Buff Skills, such as Raging Spirits and Mana Remnants, were not working for the Infernalist when in Demon Form.
  • Fixed a bug where you could sometimes be unable to interact with the Map Device in The Ziggurat Refuge.
  • Fixed a bug where Monsters Shattered in a Blood Circle Ultimatum Encounter were not contributing blood.
  • Fixed a bug that could cause the instance to permanently stop time (freeze) when trying to revive a Chronomancer.
  • Fixed a bug where Rare Monsters could not be found within the Chimeral Wetlands.
  • Fixed a bug where “Move only” was name-locking.
  • Fixed three instance crashes.
  • Fixed a client crash.

This patch has been deployed without restarting the servers. You will need to restart your client to receive the client changes in this patch.

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