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Path of Exile 2 Just Got Some INSANE News...

Ziegired: About the bosses being challenging I don't think that what you're saying is what they meant.

Mark also said in the past. There will be challenging bosses and uber. But the ubers bosses are not supposed to be something mandatory.

Creating it now when the base of the game isn't still done will make that everyone to do that content should have some specific build. When all the game is balanced, all the skills, all the ascendencies, then they can create users bosses and versions, because there will be tools for every build to make that content if the player wants.

Mark already said it. There will be uber bosses in the future, but first they need to finish the core game and balance it.

Brotection_: 7:50 So basically they're taking the same stance they took on async trade for years, until they eventually come around and realize it's good for the game and add it. Lol

ishi...: I wonder if ggg or Jonathan in particular understands that when people say you need a loot filter the mostly mean a loot highlighter

kurocksong: 8:00 missing a div because you don't have a loot filter is just embarrassing GGG. I guess that is more of a loot highlighter but the point stands. Different builds care about different drops and highlighting/hiding what is wanted/unwanted is very important. Maybe GGG will come around eventually.

Loot filters are already mandatory. What are they on? I want some of that stuff.

jzxnaga4510: Loot filter is the LEASTTT thing GGG has to do.

Exedeble: "You dont need a loot filter" XDDDD tons of items are crap at the end game

crunchynapkn3547: 9:21 I think Johnathan's take is that if they make Uber bosses currently the build variety would shrink. They have a large % of players that are using content creators to decide their build each season. If bosses become harder they think the number of content creators playing the same build will increase. To counteract this, they first want to bring balance more inline of all skills so that build variety doesn't drastically shrink upon bringing harder content into the game.

I find this is a big issue with all games, there is no longer a secretly busted build or interaction, players historically found a local maxima in power related to their build, now there is a shared search for the global maxima and a large portion of the player base collapses onto it. Like in temple league it puts those not wanting to maximize profits at an enormous disadvantage within trade leagues.

However this is also counterintuitive to the lack of balance in 0.55.

I think after their initial claims they would not change ascendency trials before 1.0 they heard the backlash and reprioritized. Regardless of if sekhemas is changed for 1.0 they would have sunk significant time into changing it as well, which is directly taking away from the balance and design teams.

gocalixto: They are so stubborn, we are telling them for several patches that attack speed for attacks such as maces are too slow, do they have to lose the audience to listen?

vimzim8576: I think the problem with aspirational content is the harder you make the content, the more you want to be able to scale up your defensive layers and it is currently hit or miss if your build can be scaled up or not. You could make a companion build where you pretty much take zero damage, you can scale up energy shield to have massive pools... but we are severely limited in terms of life scaling and armour is still weak as a defensive mechanic compared to other scalable options so if you are going to make stuff a lot harder than what is already out there people are just going to put a line through a lot of classes just because they are on the wrong side of the tree or do not have good defensive layers to scale.

There is just too much variance between what is strong and what isn't strong and once you start putting bosses in that you need a very strong build to do you are naturally going to filter out the classes that make your life harder and for a newer player that has sunk in a lot of time into their character to then find out they picked something that has no hope of doing the end-game content, then they are more likely to leave the game than re-roll.

I love GGG but lets call a spade a spade, they have always been horrible at balancing stuff.

EnderElohim: 8:25 loot filter is literally mandatory. There is disconnect between game and jonathan

Zenbubbles: I wonder how difficult 30 rooms of trial of chaos is going to be. Perhaps the hardest content in the game (other than superjuiced maps?). It could be meta defining.

Trash432: shoot my filter gets turned on the sec I wake up in act 1.

Godric5024: 9:16 I think maybe the best compromise for not having a built-in loot filter would just be your suggestion about improving visual clarity and differentiation on drops so players could quickly distinguish rarity and value on the fly. While LFs also hide items and declutter, it may not even be necessary if they overhauled label size, color, borders, sounds, etc. so you knew immediately what was trash and what wasn't.

At a minimum it would be a major QoL improvement, but I do feel by itself it would resolve the problem driving many players to LFs.

leederlee: Bleed Buff is an L - why? Hear me out. There is a Lot of Feedback that DoT should Not scale with Hit damage because (im also of the opinion) it essentially kills the Fantasy of DoT. For me a DoT Fantasy is I cut you just a Little Bit and you might Not Even feel it and slowly die cause of poison. That bleed buff essentially confirms they will still scale DoT with Hit damage in 1.0. Massive L in my opinion. I was really hoping for DoT to be reworked to be its own thing and Not end up just as another crit Build at the end of the day.

Vyend: Jonathan's take on lootfilters is wild to me. Like, lootfilters literally makes the game so much more enjoyable for all categories of players, from casuals, to average & hardcore players.

- It improves visibility by hiding items that you don't want, and visual clarity is one of the biggest problems with poe 2 right now. You can't combo skills if you can't see enemies or what your character is doing.

- It automatically hides low level bases & items that aren't for your character, inspecting every single item on the ground can be paralyzing for new players.

- It highlight items and divide them into different rarity tiers, which is a huge QoL.

Jonathan really needs to ask himself: "If we removed the ability to use external lootfilters from the game, how would most of our players react?"

That's how important lootfilters are for poe. A Mirror of Kalandra should NEVER have the same label as an Exalted Orb. It's literally bad UI/game design in this day and age when you make items this different look so similar.

ThanePL: Good info, appreciate. When it comes to powerful bosses I understand Mark's take when he says they need to rebalance overall skill grid first, before they start putting new more challenging content in the game, because otherwise it would be unreachable for some players and benefiting only a fraction of a player base. I think that maybe if they had more time, they could work on balance and bosses simultaneously, but if they lack time and need to choose then it's better to do that rebalance first - it's a shame that only like 10 or 20 builds out of 100 viable ones (not mentioning all possibilities) are good enough for juiced mapping and they require severe buffs. Then, if they manage to even the levels of power even a bit, they can scale all the content accordingly and add new stuff.

vincent78433: so about the loot filter thing, it's not about filtering out items, it's not even really about highlighting items

it's about making different types of items look different

like soul cores, omens, runes, general currency could all have like different color palets so you can actually tell what's going on

the point isn't to highlight certain things or indicate value

it's to make the loot drops actually readable

even in their own promo footage when loot drops it's very difficult to tell what's actually dropping you have to like pause and read all the individual names

and that could just be a lot better

gothamsjorts: i think youre right in thinking that there SHOULD be aspirational content in the game, but jonathan is right in that most players do not want to play a build that does not easily clear the game.

youre coping :D

freki9940: im still coping that they'll shadow drop the shadow for patch 1.0. i mean they teased daggers alongside swords in that one video. lets hope they can make it happen in the few months leading up to the release

elderwiz3165: Jonathan is right about the hardest boss and builds.

If a build can't kill the hardest boss in the game it will be considered "bad" or even "useless".

If someone puts enough time and effort into a build they should eventually be able to complete all content.

Meta or non-meta.

Trumanlol86: Absolutely agree about the rarity of some of the omens. Some of the really rare ones are SO rare I'd rather just farm divs and buy gear than try to craft something truly awesome.

-who-: The thing about loot filter is not necessarily the filter, but the sounds. When they finally fixed that bug that made tinks not work, the game felt so much more fun instantly

Ashgan9: Even if they don't implement loot filters (which they should) They could at bare minimum update how they show loot... for instance shrinking older item types so you know just at a glance what is useless would be a very nice quality of life.

sircrookie115: Every build should be able to beat every boss because i believe if you are good enough you should be able to beat any boss without any gear or skills

Ashgan9: The rarity of omens and currency is always going to be a problem as long as trade is a focus of the game.

If it's not rare then no one would trade...

ChrisBrennan87: Please please please let me sonic rolling slam across the map!

lachlain4070: God saying infusions makes me cry. I hope they buff and fix those. I love the theory of the playstyle and have played it a bunch but by-golly does it currently feel terrible

Aug 31 2026

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