What can we expect for Path of Exile 2

The Path of Exile community has recently expressed frustration with GGG’s treatment of “Harvest-crafting” in the initial Path of Exile. Harvest was essentially a previous League that addressed one of the long-standing complaints from gamers—namely, how players should design items—sparking a lot of debate when the nerf announcement came.

This is important because, in order to be competitive in its niche, Path of Exile 2 must-have deterministic crafting methods. Of course, crafting shouldn’t become too easy, making strong, game-breaking items too available to the general public. Rather, Path of Exile 2 should maintain the game’s complexity while also building on its foundations and expanding on the possibilities that expert crafters desire.

The promised new Path of Exile 2 footage will allow fans to see how the game is progressing while also hinting at what’s to come in the future. There are nineteen brand-new Ascendancy groups for the base collection of Exiles that will be available to choose from while making a fresh start, among the improvements that have already been confirmed. Another significant improvement is the game’s engine, which has been fully reworked and improved, allowing for improved graphic quality and – most likely – improved game output stability.

Finally, GGG announced that it would dramatically alter the way sockets operate today. They are currently item-dependent and color-specific. This will change in Path of Exile 2, as sockets will be Skill-Gem-specific, allowing players to experiment with a wider range of builds.

The Livestream announcement is likely to show some exciting new features, adding to what we already know about the upcoming new game. Potential improvements to the current Path of Exile trading system, guild system, the PvP system, and group play would almost certainly not make it into the stream. These are all topics that plagued the original Path of Exile, and the group has been outspoken about them for years, indicating that they will be addressed in the sequel. GGG will undoubtedly resolve these issues when they start their next venture, although no official announcement has been made on the subject as of yet.

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GGG Revealed a Preview of Path of Exile 3.10.1D Update

It is exciting that a new patch 3.10.1d is going to be deployed in Path of Exile this week. To make all players know what the patch is about, GGG has released the full patch notes of this update. According to this preview, this update is a small one which contains some bug fixes and small performance improvements. Here are the full patch notes of this update.

Delirium Improvements
Pure Guile and Pure Aptitude can now be rolled on Aura Cluster Jewels.
Fixed a bug preventing the Bloodscent Cluster Jewel passive from working if you were using it in combination with Rage Support.
Fixed a bug where Immortal Call didn’t count as a Non-Vaal Guard Skill for the sake of the Veteran’s Awareness Cluster Jewel keystone passive.
Fixed a bug where The Mayor, The Endless Darkness, The Price of Loyalty and The Chosen divination cards did not correctly give credit towards the “Turn in Divination Cards” challenge when turned in.
Fixed a bug where Omniphobia, Fear Manifest could sometimes get stuck in terrain after using its Leap Slam skill.
Fixed a bug where Kosis, The Revelation’s beam skill could stop rendering temporarily if you ran too far away from it while it was using the skill.
Fixed a bug where Betrayal Intervention targets could sometimes become untargetable if encountered during a Delirium encounter.
Fixed a bug where Legion monsters with the Vengeful Stalker modifier could not be killed.
Fixed a bug where Fury Hounds in Delirium encounters could sometimes become untargetable.
Fixed a bug where the monsters that appear on top of Delirium monsters when they split were inheriting attack and cast speed bonuses from Delirium mist.
Fixed a bug where various effects from Delirium monsters could sometimes linger indefinitely.

Performance Improvements
Added more preloading for various commonly-encountered assets.
Improved performance of several ground effects.
Improved performance in cases where players or monsters had stat values change.
Improved performance by removing reflected damage calculations from monsters that would not reflect damage.

Skill Improvements
Updated the gem descriptions of Animate Weapon and Animate Guardian to clarify that they cannot be used by Traps or Mines.
Fixed a bug where Shock Nova and Blade Blast’s skill effects were not the correct visual size when cast with 9 or more stacks of Intensity.
Fixed a bug where Mirage Archer could visually persist after its duration had expired.
Fixed a bug where the damage penalty applied by Unleash Support to skills that reoccur could sometimes be applied to the initial cast of some skills.
Fixed a bug where Zealotry didn’t provide the Life Regeneration it should have if a Guardian with the Unwavering Faith passive had cast it.
Fixed a bug where Spectres’ skill cooldowns were reset when weapon swapping if it would cause your Spectres to change levels.
Fixed a bug where the Withering Step visuals could persist after the skill had expired.
Fixed a bug where the Dash skill effects were sometimes not visible when using the Predictive networking mode.
Fixed a bug where you would namelock onto a monster if, while holding down Move, you had used a movement skill which then resulted in you hovering over a monster.

Sirus Improvements
Sirus, Awakener of Worlds will now be more aware of where Deatomisation Storms are and will no longer cast his Meteor or Corridor skills if he is near one.
Sirus, Awakener of Worlds will now only teleport players into the Meteor Maze if there is at least one player in range of him.

Metamorph Improvements
Reduced the damage of the Bolt, Monkey Toss, Rock Toss, Ghostly Barrage, Leaper Barrage, Maw Barrage, Necrotic Barrage, Spider Barrage, Snake Spikes, Squid Ink and Primal Throw skills used by Metamorphs.
Fixed a bug where the Bolt Metamorph skill used by The High Templar was repeated many times, rather than being cast a single time.
Fixed a bug where the Bolt Metamorph skill used by The High Templar was dealing attack damage, rather than spell damage.

Item Filters
Added an EnableDropSound parameter that can be used in Item Filters.
Added a chat output upon logging into a character which contains information about the currently loaded item filter if that filter is one that you are subscribed to through your account page.

Microtransaction Improvements
Fixed a bug where the flame patches created by Scientist Flame Dash Effect were smaller than intended.

General Improvements
Using an Orb of Horizons on a Shaper Guardian Map will now always result in it turning into a different Shaper Guardian Map.
Fixed a bug with the Favourite Maps system where the third unlock slot assumed that it required all Awakening Objectives to be completed, but could have actually required all Bonus Objectives (as it is possible to have all Awakening Objectives completed but not all Bonus Objectives). This was a visual issue only.
Fixed a bug where some vendor recipes could be completed with corrupted Rare items if the art matched the Unique item required by the recipe.
Fixed a bug where items could sometimes drop in inaccessible locations in the Domain of Timeless Conflict.
Fixed a bug where the “25% chance to Impale Enemies on Hit with Attacks while using Pride” Watcher’s Eye modifier didn’t apply to off-hand attacks.
Fixed a bug where the Call of the Brotherhood unique ring didn’t have a level requirement if it had a corrupted implicit modifier.
Fixed a bug where the “10% increased Effect of Auras on your Minions” modifier applied by the Matua Tupuna unique shield persisted on Minions after the shield was unequipped.
Fixed a bug where Brand Attachment Range modifiers from the crafting bench appeared to be craftable on Rings. This has now been updated to correctly reflect that these modifiers can only be crafted on Gloves and Amulets.

Crash Fixes
Fixed a client crash that could occur when entering areas with an Animated Guardian.
Fixed a client crash that could occur when monsters used an Expanding Nova skill.
Fixed an instance crash that could occur when the Delirium Icicle Wreath skill was used by monsters.
Fixed an instance crash that could occur when using Blade Vortex.

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Full Patch Notes of Path of Exile’s Update 1.43

GGG has launched a new update version 1.43 for players on PS4, Xbox One and PC platforms. The new update includes a lot of performance and gameplay improvements. It is about 977MB avilable to download. Here are the full patch notes for this new update.

Delirium Improvements
Made various visual adjustments to Delirium mist to improve visibility of effects below the mist.
Added a variety of coloured lights to monsters and packs with Delirium on-death modifiers to more clearly represent the type of damage their skills will deal.
The Vengeful Blast modifier now creates a Fire-damage Flameblast (rather than Cold-damage). We have improved the telegraphing of the Flameblast as well.
Updated the effects of the Vengeful Skyfire meteors.
Updated the effects and audio of the Crushing Terror telegraph and impact.
Added a ground target marker for Vengeful Soul’s Soul Mortar skill.
Added a red tint to the homing Delirium volatile monsters and the ground objects which create them.
Delirium Volatile monsters now have a charge-up animation before they explode, rather than exploding immediately when contacted.
Monsters with the Vengeful Stalker modifier are no longer targetable when they are exploding.
The Vengeful Stalker modifier now deals Lightning damage.
The Vengeful Skyfire modifier now creates more tightly clustered Firestorm impacts.
Adjusted the reward count pacing in story areas to behave similarly to that of Map areas. This does mean that some areas (such as Harbour Bridge) will no longer be overly rewarding.
Reduced the size of the Hysteriagate Simulacrum area. This results in monster density being similar to that of the other Simulacrum areas.
Fixed a bug where some monsters were dropping Simulacrum Splinters after the Delirium mist had subsided.
Fixed a rare bug where Delirium rewards could drop in inaccessible locations.
Fixed a bug where rewards from the additional reward bars added in 3.10.0e did not give credit for the “Obtain Rewards from Delirium Encounters” challenge.
Fixed a bug where the Devastator, Explosive Force and Unspeakable Gifts Cluster Jewel modifiers were causing monsters that aren’t ordinarily able to have their corpses destroyed (such as Piety, the Abomination in the Belly of the Beast Level 2) to explode.
Fixed a bug where the “Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage” stat on the Low Tolerance Cluster Jewel notable did not work.
Fixed a bug where the “Warcries count as having 10 additional nearby Enemies” stat on the Cry Wolf Cluster Jewel notable didn’t work when using Intimidating Cry.
Fixed a bug where corrupting a Unique Cluster Jewel into a Rare Cluster Jewel didn’t generate an enchantment on the Rare Cluster Jewel.
Fixed a rare bug where Fury Hound monsters in the Simulacrum could sometimes become immune to damage.
Fixed a bug where Delirium Unique Items and Cluster Jewels were not dropping at the correct item level in the Simulacrum.
Fixed a bug where Cluster Jewel notables were not being disabled if you had down-leveled below the level requirement of the socketed jewel.

General Improvements
You are now able to select an Atlas Mission via the Map Device.
Shaper and Elder Influence can now be applied to areas that also have Conqueror Influence.
Divination Cards which award Perandus Manor now always do so at a tier that is equivalent to what would be received if you had 4 Watchstones in the appropriate region of your Atlas. Cadiro Perandus will offer Perandus Manor at a tier based on the watchstone count of the appropriate region of your Atlas.
Doryani’s Machinarium now drops at a tier based on the Watchstone count of the appropriate region of your Atlas. This means that if you have 4 Watchstones in the region that contains the Maze Map, Doryani’s Machinarium will drop at its maximum tier.
Unique Maps and Vaal Temple Map are no longer highlighted when selecting a Favourite Map.
x% increased Effect of Auras on You modifiers no longer apply to enemy debuff auras.
Arc, when triggered, now targets as close to your target as possible.
Mirage Archers now release their channelled Snipe at maximum stages.
Eye Hatcheries created by Metamorph bosses no longer create damaging ground impacts each time they take damage.
Scale of Esh monsters are now limited to having up to 3 minions at a time.
Adjusted the physics of the Project Wings.
Improved the performance of Bladestorm effects.
Added an EnableDropSound parameter that can be used in Item Filters.
Fixed an issue with the PlayAlertSound parameter in Item Filters not handling the Continue command correctly.
Fixed a bug where some unique monsters could fail to pathfind to players correctly.
Fixed a bug introduced in 3.10.0 which caused the “Contains additional Divination Cards that give Corrupted Items” modifier found on Diviner’s Strongboxes to not work.
Fixed a bug where Vaal souls gained when using the Soul Ripper unique flask were given to a single Vaal skill, rather than being distributed amongst all socketed Vaal skills.
Fixed a bug where running far away from an upgraded Stormbind rune and then returning to it caused it to visibly appear as if it was unupgraded.
Fixed a bug where the ground effect from Hunter Influence Basilisk monsters re-appeared if you ran far away from it and then returned.
Fixed a bug where the Ice Trail created by Veritania, The Redeemer lasted forever.
Fixed a bug introduced in 3.10.0 where the Sawblades thrown by Truth Extractors bounced forever.
Fixed a bug where the effects of the Snipe skill, granted by the Assailum unique helmet, were not correctly removed after using the skill.
Fixed a bug where the visual effects from using Frostblink could get stuck on your character until you changed areas.
Fixed a bug introduced in 3.10.0 which could cause the Pier Map boss to become untargetable.
Fixed a bug causing the location of Animated Weapons’ health bar to sometimes be incorrect.
Fixed a bug where the height of some parts of the Morbid Hideout was incorrect, causing it to interact poorly with a number of hideout decorations.
Fixed a bug which caused triggered Raging Spirits to not attack monsters.
Fixed a bug where Kinetic Bolt was able to drop before level 5.
Fixed a bug where party members could interact with the Metamorphosis Vat. They could only say Goodbye!
Fixed a bug introduced shortly before 3.10.0 where Reverb did not work.
Fixed a bug where Thaumaturgy Wings and the Scientist Cloak flickered when certain effects were applied to your character.
Fixed a bug introduced in 3.10.0 that caused the joints of the Wild Panther Pet to become quite entangled.
Fixed a bug introduced in 3.10.0 where the trails from the Orion Weapon Effect became smaller than intended.
Fixed a bug where the trails from the Trinity Aura Effect were sometimes slightly ahead of the rotating spikes.
Fixed an instance crash that could occur when using Zombies.
Fixed an instance crash that could occur during the Gruthkul, Mother of Despair encounter.
Fixed an instance crash that could occur during a Kosis, The Revelation encounter.
Fixed a client crash that could sometimes occur when closing the quest reward window.

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How To Become Stronger in Path of Exile?

For every video game fan, it is exciting to be more and more powerful in the character you have played. That’s the reason why millions of players would spare no efforts to do everything to become strong in the game. As a very popular game, Path of Exile has been attracted by millions of players. Every player wants to become strong in the game, but it depends on many elements to achieve the goal.

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Good Build
As Path of Exile’s character creation and leveling is very deep, it is extremely important to find reliable and powerful build guides that can start strong in the game, and finish even stronger. Browsing the build guide threads in the Forum – Path of Exile is a good chance for you to have a good build.

Good Gear
Most of the builds rely on strong gear to enable their true potential. Gear can only be acquired by drop or by trading, so your best bet is to find a build you can play well enough to find your own gear, or one that can make enough currency to buy the gear you need from other players. It is equally important to find a build that can play in the endgame content reliably with a very cheap gear investment, and can then be made much stronger with more investment into gear.

Real-Money Trading
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