The Early Access launch ofPath of Exile 2– a sequel that’s been several years in the making – has been met with a pretty fantastic reception. As well as a review score of “Very Positive” on Steam, Grinding Gears’ newest action RPG also pulled in overhalf a million playersin just a couple of days.
So far so good, it seems. Although, it’s not even been a week yet. It’s very much early days, still. Much work needs to be done, and no time like the present, as the developer has sent out the first major patch for the game.

Patch 0.1.0d has been deployed. It addresses a few bug-fixes as well as some improvements we mentioned in a news post earlier this week.Check out the patch notes here:https://t.co/mmihm4vpIdpic.twitter.com/xlE0AWSVdK
Version 0.1.0d ofPath of Exile 2has started rolling out, and comes shortly afterGGG announced it had initiated some QOL changesto the game, with promises that more would be on the way, along with the full patch notes. Well, today is that day, and the update comes with a host of adjustments, tweaks, and bug fixes, as well as changes to trigger gems and energy gain.

Path of Exile 2version 0.1.0d patch notes
Youcouldread the full changeloghere. However, I’ve handily pasted it below to save you from opening a new browser tab. Why yes, I am generous.
General Improvements and Changes
Trigger Gems and Energy Gain
Trigger gem energy gain was not in the right place, and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing. to address this, we are now making “Monster Power” part of the calculation for energy gain.
This means that it’s far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting. Another issue was using low-level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter, we are making the energy gain dependent on the strength of the ignite. We have also rebalanced all energy gain across the board.







