Road to Exile 2 developers announce more urgent changes as recent Steam user reviews hit “mostly negative”
Blog Andrew Joseph 10 Apr , 2025 0

Path of exile 2 Developer Grinding Gear Games has released more emergency changes to action role-playing games in the bounce Hunting Updated Snacks Dawn This has caused recent Steam user reviews to drop directly to “mainly negative”.
The dawn of the hunt was launched earlier this month and quickly sparked backlash on the road to exile communities. The expansion adds a new Huntress class, a spear and Buckler user, specializing in hybrid melee and ranged combat. Elsewhere, there are five new promotional courses: Ritualist, Amazon, Smith of Kitava, Tactician and Lich. And all mechanical overhauls, over a hundred new unique items, and significantly expanded crafting options.
It should have been a very positive moment for the road to Exile 2, with its developers and players totally becoming something else, but the community complained that GGG slowed down the pace of the game so much that it became a “complete obstacle.”
The “Most Useful” comment to Steam over the last 30 days is a negative review that outlines the current issues with the game:
Every boss fights longer than needed. Most skills have little damage. I know they say they want to reduce the gameplay, but I don't think I'm even going to be in this league for more than a week at this point. Now, if you can even get the game running and keep it steady, it feels really bad. If that's a huge one.
Another negative comment wrote: “If you are a masochist, rarely punished and hardly rewarded, then this game is for you.” “If it isn’t, you probably won’t like this game.
“The release version (0.1) already has a lot of questions about area size (too large), slow motion (which makes these large areas feel worse) and forced combo gameplay (which is optional, thanks to some “unexpected” build options that players find).
“However, in this new version (0.2 – Dawn of Hunting), as many other critics have mentioned, the slowdown of the game has slowed down significantly.
“This loot is not common in 0.1, but acceptable, and that’s so large that you kill a rare monster or boss without getting rare items or making currency.
“The forced combination gameplay has regained its strength and the developers want to get us into this type of gameplay, which is in stark contrast to what this ARPG should be.
“Players have been complaining about the size of the map and the slow movement, and developers largely ignore these comments until the community’s objection is constantly overlooked.
“I have 5K hours in POE 1, which is my favorite game ever. I love GGG, but honestly, I can’t recommend this game to almost anyone.
“Hopefully they can solve these problems in the future and make the game more enjoyable.”
In response, GGG has outlined the change listbut now there is Revealed more As part of 0.2.0E that expires tomorrow on April 11.
Now, the question for Road 2 players is, are these changes meaningful enough to stop the complaint trend and bring the game back to a positive environment? It is worth noting that the Exile 2 road was a very successful release for GGG, so much that it struggled to deal with the huge players at launch. However, this success brought other problems and even affected the development of Path of Exile 1, which retained a large and loyal audience.
Exile Path 2 updates 0.2.0E patch notes:
Monster speed changes
Many players were reportedly flooded by monsters. The reasons are a number of factors, and we are addressing these factors based on the situation. We have listed the Monster Change Act as follows the ACT below, but we have made the following changes more generally.
Many human monsters include Freythorn, Faridun, and the monster behavior of the tribal humans in Act III, and if the player is out of range during the attack, they can interrupt melee attacks, especially for those with multiple hits, such as those that swipe to the right. These interrupt events are mostly removed, especially when attacking very quickly, as it causes monsters to fail to pursue and attack you don't have time to participate in or use skills between attacks.
The fast halo monster modifier no longer appears on the already fast monster.
Act 1
Werewolf Cultivators and tendrils will now enter a walking position after performing melee movements (rather than running), and they will only start running again if they are within a certain distance from them. This behavior has been applied to many faster monsters.
The hungry stalkers have reduced their life and damage by 12% now, and they are already relatively weak, but we have lowered it a bit to illustrate their high movement speed and attack speed. They intend to participate quickly and attack, but to be weak and die quickly.
Reduced the number of flower snakes in the red valley.
The number of toxic crabs in the hunting grounds is cut in half.
Freythorn's admirers are no longer like the disruption incidents about their attacks mentioned above.
Freythorn's admirers wield axe and hammer in Freythorn, walking after performing melee moves, only once they are away from a certain distance can they run again.
The duration of the blood protease on the death pool was reduced from 6 seconds to 4 seconds, and the effect area was fixed to match the visual effect more closely.
Reduces the overall density of more challenging monsters in Ogham Manor.
Act 2
The giant rock ants in the Titan Valley have been replaced by Risen Maraketh because there are so many monsters in the area, annoying sports.
Faridun has been modified to remove interrupt events on its attacks, as described above.
Behavior 3
Now, Diretusk Boar and Antlion Charger are more likely to push you aside than pushing you with them as they charge you.
Lost City Monster Packaging Composition has been adjusted to result in smaller range monsters
First, the Azak Marsh was adjusted on a large scale through the changes in the interruption event mentioned above, but also changed the monster composition of the area to give it a smaller range and elite monsters.
Fixed an issue where Slitherspitter's poison spray in the venom crypt is causing confusing damage rather than unintentional physical damage.
We also identified another problem that affected areas where potential monster spawning locations were inconsistent in different rooms. This leads to monsters where some rooms become more dense than others. We have a fix that fixes this issue but it is not included in this patch and will be deployed in a future patch.
These are not the only changes we will make to the monster. Further changes will be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be Some of the changes we don't have time to make today, while others require new animations, which takes longer.
The boss changes
Viper Napuatzi is one of the most challenging bosses for the player, so we made the following changes.
Reduced the amount and size of Chaos Rain (Purple) in Viper Napuatzi battles, and then cleaned up the Visual Left more quickly to make the following descending positions more noticeable.
Uxmal has all kinds of quirks, which makes him a little annoying. We made some changes.
Reduce the number of changes in uxmal positions through combat
Ukmar can no longer shield energy when in the air.
Uxmal uses flame to breathe less
Xyclucian has some problems with the visibility of its effects
Xyclucian's arena has cleared the ground leaves to make his effect more obvious
Player slave changes
We have changed the way that the slave recovers the timer. When your first minion dies, it sets the revival timer to 7.5 seconds as before, but each consecutive dead minion increases it less and less (still limited to 7.5 seconds). This should greatly alleviate the deaths of most minions, but the Revival timer keeps resetting to 7.5 seconds.
Eliminating bound ghosts or tamed beast gems will untie them so you can use them again.
Tamed beasts can now adapt by blanks of the same size as the player can reach.
Other players balance
We don't have many other player balance changes except for the case described yesterday, but we did make the following other changes sneakily:
Rally support is no longer limited to strikes or slams, and now supports any melee attacks you use yourself.
Glory (used by the hammer of the gods and the spear of the Solaris), if you are interrupted while using this skill, it is no longer consumed.
Fixed a bug where the monster's blood boiled without spreading if it explodes at death, for example when using pioneer blood.
Production changes
Now we have completed all the mods in the runes of the casting weapon. Deserts, glaciers, storms, iron, body, mind, rebirth, inspiration, stones and vision are all now working on wands and stitches, with their own modifiers.
Renly now also has a blank rune in the abandoned shop of Burning Village, and Renly can work out into any elemental runes of your choice in case you don't find anything. As mentioned yesterday, in addition to random drops and salvageable drops, there are now 12-bit Artificers Orb drops in fixed positions through campaigns.
Performance improvement
Ground foliage in many areas has been optimized to improve performance.
0.2.0E deployment timeline
That's all about getting it to 0.2.0e. The patch will be deployed around 10 a.m. NZT. We also made more changes internally, but they were not patched in time.
The following lists the changes to be made after the weekend. These are not the only changes in this patch. These are just changes that we already have.
Charm change
Charm is a system we never fully expanded and we encountered some problems we ended up solving. Overall, we want Charms to be more useful and make it easier for you to use more features.
First, the changes to the charm slot
Now, the charm slots on the belt are granted by implicit mods that are added to the belt depending on the level of the area dropped. Depending on the height of the belt, the number of slots is randomly to the cover. You can use the God Ball to regroup the slot count.
The belt has 1 charm slot until level 32, up to level 2, up to level 64, up to level 65.
The unique belt can always have up to 3 charm slots.
Currently, the unique belt with an increased number of charm will still be capped at 3, and we will remove the cover later.
Then change the charm itself.
Several charms don't protect you from activating them, and these cases have been fixed to work properly.
We also gave the charm mods passes to make them more powerful and meaningful.
Store tag affinity
We are adding hide tab affinity to the following projects
socket
Fragments (including tablet and trial keys)
violation
expedition
ceremony
We will also allow Charms to enter the Flask Storage tab or any tab with flask affinity.
Atlas Bookmark
We have added the ability to add bookmark locations on your map set so that they can be easily found later.
Right-clicking on a node will allow you to create a bookmark by selecting the icon and selecting Add a label you can enter.
You can have up to 16 bookmarks at a time.
They will appear outside the screen as icons and come with a direction that allows you to scroll towards them easily, or you can click them to take you there immediately
You can also view the list of bookmarks under the legend and click them to go there.
Wesley is the UK news editor for IGN. Find him on Twitter via @wyp100. You can reach Wesley via [email protected] or secretly visit [email protected].