When the exile 2 route reached before the initial reach last December, the end was slightly… Veel.
Despite the delay in the development of 4-6 to send the game with more systems, the Atlas of Worlds felt as if navigating an endless sea of luggage did not really want to reach MAP maps that were actually worth my time. Grinding gear games have made a ton of changes with their 0.2 update Dawn of Hunt. Overall, the update was not popular (a small), but it made some necessary adaptations, especially for the end. The Atlas of Worlds still needs a lot of work, but it is in the right direction.
For unstoppable, exile 2 is primarily like two games: campaign, and Atlas of Worlds. Atlas, developed by a procedure, is primarily an infinite web of nodes, representing each monsters full of monsters. Defeat the map, and you can develop through Atlas and discover more secrets. The maps are tight and tight, from tire 1 to tire 15, and really devotees to you, you can start doing your maps with all kinds of editors who will try to kill you to get more rewards.
Almost every change made with 0.2 GGG has made the mapping more interesting.
When you develop, you will complete the questions that give you passive points to Atlas. These points are a great honor, which offers more and more useful things like monsters, rare looting, and essence and strong boxes.
Almost every change made with 0.2 GGG has made the mapping more interesting. On the initial release, you had to make a fixed amount of the map at each level to earn your points, which … okay, it was boring. Now, you have to cross the Atlas and find out the territory of corruption. In bad areas, more monster, more looting, and a nexus in their center. Clean the nexus and this area will be cleansed and you will get one point for the Atlas tree.
This change made us a Reason Want to find the edges of Atlas. As soon as the map was near, instead of grinding, on this patch, I found myself entering the edges of Atlas for symbols of corruption, a little indicator in Dobad. It made the experience realize the purpose, and the sectors of self -corruption are more interesting.
Map quality
I had another big grip about Po 2 that was the maps HugeAnd to clean them, you had to kill all the rare monsters. This meant that if you lose some small jargads hidden in the bush at the beginning of the surface, sometimes you had to back track and waste a lot of time trying to find it. Now, they show all the rare monsters on your mini -map from the beginning. Technically, he has made the maps no small, but now he Feel Small because I don’t have to kick every rock and do not have to rotate back.
All this rotating and back tracking was much worse than the fact that if you died on a map, you would have to restart the whole thing (it could have it without any fancy added content). Felt to die from her AppallingEspecially when the animation pops up in six of our portals like POE1. They were just sitting there, giving us sarcasm. In 0.2 we can work again on each map without losing our progress or rewards, trying to be less and less as we do the juice of the map with a statement.
I can’t put so much pressure on what this is an incredible change. It completely changed the feeling of mapping for me. If your construction was not yet murmur, it feels like a map -making before – wandering through heavy maps just in the hope that some randomly ground effect you do not try to loot anything and have to repeat the areas and the entire map for less looting. Now it feels very little punishment.
The methods of towers and tablets have also improved greatly. By reducing the number of towers and increasing their effects, it has made them more special. I had to do a ton of working to set the maps on a tower’s clutter, to clean them, load them, load the areas. Again Field good things. I was running 10-15 maps of low prize to reach 5 or 6. Now the areas that are very high in the cover of the towers, and my Atlas are basically good and juicy at all times.
The GGG has also introduced some new unique maps, which you will need to clarify for your last 10 points. They are very good, and offer another interesting thing to go and find at the Atlas. I especially like the silent cave, which is a group of essence monsters. Kill them and the boss finally gets their editors, which means that the more you want to loot you are at risk of killing you.
To improve Pankal
Finally, they have greatly improved to communicate with the psychiatric owners. On the initial release, it took a lot of time in farming to go and challenge one of the big owners, and you got just one shot to kill them. More points (each of the five pandal owners also have their own skilled trees that make their mechanics more beneficial) not only behind a savage grinding, but also a tough boss fight that you really never had to learn.
I have written earlier that if the path of exile 2 wants to give us a meaningful battle with difficult boss competitions, they need to give us time to do so. The GGG has taken major steps here, allowing us to try them with little and less efforts, with less and less efforts.
This solves my biggest problem with 0.1, because I never want to go and fight the owners. Appalling. The only strategy that created any sense was that the boss suffered a lot of harm to kill him before doing something, which wasted all the potential entertainment of an interesting boss with cold mechanics.
All of all, the changes in the end game indicate tremendous improvement. There are still a lot of work to be left, but the GGG has once again shown us that it listens to our opinion and is working to improve things. This is still a game in the early access, we lack half the campaign, and Atlas still feels that he can use more interesting things to find on the edges of the madness. But we are on the way.