Asmongold TV - This Path of Exile 2 update is genuinely huge | Asmongold TV
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This update has been absolutely insane.
Am I going to go back and play this now that it's come out?
I absolutely will.
This is much exceeding my expectations.
I didn't expect to see it anywhere near this.
Hi, I'm Jonathan Rogers, game director on Path of Exile 2.
Hi, Jonathan.
Welcome to GigiG Live.
Well, it's been a little over three months since we launched Early Access,
so it's about time for our first major content update.
Okay.
Today, we're going to show you an exclusive reveal of Path of Exile 2,
Dawn of the Hunt, which launches on April 4th.
Wow. Twitch drops are enabled on today's live stream.
That's us.
Sure you follow the instructions below in order to claim your executioner's guillotine finisher effect.
Now in today's stream, we're going to take you on a deep dive into the new Dawn of the Hunt update.
Oh shit.
We'll cover a new class, five new ascendancy classes, and huge expansions on character systems like unique items and support gems.
After that, it's on to the endgame improvements, including changes to systems, a bunch of new encounters and lots of other.
content i might actually come back for this then we're going to finish up today with a live
q and a session where zi d will ask path of xl2's game directors myself and mark your questions from
twitch chat now we have a lot to cover today so let's get started with a trailer for path of exile
two dawn of the hunt all right let's get it we as mary are guided by the spirit it provides prey shelter
even love but for me one day all that were changed the spirit it's sure
me something.
Uh-oh.
Forbidden.
They did.
To defend all.
Wait.
Is this like an Amazon?
Oh my god.
But fed weren't finished with me yet.
Wait, zoom in.
Okay, perfect.
I'll write the wrongs I've done.
I'll do what I must at the cost.
I will hear the spirit once more.
Well, let's see what they do.
So it's kind of like a monk?
Oh, she got them out!
She got them out!
25 new skills! That means we...
Rogue X-up.
Holy fuck!
I shall be your plot.
Oh!
This is the first big update for P-O-E-1.
Necromancer! They're adding Necromancer!
Are back! We are so back!
Alright!
These Paladins? I don't know if they're gonna add that or not.
So it's on April 4th.
Okay.
As you can see, in Dawn of the Hunt,
we're introducing the first new class
since early access to Pewee 2.
The Huntress.
Please add Temple as a Spirwielding as Mary Warrior.
Born into a society with strict traditions.
We're not going to play a girl.
She was exiled from her homeland
after using the power of a skill jam
to defend her village.
As a dexterous spare user,
she specializes in both melee and ranged combat,
dashing into and out of battle.
Spares have extended range
and a short dash.
But unlike other melee weapons, you can also throw them.
Okay.
In order to make a hybrid-ranged and melee character work,
better do a lot of thinking about ways to make it fun to both enter and exit melee range.
The first skill you will get as a huntress is whirling slash.
Uh-huh.
As well as striking in a circle around you,
this skill creates a whirlwind that blinds your enemies.
Leaving the whirlwind will make it explode.
The more whirling slash is used, the bigger the whirlwind and the bigger the explosion.
That's cool.
Once you're out of there, you'll want to follow up with something ranged.
Whip your spare around to shoot twisters towards your foes.
These twisters bounce off walls and can hit enemies multiple times.
Can you get multiple projectiles with that?
You can also throw twisters inside a whirlwind to shoot out extra tornadoes that do way more damage.
Oh!
In her offhand, the hundress will usually want to hold a buckler,
which allows you to do a new skill, parry.
While holding down parry, your character will counterattack any incoming attack from monsters near
you, stunning them. In addition, the monsters will take extra attack damage from your follow-up strike.
Damn.
Some specific skills are designed to be used after a parry and of extra effects.
Like a repose.
Disengage is a skill that does a quick jump back, damaging enemies in front of you, and can be used to interrupt other actions.
Okay, that makes sense. Sure.
If you use it against a parried enemy, though, it causes an explosion and gives you a frenzy charge.
Just be careful. If you parry too much, you're going to get stunned and possibly killed.
Okay.
You can combine this combo with world.
willing slash slash, parry, disengage, and you'll get an explosion with the disengage and the
whirling slash. It's lit. The huntress also has a variety of elemental spare throw attacks.
That's cool. You could use lightning spear to bounce lightning between your foes.
Or you could throw explosive spares into the ground. These spares take a while to detonate,
but when they do, they'll incinerate anyone caught in the blast. Uh-huh.
All spare throws on the huntress can also be empowered by frenzy charges. Okay. For example,
Explosive spears will do an even larger explosion and leave fire on the ground
And these empowered versions can activate even more combos
Uh-huh
Using whirling slash over ground fire will suck it into the whirlwind adding fire to the explosion down
Using twisters inside a fire whirlwind will shit out fire tornadoes as well
That was Ope with like those gas clouds and lightning too
Oh fuck now a key aspect of hunting is exhausted your foes by causing blood loss
This skill is Rake, which dashes towards your target and unleashes a deadly slash, opening up wounds on your enemies.
Follow up with disengage and watch them bleed out as they run towards you.
On the health bar of monsters, you can see how much blood loss the enemy has experienced, and the hunters has skills to take advantage of this.
For example, using blood hunt or thrust forward and cause a bloody explosion.
For more blood loss, the bigger the explosion.
So, okay. All right, that makes sense.
These are a ability like that diablo.
The final hit of this multi-hit combo will stick a spare into your enemy for a big bleed.
That's cool.
Now explosive spare and rapid assault both result in leaving spares behind, either in the ground or in enemies.
But there are other skills that leave spares around too, like storm lance that leaves an electrical spare that arcs towards enemies.
But what can you do with all these spares?
Dedenate them, of course.
Thunder asleep will allow you to jump onto and explode any spares either in the ground or in your enemy.
Damn.
Now as well as hunting animals
It's crazy how much combo should they have.
While fighting any beast, you have the ability to take it and use it as a companion.
You can only have one companion at a time, but it will keep the mods that were on it.
Try to find a rare beast with good mods to take full advantage of your ability to tame them.
Now this is just the beginning of the Huntress.
We've really tried to make the hybrid range and melee gameplay work for this class by having a huge amount of synergy between range and melee options.
What?
What?
Oh my god. That's insane.
Hundreds of insanely powerful spheres sending forth spurt animals and summoning the might of Solaris from the sky.
Uh-huh.
That's sick, yeah.
But we still haven't talked about ascendancy classes yet.
Oh fuck.
What can the hunters ascend into?
Well, the first ascension class you could choose is the ritualist.
The ritualist has embraced the darker side of his merry traditions.
Nice.
By harnessing the power of animal sacrifice and plague.
Yeah.
The corrupted life force skill causes all enemies around you to grow
volatile blood boils on their skin.
Wait.
When those enemies are slain, the boils will burst, spreading corrupted blood to all enemies around them.
The ritualist also excels and taking advantage of magical trinkets.
The unfilled finger skill allows you to equip an additional ring on a finger around your neck.
Taking mystic attunement increases the bonuses of all the rings and amulets you have equipped.
Now, this is one of my favorites.
As the Whispers Ask grants you a new skill, ritual sacrifice.
That is insane.
That is insane.
To absorb the power in their blood
to give you one of their modifiers for a short time.
Specialize further into ritualistic sacrifice
with As the Whisper's Demand,
which allows you to perform that skill in yourself
instead of a corpse.
Have your own hand, sacrificing some of your own blood
to empower yourself.
So it's like head hunter?
The Amazon Ascension is for those looking to hunt more than just beasts.
Okay.
Trained as an elite guard to the most important as Mary Elders,
the Amazon will use more to do.
additional fighting techniques mastered to perfection.
The predatory instinct skill will cause you to reveal weaknesses in the defenses of rare and unique enemies.
Uh-huh.
Cause you to deal more damage.
You can see those weak spots represented on their life bars.
Oh, okay.
So they take more damage.
While using elemental infusion, any charges you consume will infuse your weapon with elemental power,
causing any projectile attacks to explode on impact.
Okay.
The critical strike skill is as simple as it sounds.
It takes your excess accuracy and gives it to you as critical strike charts.
Damn.
Additionally, you have skills like Mystic Harvest, which allows your elemental damage to
leach life, and as Mary Bruy to be able to use either flask to restore both life and mud.
I like the sacrifice one better.
So those are the two new ascendancies for the Huntress, but those are not the only ascendancies
in Dawn of the Hunt.
Okay, okay, here we go.
Here we go.
Here we go.
First up for our warriors out there, we have the Smith of Katava.
What?
The warrior is a blacksmith in origin, taught by his father.
What?
With this ascension, you can take your smithing skills to new heights by embracing power from the insatiable one himself, Kitava.
Timber weapons.
And have the ability to forge their weapon, quite literally.
Wait.
Against the Anvil notable skill, you can enhance your weapon with fiery destruction before any battle.
After doing so, your attacks will release explosions on hit for maximum devastation.
Oh shit.
You can also use the power of Kitava to summon an animated copy of your weapon to
fight alongside you.
A great blacksmith can do more than just forging their weapon.
It's like a blood knight or something.
Their armor can be enhanced too.
Now you might think this assentacy class tree looks a little abnormal.
Yeah, it's a what the fuck.
There's a lot of notable skills all disconnected at the bottom there.
By taking this point here, which is free to assign, your character is unable to equip body
armours with mods of any kind.
So your body armor must be normal.
Sounds like a downside, right?
Except now in true blacksmith fashion, you get to craft your own body armor by taking those
disconnected notables with your points.
If you want your body armor to grant life, take this notable.
If you want resistances, take this one.
There's so many choices.
Think of it like you're crafting your own body armor, just in a more literal sense.
What the fuck?
Now, let's move on to those who prefer the reassuring feel of a crossbow in your hands.
Because it's an opportunity cause.
Alongside the existing ascension classes, the gemling legioner and the witch hunter,
you can now play as the tactician.
What's tactician?
The tactician is a former blackguard elite.
Free from the duties of a blackguard,
he is able to use his training
to decimate the monsters of Rayclass
and earn a healthy income doing so.
This training comes in the form of various skills
like suppressing fire,
which causes all projectiles to pin enemies.
When combined with the right where we want them,
notable, your pin not only stops you from moving
but stops them from performing actions too.
Someone to freeze.
That's really good.
With the soldiers training, the tactician also works well
cooperatively.
Using the whoever pays best notable, you can place multiple banners at once.
Okay.
The Watch How We Do It skill gives a portion of your weapons damage to your allies as well.
Oh, that's cool.
But if that isn't enough, you can also command your army of off-screen arches to unleash hell
and carpet an entire area without arms.
Finally, witch players will be able to join their legions by becoming undead themselves.
In Dawn of the Hunt, we're introducing the Litch Ascension Class.
The Lich is a master of chaos and curses and could sacrifice.
her life to enhance her energy shield.
Oh boy.
The crystalline phylactory skill allows you to nominate a jewel in which to contain part of your soul,
massively increasing its power.
There's just one downside to splitting your soul this way though.
If you have no energy shield, your mana costs will shoot up.
The necromanic conduit skill causes you and allies in your presence to have unholy might,
granting extra damage as chaos damage.
Oh!
Rpture the soul makes enemies you curse explode with chaos damage when slain.
Killed by allies in your presence.
Dominion over flesh allows you to apply an additional curse.
Oh shit.
It's safe to say you'll be the true master of the occult by choosing the litch class.
Oh my god.
So the door of the hunt has the huntress and five new ascension classes, but it doesn't end there.
Let's take a look at some of the new skills we've added.
Yeah.
Now you may remember what previously talked about the raised specter skill.
It's finally complete and it'll be made available in the upcoming expansion.
It can be found in the occult skills on the skill gem crafting panel.
Dude.
Ray's Spector is a skill that allows you to trap the soul of almost any monster in the game.
Okay.
Okay.
Spectors cost spirit and will revive automatically if they die.
Uh-huh.
But the spirit cost varies based on the power of the monster.
You could summon an army of weaker monsters or a few of the more powerful monsters.
Oh, you can get the fucking...
You can combine them with their existing skills and minions.
Or summon exclusively Spectres.
It's all up to you and how you want to customize your army of the undead.
Dude.
Given that there are hundreds upon...
hundreds of monster variants and path of Xcel 2.
It's safe to say you'll be experimenting with this one for a while.
Can we use the fat boys to blow up?
Do they blow up?
Now let's move on to our next skill.
Since we've been talking about summoning undead so much,
let's have a change of pace and summon something a little more alive.
Can you stack that with infernal leagin?
We're adding the summon rower skill.
Summon your friendly rower to aid you in combat as a minion.
You can also mount your row in combat at any time,
allowing you to move at full speed,
even while shooting arrows or throwing speed.
Be wary though.
Alright, yeah.
If you take two stagler for riding your mount, you can be knocked off and get overwhelmed.
It's worth keeping an eye on your stagger bar, as falling off the mount can be almost certain death.
On the topic of new ways to enhance your character, let's talk about support gems.
Support gems are used to modify your skill gems in meaningful and interesting ways.
Currently we feel that a lot of builds have insufficient options here.
To alleviate this, we're adding over 100 new support gems.
Hema crystals will enable
a new kind of bleed build, turning the damage of a time you would have done into explosive
vile crystals.
Alignment is a support gem for bow attacks, which can reward skilled players with good
positional skills.
Caltrops will allow you to litter the battlefield with hazards, slowing your foes as you fling
spares through their ranks.
But there's plenty more for every play style, such as...
Oh my God.
Manes?
Unsteady tempo.
Wait, so you can make the fat boys fatter?
Profanity.
Consum of corpse.
Retaliate.
That's what I've been wanting.
Cicogy.
Yep, that's a real word.
Wait, that's it.
And many more.
Boys.
I don't know what to do.
New skills and new support gems.
But let's not forget about the core of a true action RPG.
The items.
Do I play the tank?
To start with, let's talk about...
Do I play Necromancer?
We're adding over 100 new unique items.
hundred new unique items.
Okay.
This time we've made sure to add uniques with a focus on mid and endgame tiers.
Okay, that's so bad ass.
To make sure there are more exciting items to find for higher level characters.
Let's look at some examples.
Okay, let's look at the uniques.
Embrace your inner devil with Chernabog's pillar.
It grants you a large amount of fire damage based on your block chance.
That's insane.
The coming calamity allows you to become a true master of the elements, granting you all three elemental herald skills without costing any spirit.
At the same time, it penalizes enemy resistances.
Is that going to repeat?
Place that really good body armor, though?
Wastegate is a belt useful for builds using a single resource like blood magic or archmage builds.
Okay.
With this belt, you can use two life flasks or two mana flasks.
It's up to you.
Now, we could go through these all day, but we'll leave most of them for you to discover.
Suffice to say, though, we want there to be way more cool things to find.
Dude, that's so cool.
Over time, our goal is to add a unique to every single base item type at a minimum so that you can chance any base in the game.
Yeah, that would be really cool.
Now, given that we have the huntress, we have a set of unique spares from early game all
the way through the endgame as well. One example is Cypher's Spare, which combines bleed and fire
in a powerful way. It allows your ignites to be aggravated dealing substantially more damage.
Right. We're also introducing a suite of unique bucklers with some interesting parry mechanics.
Calgary's arc, for example, allows you the parry projectiles from any distance.
And we're also adding our first unique chance. Dude, they have to make it reflect.
Bayer's anguish will not only protect you from ignite, but will also emit a devastating fire
over whenever you do get ignited.
In some, there's just a ton of new Uniques to find.
We can't wait to see the weird and broken builds that come out of it.
Now we also want to talk about crafting options.
And each major update during early access will be continuing to add and improve the options here.
We have various new crafting tools that have been added as rewards to many of the different types of new content that we're adding.
But for now, I just want to mention the changes to runes.
Roons add commonly available mods.
But since they only have one tier, flat damage mods tend to get outclassed by Engage.
get outclassed by endgame. Yeah. So we've changed runes to have multiple tiers allowing you to get
higher tier mods than before. Our plan is to significantly expand the number of more specialized
mods for crafting using socketables as we add new content over time. Okay. And the first new set of those
comes from what we're talking about next. In Dawn of the Hunt, we're adding Asmary and Wisp,
which can be found throughout both the campaign and the end-de-make. They make everything harder, right?
The Asmeri Spirit has made itself present in Rayclast, and it appears to be trying to warn.
Is that Boston, Alden Ring?
us for the coming darkness.
You will first encounter a manifestation of it
in the Grellwood in Act 1,
where you'll meet Delwyn
and is Mary Hunter
who is trying to find out
what exactly is causing the spirit
to behave this way.
As you approach the wisp,
it will flee leading up monsters.
I didn't get too deep into it.
Any monsters that comes into contact with
are infused by,
making them more powerful.
Each spirit is associated
with a specific revered animal
within his merry culture.
This one is a wisp of the great bear
and grants enemies extra life and stun.
They're unbearable.
The wisp moves faster the closer you are.
And as you move away, they slow down to wait for you.
If you get too far away for too long, they'll dissipate and return to the woods.
This is really good.
Yeah.
As you continue to chase the wisp, it will find and possess a rare or unique monster,
granting it a new powerful ability.
50%.
Because this was a wisp of the great bear, this monster now also has increased life and
stunt.
But on top of that, it will periodically summon a large spectral bear that slams with wild fury.
I think it's too slow.
able to defeat this foe, you will be rewarded.
For each monster that was infused
and killed along the way, the rewards will
be increased. Each wisp has its own
mechanics. The wisp of
the winter owl is a primal wisp that causes
enemies to deal extra cold damage,
gain energy shield, and release wind
of watercies on death. I might have to play this.
When infusing a monster, they will call down large
tornadoes to protect their host.
Wait, what? The wisp of the wild cat
is a vivid wisp that causes affected
monsters to deal more critical strikes
and become more evasive.
When it infuses a monster, it will summon a barrage of feline spirits that will attempt to tear in the fulmine.
If you're lucky, you may even find sacred wisps that can do some pretty crazy things to the monsters they influence.
Like the wisp of the cunning fox, which turns normal monsters into magics, magic monsters into rairs,
and rare monsters into actual bosses.
As merion wisps can drop a new set of socketable items that allow you to craft a wide range of interesting new mods onto your items.
Each one may only be used on a specific item slot.
What the fuck.
As mentioned, the Azmarian Wisp can be encountered throughout the game.
But there's also a new endgame map called the Asmary Rangers,
a mountain village where the Asmary once lived, now overrun with corrupt monsters.
This map always has multiple Asmary and Whips in it, and familiar, yet not quite the same boss fight.
Okay.
Asmary and Wisp can also be further modified by the Endgame Atlas Tree as well.
And by tablets.
I feel like this might be the new, uh,
Remember that thing where like all the mobs and expedition on our blue?
In order to cover all the new content in game, I'm going to hand things over to Mark.
Hi, I'm Mark Roberts.
Game director on Path of XL2.
There's a ton to talk about with the endgame today, so let's dig right in.
This is what I got bored with.
Path of Excel 2's early access began with a brand new end game.
And it was clear that it needed a lot of work.
Not expedition.
After absorbing your feedback, we're ready to make some epic changes.
Okay, what are they?
What are the epic changes?
The first thing is, we just need a lot more.
content. In Dawn of the Hunt we have made sure to focus on increasing the share
number of interesting and different encounters you will randomly stumble into as
you explore the end game. Yeah. And the second goal is to smoothen the progression
through maps and reduce the amount of annoying busy work. To start with, let's talk
about the new interesting stuff to find. Well, the most obvious thing to add are new maps.
As well as the Asmary Rangers that Jonathan mentioned earlier, dawn of the hunt
also contains seven other new maps.
That's crazy, wow.
All with their own custom encounters.
Let's start with this one.
The Farrell Megaliths map starts off in the wild Esamite forests.
As you progress through the forest, you will find mysterious room carved stones
that when touched surge with energy.
After activating all the stones, you can find a grand hinge,
where all the energy is coalescing.
You can then start an encounter.
The area darkens, a storm moves in, and a coldens.
a concentration of energy summons a dangerous boss.
You must fight and defeat the boss to get its rewards.
Once you have defeated it, summon another.
And another, and another, and another.
You have 10 total waves of boss fights which get incrementally more difficult.
If you manage to defeat them, you get full boss rewards, but also opportunities to get new
ruins. These can only be obtained from this map.
The fractured lake contains a surreal water scape with fractured mirror-like objects.
As you move around the map, the terrain itself elevates from below, creating the ground
you walk on.
Splondro.
In this unique map, all the rare monsters are mirrored, so you're always fighting two of the
same rare at the same time, which can prove quite difficult.
Oh my god.
If you manage to overcome that challenge and make it to the end of the map, you'll be presented
with a broken mirror, a powerful altar-like object that contains an item within it.
The item contained within is a new base type,
either an amulet or a ring
that can be crafted to have additional prefixes
or suffixes at the cost of the other.
Oh my God.
The last unique map will show today
is one based around the essence mechanic.
Oh, look this.
You enter a crystalline cabin,
and you will find a powerful map boss imprisoned in the center.
It is surrounded by many rare monsters,
also imprisoned in essences.
By freeing and defeating the rare monsters,
the essence they held will be upgraded to a great,
to essence and be added to the imprisoned map boss.
How brave are you?
How many essences will you add the boss?
Overdo it and you might lose everything.
Undo do it and you might regret it.
It's your choice.
Oh my god.
Speaking of essences, alongside visual improvements,
you're now able to apply varlobs to corrupt the essences
with a range of unpredictable outcomes.
I would say add a more of the numbers into the games.
Rerow-roll all the essences to the same.
type or even upgrade the essences to greater essences.
Oh.
What if they're already greater essences?
Well, it can upgrade those two.
We have four new corrupted essences.
Essence of hysteria, delirium, horror, and insanity.
Oh, this is in PUE one.
Each corrupted essence has its own interesting combat mechanics.
Yeah.
For example, the essence of insanity causes you to question even your own mind,
as monsters split into shadowy clones,
shadowy clones and you must locate the real one before a devastating icy explosion freezes everything around it.
Each of these has their own crafting outcomes.
The essence of insanity can be applied to a belt.
It adds a mod that will ensure the next varlob used on the belt will guarantee adding two enchantments.
It's worth noting all the essences in the unique map can also be corrupted too.
If you're willing to risk it, it's worth noting we have also added 10 extra Atlas passive points you can earn by completing
five different unique maps.
Now, new maps are just the beginning.
We had a goal where we wanted to make sure
you were constantly finding exciting new content
and that it could be lurking around any corner.
So, we have added a bunch of new things
that you could stumble into in any map you run.
On your travels, you will sometimes encounter rogue exiles.
Others like you who have been exiled
and are openly hostile.
Some are malicious, some are mad,
while others are simply fiends for loot.
Yeah, this is the first big hatch they added in here we won.
They use the same skills available to players and even the same items.
Yep.
They aren't just dressed up in those items.
They're actually using them.
It's going to feel like a true player versus player situation.
Yeah, they're like invasions.
Of course, if you are able to slay these exiles,
those items will all drop on the ground.
So if you encounter an exile using a powerful or valuable unique item,
which you can see to display,
played under their life bar.
Look, yeah.
You wanna be damn sure you kill them.
Because if they kill you and your party, they'll portal out taking their items with them.
Oh.
Every fight will feel completely different depending on the items they come equipped with.
That is...
These exiles are much smarter than your regular monster.
Shit.
They have capabilities to dodge roll.
Avoid your abilities with smart pathfinding, smart targeting, and much more action-packed gameplay.
Oh.
Fortunately, they're like you and they're not super durable.
Unless of course they're wearing uniques like Kalm's heart, in which case expect a longer battle.
There are 12 different rogue exiles you can find, each with their own skills and personalities.
Some may insult you, while others may admire your honour in combat.
Another encounter you might stumble onto in Dawn of the Hunt are one of four new unique strongboxes.
Strongboxes are chests with modifiers.
Yeah.
When you try to open them, they activate traps and spawn waves of monsters.
that you must defeat to access the loot.
Let's take a look at two of the new unique boxes that are harder to find
and behave just a little bit differently.
Okay, let's see it.
The Ogham's Legacy Strongbox has a corpse splayed out in front of the ruin carved stone.
Upon interacting with the stone, you activate forbidden Esamite magic,
which revives the monster as a powerful red.
Okay.
The Strongbox comes with a modifier which determines how many times it will revive that red.
Pretty easy.
Each time you defeat the monster,
It gets harder.
The strongbox revives it again, adding an extra modifier to the monster.
Oh.
With each resurrection, it becomes more difficult, but also more rewarded.
Okay.
This strongbox is infused with thormiturgy from ancient file technology.
E-shells torment has a powerful artifact inside and is guarded by chaos itself.
Dude.
Defeating the monsters will grant you a unique item with a specific corrupted outcome.
You'll have to find the other two for yourself to see what they do.
Now, let's talk about the introduction to the endgame.
Gamba blocks.
Doriani tasks you with cleansing corruption to help restore the land.
However, in practice, the quest objective just sent you on a grind to clear 15 maps.
Yeah, that's good.
We wanted to make the quest to unlock your Atlas passives much more interesting.
Okay.
Now, Doriani is tasking you with a more specific objective.
On the Atlas, you will find areas of corruption caused by the Beast.
Okay.
In the center of each one you will find a corrupted nexus, the source of the affliction.
In the areas leading up to the nexus, you will notice that corruption spills out from slain enemies
and amalgamates into powerful monsters.
Corrupted maps existed on the Atlas before, but we've done significant work on improving these monsters.
We've also done a full pass on the modifiers on these maps to make them more interesting and more rewarding.
Okay, good, yeah.
Once you reach the Nexus, you will have a new task.
Cleanse the source of corruption
Dude, being on a mountain is so cool.
When you defeat the last rear in those maps,
they will spawn one of three terrifying bosses.
Oh, he's in Pewy one.
Amalgamations of corruption itself.
This guy was such a dick sucker.
After defeating that boss,
Doriani will come and cleanse the corruption for good.
That's really cool.
As the remains of the boss are purged of corruption,
it coalesces into raw crystallized power,
which you can use to gain points
for your Atlas passive skill chain.
Yeah, this is way better.
The upgrade system that allows you to add
and enhance content in your maps.
This is just way better.
We didn't stop there, though.
When you complete a corrupted nexus, all of the remaining surrounding corrupted maps will become cleansed maps.
Cleanced maps also have new monsters, a new boss.
Wait what?
And their own set of modifiers and rewards.
So they're adding...
Including finding fracturing orbs by slaying cleansed enemies.
A fracturing war.
These orbs can be used in crafting on a rare item to cause one of its modifiers to become fractured.
A fractured modifier is one that cannot be modified by...
any means. You are able to freely modify the item, ensuring the fractured modifier will never change.
If you get the right item with the right mod, it can prove to be a very powerful crafting
base indeed. You must now choose. Do you complete all the corrupted maps and then the Nexus?
Oh my god. Or maybe you beeline to the Nexus, complete it, and do all the remaining maps
cleanse. Yeah, that's what I would do. Both have rewards to entice you and challenges to assess.
Yeah, because then you fight more bosses.
Now, let's have a talk about towers.
One thing we've had a lot of feedback on is the busy work around running towers and managing your tablets.
It's annoying.
The first change we've made here is that we have reduced the number of towers drastically.
So there are now one-third as many as before.
Oh, wow.
But we've made them much more powerful.
To start with, tablets now inherently add twice as many mechanics.
But that's not all.
Running higher-tier maps and towers now increases the number of mechanics apply.
by tablets. By Tier 15 the bonus is double, allowing a single tablet to now add four times
as many mechanics as before. So, we're running far fewer towers, dealing with fewer tablets,
and affecting even more maps than before. But because there were fewer towers overlapping with
each other, you won't get as many opportunities to stack different tablets. In order to solve this,
we've made it so that each tower can consume up to three tablets at once. Okay. You always get one slot on
completing the tower but if you can complete a tower with more mods on the
waste stone you can unlock a second or third slot
damn overall this allows for even more juicing from towers
so it's drastically reducing the amount of busy work you have to do oh my god
on top of that towers are much more interesting maps because they can now spawn with all
mechanics okay including bosses each tower map has a new boss let's take a look at a couple
here the boss fight of the alpine ridge map has two powerful witches contesting for territory
Yeah, we've been waiting on this for a bit.
One which has an affinity for ice, the other fire.
Who will win?
Hopefully neither.
The boss of the sinking spire map is a remnant of the Val that has been charged with the lightning.
It uses a full suite of lightning abilities.
But be careful.
If any of them hit the surrounding constructs, they will power up.
Another thing that we've seen a lot of feedback about is sustaining waystones.
Yeah.
As we looked into it, we realized that the people who couldn't sustain waste stones were dying a lot.
a lot.
Yeah.
A lot more than we had expected.
Please change this.
And that made us realize something.
During the campaign, the expectation is that you can die multiple times in order to learn
how to overcome challenges.
They're doing it.
You are able to learn how the monsters behave, adapt to their skills, and eventually overcome them.
Yep, they're going to do it.
But as soon as you get to the end game, you're effectively no longer allowed to die if you want to sustain waste zones.
Thank God.
By the time you are getting towards the end of end game, we want you to have to be careful.
not to die. But it certainly shouldn't be that we have such a sudden shift as you run your first maps.
Yeah. The first change we're making is you can now respawn and return to a map if you die.
Continuing from where you left off. Thank you. Thank you. When you start the end games,
you get up to six total attempts per map. Great. Huge W.
As you add more modifiers to a waystone, the number of respawns goes down.
Oh fuck. This means that as you get to the point that you're running every waystone is a rare,
You will have to be more careful.
Oh shit.
I still don't think they should do this.
In parties, everyone gets to respawn that number of times.
But we still think it's important that you can kill a boss in one go.
In order to allow that to happen,
we've made a change so that once you start the boss fight,
it changes over to the same respawning system we use for pinnacle bosses.
This means that the map owner can choose to respawn everyone at the same time.
Okay.
Another complaint we've seen a lot of is players not wanting to do the pinnacle.
because of the experience penalty from dying.
Yeah, yeah.
A change we've made here is that all pinnacle content now no longer grant experience,
but also no longer removes experience on death either.
Damn.
Dawn of the Hunt also brings the first batch of Twilight Auto Reliquary keys
from the early access supporter packs.
Dude, they're listening.
They can contain items selected by our supporters.
They can contain any unique item found in Path of Xcel 2.
If the selected item,
is a pinnacle boss drop, then only special keys drop by this content will be able to provide these items.
Okay.
For example, Hand of Wisdom in Action can only come from a key dropped by Zest.
I've only opened a few of these.
We're also making a change that allows Pinnacle Boss Uniques to drop at any difficulty.
Rarer Uniques will be rarer at lower difficulties, but still possible to find.
That's a good idea, probably.
This applies to the drop charges for the reliquary keys from this content as well.
That way casuals have something to look forward to you.
We spoke about towers and tablets earlier, but we have also added a suite of unique tablets.
Each of these adds crazy interactions to the maps influenced by it.
For example, this unique tablet allows you to run any map in a tower's radius without requiring connections,
which can be quite useful for jumping gaps and traveling around your Atlas.
And this tablet causes all runic monsters spawn during expedition encounters to be duplicated.
and weakens all expedition monsters that emerge from the ground.
The Atlas tree has also been expanded,
and you can find many of the new mechanics there.
And improvements to existing ones too.
Now through this live stream, we have mentioned
quite a few new crafting options that we've added.
New ruins, corrupted essences,
fractured mods and jewelry crafting bases.
But we did have just one more crafting system to talk about.
Uh-oh.
Recombination.
Expedition was the only end-game mechanics.
that was lacking a crafting system.
So that needed to change.
Recombination is a mechanic
that might be familiar to some players.
Yeah, where it puts them together.
It allows you to merge two items together,
hoping to get the best elements of each
on a single new item.
This new crafting bench will be unlocked
as you complete your first expedition.
And requires artifacts found
during expeditions to fuel it.
The rare of the mods on the item you are combining,
the more expensive the cost.
Damn.
That wraps up all the major
endgame changes we're talking about today.
With all the system changes and new content, we can't wait to get in there, start blasting
maps and obliterating monsters.
There's one more thing we wanted to clarify before we move on, which is that all the
content we've talked about today will be made available in the existing early access leagues
so you can play your existing characters.
However, there will be new leagues made for those who wish to start in a fresh economy.
Man.
It is recommended to start over and get the full new experience.
in the Dawn of the Hunt leagues.
For all our existing early access players,
we're really looking forward to joining you playing in this new update.
For those who don't already have access
and are interested in playing Path of Exile 2, Dawn of the Hunt,
you were able to at any time purchase an early access supporter pack
at www.path ofxal 2.com.
I already bought it.
Additionally, the Paladin and Pennant supporter packs
are now available to purchase in Path of Exile 2
and contain six micro transactions each
and the full pack's face value in points.
All the micro transactions contained within these packs
are purely cosmetic
and do not affect your character's power
or progression in any way.
Thank you so much for your ongoing support.
We're just about to start the Q&A with Ziggy D.
With release at the end of next week,
our community team will be posting crucial information
you'll need for the release.
Man. Keep an eye on the news.
Man.
On release weekend, we expect to launch the new mystery box and many new microtransactions.
Of course.
Including Path of Xl2's first alternate skill effects.
Thanks for joining us today and checking out our latest development.
We're looking forward to playing the Huntress, trying new builds, and exploring the new endgame next week.
We'll begin the Q&A shortly, so please get your questions ready.
Okay.
I usually don't watch the Q&A's, but I'll give a little bit
bit of a feedback. I feel like, I feel like I am being, I feel like I'm the target audience,
you know, I definitely feel like I'm the target audience for this. This is insane, man.
Exiles and welcome to the Q&A portion of today after a very, this is nuts.
Exceeding my expectations, particularly in crafting. But on that note, we're joined here by
Jonathan and Mark to talk about all that we've seen today and more in the future
updates.
This is crazy.
And you had an update about the what do you guys think?
Yes, that's right.
That's right.
We actually last night had a bit of design session and realized that we weren't actually
fully happy with the way the recombination worked.
So we actually made quite a bit changed.
Which wasn't reflected in that video obviously.
Which is basically that oh my god.
To give a bit more control to the player over how this is insane.
We also kind of weren't really happy about.
I didn't expect it to go this hard.
I had no idea.
For really, really ultra endgame players.
Well, I really...
It wasn't something that was really mattering a lot.
Bater? I can't.
People who effectively got access to...
This sounds fucked.
See?
So, we've actually changed it now, so that the way it works is that you pick which...
They still have it turned up on the thing.
Nine, because they keep the towers.
And then it gives you a percentage chance of success based on a BAT.
So if you pick just like one from one and one from the other...
I'm going to play PEO for a little bit.
So much quality of life, yeah.
But if you pick...
like if you pick six mods it'll become practically impossible.
So effectively, you know, like the more you're wanting to design the item,
the less of a chance of actually having success.
So it means that if you just want to get like a mod,
if you want to get an item like these two mods that are found off the ground,
that's, you know, relatively easy.
If you want to get an item which has, you know, all of them then very hard.
So we think that's a much better design because it means...
A little probability rolling, yeah.
The recomminers actually become something that you can use even from a relatively,
from the first point you get them.
So how's Diablo for doing?
Like, you know, like for perfect, perfect stuff,
you might still be able to do it with more.
It is kind of balanced, though, so that, like,
if you pick literally all six,
then it's going to be, like, incredibly low
to the point of, like, don't even try that.
But, you know, like four mods might be a good thing
to sort of be striving for, that kind of thing,
and then exalt the other two, that kind of stuff.
So, yeah, that's kind of the new design of that.
So hopefully that will be in by the time Zero-2 comes out.
We're going to, we've kind of got a plan for doing that.
But, yeah, like, I think it's a much better design
than what we had before for recommonators.
If it's not there for O2O, it'll be as soon as it can afterwards.
But, yeah, you know, spur of the moment, night before the live stream design sessions.
But increased player agency and visibility into the success result is just a win.
And honestly, it took way too long to get to the point of us actually going high.
This is just straight up better to have observability into that and the freedom of choice.
Yeah, that's the thing.
Recombination definitely felt like something that was both really high-end...
Yeah, it still has people playing.
but people are waiting for new shit.
That's the thing.
There seems much more intuitive.
Everybody played the game.
The mods you want.
Yeah, exactly, exactly.
So it does sound like it's a little bit of enough
in the very high end of crafting that I like.
It might end up being, but I'm not like,
it sort of depends on how the numbers come out.
Because we only just designed this,
we need to still work out like exactly how the numbers end up looking.
But, I mean, look, we have to make sure,
obviously whenever we're designing any crafting system,
we have to be really sure that we're not like scurring over
finding stuff on the ground.
So, you know, you have to sort of have that
balance and that's you know so that kind of informs everything we do with crafting
usually one difference here though of course is if the success chance fails yeah both
items are destroyed as opposed to always keep in the class yeah they are so okay
it's basically the chance to for success and if it fails items gone so yeah roughly what do you
think you try to pitch it just choosing two mods that like um it depends on what mods you're
selecting but I'm kind of thinking kind of like 35 percent-ish kind of thing for like two normal
mods, that kind of thing.
Like for them both, yeah, for them both.
We'll get top five most concurrent.
And then, you know, but we'll, we'll see.
It kind of depends.
It kind of depends.
We'll see how.
Higher 10 mods are rare.
Yeah, exactly.
So, sort of, the other thing is that so it's going to now have a fixed cost.
So it's not going to, um, it's top, it's 17.
And the idea is like, yeah, and the idea is like doing a single expedition should be
enough to do a renovation.
Yeah, 578K.
So, um, you know, you're going to be doing, like, relatively often as you're doing
expeditions.
So is the part of expedition where you get to craft with the MPCs still?
This is like a lot of the, like,
like nuances and everything. Like I'll probably just go back and look at the rest of this later on.
But like, uh, like, because this is just going to go on for a while where they're talking about
like all the specifics. And so I want to talk a little bit about like kind of like all the
updates and everything of like what happened. Uh, so basically this update, like I didn't know
this update was going to be as big as it was. Uh, I didn't think it was going to be like this.
I thought it was just going to be like, you know, them saying like, yeah, we're going to add in like
maybe one new thing or whatever. Uh, this was a huge amount of stuff that they
added in. Like, I did not expect that at all. And it's insane. A hundred new passives,
a hundred new abilities. Like, what the fuck? Like, I mean, that's insane. A hundred new support
gems is huge. Yeah, it is. Like, it's absolutely crazy that they're adding that much stuff in, right?
And so, anyway, uh, what class am I playing? I think I'm going to play, uh, I don't know.
Like, I, I legitimately do not know what I'm going to go with right now. Like, I, I have no idea I
haven't decided. Like new weapons? I don't think they're adding in new weapons. Well, they are.
They're adding in the spear. So I don't know who else is going to be able to use the spear,
but we'll see. The Three Rings on the Hunter's sounds insane. Yeah, it does. That sounds really,
really, really good. So yeah, he's starting a new guy. I don't know yet. I'm going to have to
look and see what the details are and decide from there. But I'll tell you this. This update has
been absolutely insane. Am I going to go back and play this now that it's come out?
or that it's coming out, I absolutely will.
This is much exceeding my expectations.
I didn't expect to see it anywhere near this,
but yeah, it was insanely fucking good, man.
