Time: 2025-08-23 by mmojugg Game: Path of Exile 2 Guide Tags: The Third Edict
For Path of Exile 2 enthusiasts who can't spare an hour to watch the full Talkative Tri Pod interview with Jonathan Rogers, this summary captures every major point from the discussion.
Watch the Original Interview for the full experience:
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Patch 0.3 introduces lineage support gems, a game-changer for skill customization. Jonathan explains, “What if there were unique supports? ... We're going to theme all of them around, like, what would Lioneye use if he had a support gem?" These gems, restricted to one per character, offer unique, lore-inspired effects that shine in the late game. The shift addresses past limitations: “The limitation of one support per character was kind of working against our goals" of encouraging multi-skill usage. This change ensures utility skills, like those paired with Marshal Tempo, become viable, reducing the need to “all-in on one skill."
Build diversity is a cornerstone of Patch 0.3. Jonathan notes, “The problem of people feeling like they have to all-in on one skill was actually a larger problem than what we were solving by having that restriction." To fix this, support gem restrictions are lifted, allowing multiple supports per skill. Attribute requirements for weapons, armor, and gems drop by 25%, enabling off-class builds like mace-and-crossbow combos. Ascendancy classes are overhauled, with underpowered nodes merged or enhanced: “If there's two nodes where they're both underpowered, we'll merge the four-point node into the two-point node and add something new." The goal? “A relatively even flat amount of people playing each ascendancy class."
Crafting sees a major revamp with new orb tiers (normal, greater, perfect). Jonathan shares the vision: “Rather than having 10 transmutes, I'd rather have one transmute that was as valuable as the 10." Perfect Chaos Orbs are “rarer than Divine," offering high-impact crafting, while players can down-convert higher-tier orbs for map crafting. Abyssal crafting, accessible via a map waypoint, is streamlined: “You just go there easily. It's like a hideout area." The reintroduced Recombinator addresses community feedback, ensuring crafted items are recoverable, unlike its predecessor.
Patch 0.3 buffs underused mechanics like Ignite, Shock, and Chill to reward combo-heavy playstyles. “All the skills designed for Ignite have bonuses to duration ... Shock skills now have plus 50% effective shock," Jonathan explains, with Shock duration doubled. The sprint mechanic, boosting movement speed by 50%, allows skipping weaker monsters but requires combat in tight spaces: “Unless you get really close to monsters, you're pretty safe." Defenses are improved, with armor now mitigating elemental damage and evasion tied to a deflect mechanic, ensuring “each defense has its downsides mitigated."
To avoid replaying early acts, Patch 0.3 introduces three temporary acts with side stories and bosses. Jonathan clarifies, “We can't make you play through all four acts again ... It's going to take about 20 areas to get you to level 65." These acts repurpose endgame content, with “minimal" NPC dialogue to maintain canon without heavy development. The Druid class is delayed to prioritize balance: “Adding a new class when you haven't fixed existing stuff led to problems in 0.2." Early access may extend to 2026, as “we need people to be happy with how the balance of the game is."
Weapon swapping is encouraged to boost build variety, particularly for multi-element builds. Jonathan notes, “We were looking at every barrier preventing people from wanting to use multi-element builds." Lowered attribute requirements and faster swap speeds make dual setups, like lightning and fire, more viable. This ties into the broader goal of making “off-class stuff" accessible, enhancing creative build options.
Performance is a priority, with a rewritten renderer frontend cutting load times to under five seconds and reducing stuttering. Jonathan highlights, “The game is faster now ... loads between areas are now under 5 seconds." Server stability improves with enhanced DDoS protection: “We've been dosing ourselves to test mitigations." These changes aim to prevent launch issues seen in prior patches.
The trade system is revamped, allowing players to browse a seller's shop post-purchase. “It's effectively a shop," Jonathan says, with console players benefiting from a website-to-game link. An in-game interface is prototyped but not ready for 0.3. Jonathan prefers the browser experience: “I find the browser experience better ... you can save a search easily." A bouncer NPC MTX for hideouts is teased, adding flair to trading spaces.
Patch 0.3 integrates league mechanics like Abyss with rogue exiles and crack bosses for dynamic outcomes. “I'm a huge fan of making things combine together so you get more interesting outcomes," Jonathan says. Wisps now affect map bosses and Abyss monsters, creating varied encounters. This intentional mixing aims to make leagues more engaging and replayable.
Balancing endgame power is delicate. Jonathan explains, “If the hardest content is too high of a bar to clear, very few builds can clear it." Buffs target underused skills, while overpowered ones, like Lightning Spear, face minor nerfs. The focus is on accessibility: “For a player who doesn't know what they're doing, they're going to have a better time." Pinnacle bosses remain the ceiling, with no plans to raise their difficulty yet, prioritizing build viability.
The full release may slip to 2026 due to balance needs. “We underestimated how long it would take to get out of early access," Jonathan admits, citing campaign completion and balance as key hurdles. The team aims for a four-month cycle, with the next expansion in December 2025, aligning with Path of Exile 1's schedule. Player sentiment, not just Steam reviews, guides the exit from early access, ensuring “people trust us" and find the game fun.
GGG tackled community pain points head-on, listing issues like “game is a slog" on a whiteboard. Jonathan emphasizes, “We have answers to everything ... They may not be the right answers, but we're trying to solve everything people were unhappy about." This iterative approach ensures player feedback shapes each patch, with 0.3 addressing critiques from 0.2.
These unique, one-per-character gems offer lore-inspired, late-game effects to boost skill diversity and make utility skills viable.
New orb tiers (normal, greater, perfect) reduce low-value drops, while abyssal crafting, accessed via a map waypoint, adds powerful options.
A 25% attribute reduction, lifted support gem limits, and reworked ascendancies encourage off-class and multi-skill builds.
Sprint's 50% movement speed boost allows skipping monsters in open areas, but tight spaces require combat, enhancing speedruns.
Likely in 2026, as balance and campaign polish take priority, with at least one more patch needed post-0.3.
Patch 0.3 is a massive step for Path of Exile 2, addressing community feedback with innovative mechanics and robust balance changes. Stay tuned to MMOJUGG for the latest as Wraeclast continues to evolve!
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