Lost City slashes ranged mobs; Azak Bog slashes ranged and elites, plus interrupt fixes.
Slitherspitter's poison spray in Venom Crypts now deals physical damage, not chaos damage (bug fix).
A broader spawn density fix is coming later - some rooms won't hog all the mobs anymore.
Viper Napuatzi: Chaos rain reduced in quantity and size, cleanup accelerated for clearer follow-ups.
Xyclucian: Ground foliage removed for better effect visibility.
First minion death sets 7.5 seconds; subsequent deaths stack less, avoiding endless resets.
Spectre/Beast: Disenchanting unbinds them for reuse; tamed beasts squeeze through player-sized gaps.
Player balance: Small but powerful
rally support:Now buffs all melee attacks, not just Strikes/Slams.
Fame: Remains intact when interrupted (Hammer of the Gods, Spear of Solaris).
Ritualist Fix: Blood Boils will now also spread on exploding deaths with Herald of Blood.
Crafting:
Runes: All Desert, Glacial, Storm, Iron, Body, Mind, Rebirth, Inspiration, Stone, and Vision runes now mod wands and staves.
Renly's shop in Burning Village adds a blank rune that can be forged into any elemental rune - an early game saver.
Power: Foliage Pass Ground foliage has been optimised across maps for smoother frames.
Coming after the weekend: Charms, Stash, and Atlas
Charm System Overhaul:
Charms have been a sleeper system in Dawn of the Hunt - underused and clunky since launch. GGG is finally giving them the spotlight they deserve, aiming to make them a build defining staple rather than an added gimmick. Here's the breakdown:
Slots revamped: Belts now roll charm slots as implicits based on drop level—1 up to level 32, up to 2 until 64, and up to 3 at 65+. Divine Orbs reroll the number. Unique Belts cap at 3 (for now - GGG's teasing a future cap lift). This means more Charm slots without hunting rare uniques, opening up build flexibility.
Charm Power Boost: Several charms failed to shield you from their triggering hit - think fire damage and then the buff. This has been fixed. In addition, GGG's charm mods have been buffed across the board. Expect beefier effects like higher charge gains (e.g., Ngamahu's Chosen might push past max Rage), longer durations (e.g., The Black Cat's shock protection could stretch further), or even new triggers. Exact numbers are TBD, but the goal is clear: make charms feel rewarding, not niche.
Why it matters: With slots easier to snag and effects packing more punch, charms could shift from “nice-to-have” to “must-slot.” Imagine stacking three souped-up charms on a high-level belt - sudden immunity to disease or burst damage spikes could redefine your play style. GGG is banking on this to deepen customisation without adding complexity.
Stash Affinities: Socketables, Fragments (Tablets/Trial Keys), Breach, Expedition, and Ritual get tabs; Charms slot into Flask tabs too.
Atlas Bookmarks: Right-click nodes for up to 16 labelled bookmarks - icons and a list make navigation a breeze.
Why 0.2.0e Hits the Mark
This patch keeps GGG's hotfix streak alive, blending immediate relief—like monster speed tweaks and boss nerfs—with groundwork for bigger wins, especially charms. The Charm overhaul stands out: more slots and punchier effects could make them game-changers rather than afterthoughts. Tomorrow's drop tightens the grind, while post-weekend plans promise a deeper polish. It's GGG that keeps the chaos of Wraeclast exciting, not punishing.
Thanks for Reading
The 0.2.0E patch is set to refine Path of Exile 2's wild edges, from calmer monster packs to charms that might just steal the show. With more brewing, Wraeclast's evolution continues - keep an eye on MMOJUGG for the next chapter!