

Up to 100 players dropped into a monster-and-loot-filled miniature Wraeclast, and the last one standing wins. Grinding Gear had one last surprise announcement to make, and this one is playable right now: Path Of Exile: Royale is a new game mode and exactly what it sounds like.
#Poe which is right and left ring slot full
(Image credit: Grinding Gear Games) Wraeclast royaleĪ full game of PoE Royale is twelve minutes long at most, and many will have been wiped out long before that. Personally, I kinda miss being menaced by Act 1's minibosses. This raised tension made for a great experience, and they want to bring the original PoE more in line with it by the time the sequel drops. The show-floor demo was a tough cookie, with tougher enemies capable of wiping out half your health with a solid (if well telegraphed) hit, and bosses being genuinely menacing. This decision was partially inspired by player reactions to Path Of Exile 2 at Exilecon in 2019. Some highly abusable attack-while-teleporting skills have been brought more in line with other movement skills, and support gems that outright multiply the amount of damage you do are getting a firm whack from the nerf bat.

Flasks are being tweaked so you're not just mashing hotkeys to chug every potion simultaneously and refilling them faster than you can drain them. Rather than just making enemies tankier or more damaging (although enemy stats are being revised) they do want to eliminate some dominant strategies and reduce exploitable tactics. While some (speedrunners especially) love that you can now breeze through the first half of the game, Path Of Exile has undeniably become easier over time, and it wants to bring back some of that old fear. Grinding Gear also plans to rework the early game. Suddenly you're a crazed potion-hurling alchemist. It can only be cast when you're not holding any weapons, and it lets you throw exploding bottles with extra properties based on any elemental flasks you may have on your potion belt. Probably the most interesting new skill is Explosive Concoction, which is designed for the Pathfinder. It launches your equipped melee weapon (multiplicatively, if you use multiple projectile support gems) in a spiral outwards, bouncing off walls-a fun way to turn swords into spinning projectiles.


A single large angry red circle of hurt that slows down if it doesn't instantly kill a target, letting it deal extra hits for focused DPS, or just flying through squishier packs.Īimed at Ascendants, the Spectral Helix skill is a quirky ability inspired by the Vaal Spectral Throw skill. Rage Vortex is a projectile built for Berserkers. The only downside is that it'll reap any other minions you have to heal itself. Stylish, fast and aggressive, it almost looks like playing alongside a bot. My personal favorite (as I tend to gravitate towards lazy pet classes) is the new Reaper summon, designed for Necromancers. There's one new attack skill designed around each of the nineteen ascendancy classes, and each one looks extremely cool. There's also a new suite of skills and spells intentionally designed to shake up Path of Exile's meta, potentially leaving popular character builds in the dust. This seems like it'd pair well with high-evasion builds, so that when you're unlucky and do catch that one big hit, it'll be greatly reduced or even nullified entirely. Working independently of armor and energy shields, wards outright negate a fixed amount of damage from one hit every few moments. Expeditions can also reward you with items with an all-new kind of defensive item: wards.
