ATVForum, allt om fyrhjulingar
Allmän diskussion => Tester och Recensioner => Ämnet startat av: Alam560 skrivet 16 januari 2026 kl. 10:07:22
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You log into Path of Exile 2 after Patch 0.4.0 and it hits you fast: a bunch of old comfort builds just don't "feel" right anymore. The pacing is different, gearing priorities changed, and even basic combat rhythms got disrupted. If you're planning a fresh reroll, you'll want to map out upgrades early and keep some PoE 2 Currency (https://www.u4gm.com/path-of-exile-2/currency) aside, because trial-and-error respeccing gets expensive when a build's power curve collapses.
Tier D: Builds that got flattened
1) Hollow Palm is the obvious casualty. The whole point was stacking attack speed until the screen turned into a blur. Now the key pieces don't line up: Charge Regulation losing its "more" attack speed stinged, rune limits squeezed the setup, and that core gem shift from a multiplier to plain "increased" damage took away the payoff. You can still punch monsters, sure. But it's slow, and slow is basically a death sentence when encounters are tuned around burst windows.
2) Life-stacking Blood Leech used to feel borderline unfair. People were walking around with ridiculous effective health and just refusing to die. Patch 0.4.0 capped the important talent at 40% and changed how Regeneration works, which also wrecked the Rathpith interaction a lot of players were leaning on. The result is brutal: you'll notice the moment you step into harder content. You don't "barely survive" anymore—you just fall over.
Movement melee: the fun tax got higher
Whirlwind and similar mobile melee setups also slid into the misery zone. Before, you could dodge the worst of the movement penalties and keep absurd damage reduction while spinning through packs. That little loophole is gone. The chest armour affix that enabled it disappeared, and boot runes took a hit too. So now you pay the full movement-speed penalty, and you feel it in every map layout, every backtrack, every time you try to reposition and the game says "nope."
Tier C: Playable, but you'll grumble
Deadeye isn't unplayable, but it's not the speed demon people remember. Tailwind's rework looks fine on paper, yet 1% skill speed per stack doesn't replace the old vibe, and losing that prior layer of damage reduction makes the class feel paper-thin. Crossbow builds share the same problem from another angle: global attack-speed nerfs made them clunky. You can gear around it, but the "snap" is missing, and that's what kept the gameplay addictive.
Stuff that didn't get nerfed, just got left behind
Bleed is the classic trap right now. It didn't get slammed directly, but it also didn't get meaningful help while Elemental and Crit options got shinier, plus the Druid tree brought new competition for efficient scaling. Minion Invokers sit in a similar spot: fine for cruising, awkward when you need burst, especially after Unbound Avatar's nerf. If you're trying to push endgame without constantly fighting your own build, plan around the new pace, price your upgrades realistically, and don't be surprised if trading for poe2 cheap divine orbs in U4gm (https://www.u4gm.com) ends up being the smoother route than forcing yesterday's meta to work today.