Video summary

[Перевод] Я перевёл что бы тебе не пришлось. 3.28 Q&A DEVELOPER INTERVIEW Zizaran Octavian Андрей.

Main summary

Key takeaways

Gaming

Summary — developer interview (Zizaran, Octavian, Andrey) — key points, mechanics, tips

Mirage (new child‑instance map mechanic)

  • Mirage is a child instance of the original map:
    • Death behaves normally: your portal is consumed; if you have a portal you enter the mirage again.
    • Freeing genies gives no direct reward — the reward is obtained by finding and breaking the astral chain inside the Mirage.
    • Master missions (Alva, Jun, Nika, Beast masters), Wildwood, and other child instances (Walls portal trail, Abyss dungeons, etc.) do NOT spawn inside the Mirage.
    • Delirium appears in the Mirage only if you activated the Delirium mirror in the parent map.
    • Valdo/Valdec (LDA) maps work with Mirage, but you do not get doubled LDA rewards; dying in a Mirage on such a map sends you to the Void.
  • Rituals in Mirage:
    • If a normal map would have had four rituals, the Mirage contains a single uber‑ritual that grants the combined tribute and increased rewards of those rituals.
  • Map‑consumed by Mirage mod:
    • The “map completely consumed by Mirage” mod is intentionally mutually exclusive with the originator mod (they share the same drop pool). This creates two distinct farming strategies.
  • Rare spawns:
    • Very rare Mirage wishes can spawn rare bosses (example: Sirus as a rare wish); these bosses drop the regular versions of their unique items.

Wishes, shrines and the new belt

  • Wishes / park‑ripping strategy:
    • Mirage wishes are color‑coded (blue/red/green). Some wishes can grant a special currency that modifies a skill of the same color.
    • The modification adds a first‑level support gem effect to the skill (effectively a “seventh link” style change).
    • The skill is scaled by this change but cannot be further modified (no quality increase, no rework), so planning is required before committing.
  • Shrines and the new unique belt:
    • The new belt (name mangled in the transcript — “Scream of …”) has strong interactions and tradeoffs:
      • It requires flasks to be disabled to get shrine bonuses (works like existing items that disable flasks).
      • It cannot be divined.
      • It always spawns one offensive and one defensive shrine on use.
      • Developers are balancing this item because shrine effects can be very powerful (especially with mechanics like Ghoul).
    • There will not be a “Divine Shrine” available to players.
    • Devs are still tuning shrine strength and belt combinations; some ascendancies can potentially exploit these strongly.

New / adjusted bosses and encounters

  • League mechanic boss (example: Likmechanika):
    • Designed to be stronger than an average boss but much weaker than an uberboss — intentionally approachable so most players can experience it.
    • Developers will adjust difficulty post‑launch if bosses are too weak.

Skills, balance, and design philosophy

  • General philosophy:
    • Mirage was not designed specifically with PoE2 transfer in mind.
    • Balance changes are done cautiously; devs avoid sweeping mid‑league changes that would force everyone to relearn everything.
    • Priority is to identify and buff underused ascendancies, passives, and archetypes.
  • Specific notes:
    • Some skills (example: Leech/“leakstart” in the transcript) have been left comfortable for leveling rather than radically changed.
    • Mid‑league small buffs are more likely than large overhauls; big reworks may be considered between leagues.
    • Elemental Hit + the new Bridgelord passive initially had a risky interaction (huge buff via damage type conversions); devs stated they will prevent that unintended interaction.

Loot, currency and drop changes

  • Currency and special item drop tuning:
    • Some base currencies and quality on certain items (scarabs, etc.) are doubled per the dev statement — but not every special item was doubled.
    • Items not affected by doubling include some boxes / unique vendor items (transcript lists Hinikor, Walda Box, Reliquary Keys, Calandra Mirror — Calandra Mirror drop rate is slightly increased).
  • Drop location changes:
    • Fossils and resonators now only drop in Delve (removed from Legion and other sources).
    • Cluster jewels removed from Tuzun & Kinzmarsh drop pools — now only obtainable in Delirium.
    • Sanctum received extra rewards (Ancient Orb and Fracture items), but devs said Sanctum needs improvement in future leagues.
  • Vendor recipes:
    • Vendor recipe for shard currency changed: a set of influence items now vendors for a full Exalt.
  • Folborn uniques:
    • These drop only from bosses and specific fortress chests, not from general mob packs.

Gems / support changes

  • “Griefer” / Greater support changes:
    • Some supports were renamed and re‑distributed:
      • Greater Projectile Support and Greater Volley Support are available at league start.
      • Naming in the transcript is noisy — one rename mentioned is Greater Projectile Support → Multiple Projectile Support Vol.
    • There is no upgraded version of some older supports in this new league format — check the in‑game support lists at release.

Miscellaneous Q&A and quality‑of‑life

  • Astrolabes: you cannot use multiple Astrolabes in the same Atlas quadrant — each quadrant uses one Astrolabe type.
  • Harvest beasts: some harvest beasts were removed; most remain and are twice as common (except some Synthesiser beasts).
  • Strongbox casino: discussed as a possible future addition (e.g., 0.3.29) to provide a gold sink — not confirmed.
  • Trade / stash tab requests:
    • Devs were asked to enable Merchant tab requests like Premium — at least one dev requested this change internally because of trading inconvenience.
  • Console crossplay, overlay mod coloring, test dummies, and exact timing of some features: answers were “we don’t know” or “depends” — not decided in the interview.

Player / strategy tips arising from the interview

  • Mirage runs:
    • Decide before committing whether you want a wish that modifies a skill — the added “support” effect is permanent on that gem and can be game‑changing.
    • Use Mirages for concentrated ritual rewards (one uber‑ritual gives combined tribute).
  • Item / loot planning:
    • Expect fossils and resonators to be Delve‑centric; adjust farming routes and expectations accordingly.
    • Consider investing chisels and similar map‑improvement items more carefully (chisels may be more valuable due to Atlas passive changes).
  • Balance watch:
    • If you rely on niche builds, monitor dev balance updates; devs indicated they will prioritize fixing underused archetypes over time.

Notable names / sources mentioned

  • Zizaran (streamer / host)
  • Octavian (GGG developer)
  • Andrey / Andryukha (GGG designer)
  • Chris Wilson (GGG co‑founder, mentioned)
  • Belakai (mentioned in context of follow‑up posts/decisions)
  • Jonathan (asked about console crossplay)
  • Jangrown (YouTuber / translator mentioned at the end)
  • Grinding Gear Games (GGG) — development studio / source

Note: the original transcript included an offer to convert this summary into a checklist for Mirage runs or to extract only loot/crafting changes.

Rate this summary

Your feedback will help improve summaries.

Improve this summary

Reprocess with a stronger model when the summary feels incomplete or inaccurate.

Pro

Translate summary in another language

Pro

Ask questions to this video

Chat for follow-up questions, clarifications, and source-backed answers.

Coming soon

Share this summary

Original video