ExileCon 2026: What the Path of Exile 2 Developer Q&A Revealed
Following the main ExileCon 2026 presentation, Grinding Gear Games developers Jonathan Rogers and Mark “Neon” Roberts joined ZiggyD for a Q&A focused on Path of Exile 2 and its upcoming 1.0 release.

The discussion offered a closer look at the decisions behind some of the game's biggest changes, from the new Conquerors of Wraeclast league to Shadow mechanics, endgame balance, and improvements to existing skills. The developers also answered several questions from the community, confirming some long-awaited features while explaining which ideas are still being worked on.
Conquerors of Wraeclast: From Ambitious Ideas to Massive Battles
One of the first topics was Conquerors of Wraeclast, the new Challenge League coming with the full release.
The developers revealed that their original plans were much more elaborate, with large-scale battles and resource management involving materials such as wood and food. However, they eventually decided to simplify the experience, focusing on recruiting troops, building fortresses, and commanding armies without overwhelming players with additional management systems.
Another important consideration was how the league would fit into the campaign. With many newcomers expected for the 1.0 release, the team wanted its storyline to complement the main adventure rather than distract from it.
The developers also shared a fascinating detail about the technology behind the massive battles. Combat happening outside the player's view uses a simplified simulation, allowing large armies to fight simultaneously. When the action comes into view, the game's regular combat systems take over.
Some aspects of the endgame faction system were still being refined during the Q&A, including ways to make battles and territorial conflicts easier for players to follow.
Path of Exile 2 Developer Q&A: Ascendancy Trials and Controls
The developers also answered several questions about features players have been requesting throughout Early Access.
Among the most important confirmations were:
Third Ascendancy Trial: The trial associated with Trial of the Ancestors will not be available at the 1.0 launch. The team still intends to introduce it, but no release date was confirmed.
Controller and Keyboard/Mouse Switching: Input hot-swapping has been implemented for the upcoming release, allowing players to switch between control methods.
Mouse Support in Controller Mode: Players will be able to use the mouse while keeping the controller-style interface, making inventory management more convenient.
Pause Interface: Players will be able to inspect buffs and other on-screen effects while the game is paused.
The developers also discussed ideas for future Ascendancy Classes, although they did not provide firm release dates for those additional options.
Shadow: New Details About Stealth, Traps, and Infiltrator
The Shadow was one of the highlights of the discussion, particularly the way its Stealth and Trap mechanics work together.
The class has two Ascendancies, Assassin and Infiltrator.

But the additional Ascendancy mechanic discussed during this Q&A specifically concerned Infiltrator.
Rather than relying entirely on direct attacks, the Shadow encourages a playstyle built around preparation, positioning, and carefully timed ambushes.
Here are some of the most interesting details:
Stealth: Monsters have detection ranges that vary according to their size. Entering those ranges can reveal the character, making positioning an important part of combat.
Trap Cooldowns: Skill cooldowns generally stop recovering while the character is in Stealth. However, entering Stealth grants an additional available charge to each equipped Trap skill.
Detonate: Players can create dedicated Trap builds without relying on dagger attacks. The Detonate skill manually triggers traps and consumes Darkness to empower them.
Infiltrator Totem: This Ascendancy features a Totem that releases pulses, detonating traps within its radius. Multiple Totems can be placed to create overlapping areas of explosions.
These interactions give players several ways to approach combat, whether they prefer carefully planned ambushes or builds focused entirely on Traps.
Endgame Balance: Jewels, Charms, and Portal Restrictions
The Q&A also addressed concerns about endgame difficulty and the challenge of balancing increasingly powerful characters against demanding encounters.
The developers explained that increasing difficulty too aggressively could leave players with only a handful of viable builds.
Their priority is to improve character balance before pushing the highest-end challenges further.
Three important points emerged from the discussion:
Five-Modifier Jewels: The developers confirmed their removal, describing the amount of power they provided as excessive.
Charms: Although powerful, Charms do not always feel satisfying because players often cannot tell when they have helped. The team wants to improve the system, but no specific redesign was confirmed.
Endgame Portals: The developers indicated that they currently have no plans to change the existing portal restrictions.
The discussion highlighted the team's ongoing effort to balance character power, build diversity, and endgame difficulty without making large numbers of builds ineffective.
Skill Changes: Bleeding, Poison, Chaos Damage, and Warrior
More Interactions for Damage-over-Time Builds
Several damage-over-time mechanics were discussed, with the developers explaining how they want to make these effects more interesting to build around.
The main changes mentioned included:
Bleeding: Its duration is being increased, giving players more time to interact with mechanics such as Blood Loss.
Necrotic Poisons: These can be applied alongside regular Poison, adding another mechanic for poison-focused builds.
Decay: Chaos damage-over-time skills can apply Decay to enemies, which can then be consumed through another skill to deal a burst of Chaos Damage.
Corrupted Blood: The reworked mechanic affects a visible portion of the character's Life, with additional damage-related effects and interactions involving healing.
These changes create more opportunities to combine skills and build around specific effects rather than relying exclusively on a single damage-over-time ability.
Support Gems and Improvements to Existing Classes
Support Gems were another major subject of the Q&A. The developers explained that a considerable portion of the improvements planned for 1.0 comes from making existing Supports more useful.
This work includes correcting unintended interactions, adjusting damage behavior, and reducing penalties that previously made certain Supports less attractive.
The Warrior is also receiving attention, especially its Mace skills and Aftershocks. The team discussed technical improvements intended to make Aftershocks more efficient, while opening up additional possibilities for damage conversions and visual effects.
Attack animations and movement restrictions are being reviewed as well, with changes intended to make existing skills feel more responsive and benefit more naturally from attack speed.
The Mercenary's ammunition reloading improvements were also discussed as an example of how a relatively small mechanical change can have a significant effect on gameplay.
Making the Campaign Better for Repeat Playthroughs
Another community question concerned the size of campaign areas and whether they would become smaller.
Rather than simply reducing every area's size, the developers explained that they prefer improving navigation and helping players understand where they need to go.
Clearer indicators and better ways to recognize optional paths are part of this approach, with the goal of making repeat playthroughs more convenient without compromising the exploration of a first journey.
Final Thoughts:
The Path of Exile 2 developer Q&A offered an interesting look at the work behind the upcoming 1.0 release. Beyond the announcements from the main ExileCon presentation, players learned more about the Shadow's mechanics, endgame balance, Support Gems, and improvements to existing systems.
While some changes were confirmed and other ideas remain in development, there is plenty to look forward to as Path of Exile 2 approaches its full release on December 11.
Stay tuned to PoE Builds for the latest news, updates, and build guides. I hope you enjoy this exciting new chapter and have an amazing time discovering everything that's coming to Wraeclast! ♥













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