The Burning Ground Problem
Certain monster skills created burning ground zones dealing absurdly high damage. Burning ground — a staple damage-over-time mechanic in ARPGs — inflicts fire damage to anything standing in it. When balanced properly, it’s a positioning check. When overtuned, it’s an invisible instakill that invalidates defensive builds and forces everyone into fire resistance stacking.
Burning ground adds complexity beyond raw DPS checks. Players must:
- Use movement skills to reposition constantly
- Stack fire resistance or immunity (limiting gear choices)
- Prioritize killing specific enemies before they carpet the arena
When burning ground damage exceeds what defensive layers can mitigate, combat devolves into “don’t stand anywhere enemies have been” — which is everywhere. Hotfix 6 attempts to restore balance between offense and survivability.
This Is the Second Burning Ground Fix
Hotfix 5 already reduced burning ground damage from Uxmal, the Beast Lord, and similar monster skills. Apparently that wasn’t enough. The fact that Grinding Gear Games needed a second pass suggests either:
- The initial reduction was too conservative
- Other monsters still have overtuned burning ground (Hotfix 5 only targeted specific skills)
- Player feedback indicated the problem persisted across more encounters than initially identified
Iterative Balancing in Early Access
This is typical early access development — ship changes, collect data, adjust again. The challenge: burning ground damage needs to threaten players without being unavoidable. Too low, and it’s ignorable. Too high, and it’s a binary pass/fail check that kills build diversity.
Boss Damage Reduction Also Nerfed
Hotfix 6 changed boss damage reduction mechanics: “Boss Damage Reduction will now fall off faster.” Translation: bosses were taking reduced damage for too long, artificially extending fights beyond their intended difficulty.
This likely means one of two things:
- Phase transition issues: Damage reduction lingered after phases ended, creating “sponge mode” where bosses just absorbed damage without meaningful counterplay
- Overtuned defensive scaling: Bosses maintained high damage reduction throughout encounters, making DPS checks frustratingly tight for non-meta builds
Either way, faster damage reduction falloff should make boss fights feel more responsive to player performance rather than arbitrary timers.
Previous Hotfix Context
Hotfix 4 Prioritized Crash Fixes
Before addressing balance, Grinding Gear Games focused on stability. Hotfix 4 fixed crashes related to:
- Cosmetics panel when using controllers
- Guild UI interactions
- Vulkan renderer edge cases
Multiple crash fixes in one patch signal early access stability issues — not unusual, but critical to fix before fine-tuning balance. Players can’t engage with burning ground fixes if the game crashes opening the character screen.
Hotfix 4 Also Deleted Items
Hotfix 4 included this bizarre note: “Any existing Cartographer’s Chisel and Engineer’s Orb will be deleted upon next login.”
This suggests either:
- Duplication exploit: Players found a way to generate infinite Chisels/Orbs, breaking the economy
- Bugged functionality: These items weren’t working as intended, requiring removal and redistribution
- Design pivot: Grinding Gear Games decided to rework how these items function, necessitating a clean slate
Nuclear solutions like mass deletion are rare but not unprecedented in early access. When the alternative is rollbacks or persistent economic damage, wiping the problem items is the fastest fix.
| Hotfix | Primary Focus | Key Changes |
|---|---|---|
| Hotfix 4 | Stability | Crash fixes (cosmetics, Guild UI, Vulkan), Chisel/Orb deletion |
| Hotfix 5 | Balance (burning ground) | Reduced damage from Uxmal and similar monster skills |
| Hotfix 6 | Balance (burning ground + bosses) | Further burning ground nerfs, faster boss damage reduction falloff |
Path of Exile 2’s hotfix cadence demonstrates Grinding Gear Games’ responsiveness—but also exposes the challenge of balancing complex systems with incomplete data. The development team likely uses:
- Internal playtesting: Controlled environment, predictable builds
- Player reports: Real-world scenarios, edge cases, exploit discoveries
- Telemetry data: Death logs, encounter completion rates, time-to-kill metrics
The gap between internal testing and player behavior creates situations like burning ground requiring two separate nerfs. Developers might test with optimized builds featuring capped fire resistance. Players stumble into encounters undergeared, with unfinished passive trees, and die instantly—generating feedback that prompts further adjustments.
What Players Actually Want
Beyond specific fixes, the broader issue is build viability. Overtuned burning ground doesn’t just kill players—it forces everyone into fire resistance stacking, narrowing the meta. When one damage type dominates, defensive diversity collapses.
Ideal Burning Ground Balance
- Threatening but escapable: Punishes standing still, not instant death
- Telegraphed clearly: Visual indicators that match hitbox size
- Counterable through skill: Movement skills, immunity phases, or fire resistance should all feel viable
- Scales with encounter difficulty: Campaign burning ground ≠ endgame map burning ground
The Bigger Picture: Early Access Development
Hotfixes like this are exactly what early access is for—rapid iteration based on player feedback before systems ossify. The alternative is launching with broken balance and patching months later (if ever).
Grinding Gear Games’ willingness to ship frequent small fixes rather than batching everything into monthly patches shows prioritization of player experience over development convenience. The downside: constant mini-patches can feel reactive rather than strategic, especially when the same issue (burning ground) requires multiple passes.
Expect more hotfixes targeting:
- Skill balance: Over/underperforming builds warping the meta
- Performance optimization: Frame drops in dense encounters, shader compilation stutters
- Itemization issues: Bugged uniques, incorrect stat rolls, economy-breaking exploits
- Endgame scaling: Difficulty spikes that feel arbitrary rather than intentional
The path from early access to full release involves hundreds of these micro-adjustments. Each hotfix refines one element, collectively moving toward a coherent whole. Whether burning ground is finally balanced after Hotfix 6 or requires Hotfix 7 remains to be seen — but at least Grinding Gear Games is iterating quickly rather than letting problems fester.
Hotfix 6 addresses two pain points: overtuned burning ground and excessively long boss damage reduction. Neither fix is revolutionary, but both matter. Burning ground shouldn’t be the primary cause of death in encounters designed to test other mechanics. Boss fights shouldn’t drag on due to artificial sponge phases that test patience more than skill.
Path of Exile 2’s early access phase will continue spawning hotfixes like this — small, targeted adjustments addressing specific complaints. That’s the deal: players get early access, developers get real-world feedback, and balance emerges through iteration rather than upfront design perfection.
For now, burning ground is less deadly. Whether that’s “balanced” or just “less broken” will become clear as players test the changes. If Hotfix 7 reduces burning ground damage again, we’ll know the answer.
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