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U4GM What PoE2 Patch 0.4.0d Fixes in Atziris Temple

Publié : ven. 16 janv. 2026, 06:41
par iiak32484
Patch 0.4.0d landed on January 15, 2026, and you can feel what it's aimed at within a couple of runs: less wasted effort, fewer "wait, why did that happen." moments, and a league mechanic that doesn't punish you for learning it. If you're already prepping for endgame pushes and trying to keep your upgrades and crafts moving, even small economy shifts matter, so it's no surprise some folks are planning ahead and choosing to buy Exalted Orb before prices swing again.



Atziri's Temple Stops Eating Your Run
The big change is how Atziri's Temple behaves when you die in a boss encounter. Before, one messy mistake could nuke a whole setup, and it didn't really matter whether the death was deserved or just a weird overlap of effects. Now you can re-enter a fresh Temple instance after a rip and keep going at the boss. There's a catch, sure: most side content won't be available on that return trip. But honestly, that trade feels fair. You still have to earn the kill, yet you're not staring at the screen thinking, "Well, that's 30 minutes gone." It brings the Temple closer to the rhythm players expect from mapping, where failure stings but doesn't delete your entire evening.



Room Planning Finally Makes Sense
Another pain point was the layout UI. Plenty of players weren't making "bad" choices; they just couldn't see enough to make any choice with confidence. The update adds clearer visual feedback for how the layout is functioning and what room options are actually open to you. That sounds minor until you've bricked a run because you assumed a path was connected or a room tier was available when it wasn't. With better visibility, the mechanic feels less like guesswork and more like planning. You'll still make mistakes, but at least they'll be your mistakes, not the interface hiding the ball.



Bug Fixes That Hit Real Gameplay
The rest of the patch is the kind of stuff you only notice when it's gone: missing or broken effects, skills behaving oddly, UI numbers that didn't match reality, and crashes that always seemed to show up during the exact pull you couldn't afford to lose. Stability changes don't get hype, but they do change how you play. You start taking tougher fights because you trust the game won't wobble. You stop second-guessing whether your build is underperforming or the tooltip is lying. It's not flashy, but it's the difference between "testing a league" and actually settling in.



What Players Are Doing Next
The mood around the league is noticeably lighter now. People are still debating optimal Temple routes and whether the re-entry restriction is strict enough, but the common thread is simple: runs feel recoverable, and that encourages experimentation. More attempts means more drops, more crafting, and more trading, and that's where services can help if you're short on time; plenty of players use U4GM to buy game currency or items and keep their builds moving when the grind doesn't cooperate.