Path of Exile 2 Ascendancy Problems: False Choices Threaten Build Freedom Before 1.0 Launch
Path of Exile 2: Return of the Ancients is currently in its final major patch cycle before the official release of Patch 1.0, which is expected to launch at the end of this year. The most anticipated aspect is that Path of Exile 2 will officially transition to a free-to-play model in patch 1.0.
For players who have been waiting patiently, this is GGG's only chance to prove their wait was worthwhile.
The recent patch 0.5.4 optimized many aspects of the game, including the new Atlas Passive Tree, expanded customization features in Expedition mode, and dynamically adjustable Unique Items, suggesting a focus on providing players with more choices and freedom.
However, Ascendancy Classes in PoE 2 clearly offer insufficient choice and freedom, and the developers haven't addressed this issue. This is a problem that must be resolved before the 1.0 release.
False Choices
Even though each class in Path of Exile 2 has more than one passive branch, the design of these branches and the characteristics of each class can lead all players to a single, limited choice.
Taking Witchhunter ascendancy class as an example, Concentration and Sorcery Ward are its two core passives, while Obsessive Rituals is a must-have starting passive.
Obsessive Rituals halve Witchhunter's armor and dodge chance. In compensation, it grants Sorcery Ward ability, providing direct damage mitigation against elemental damage.
This involves a balance: sacrificing physical damage reduction and dodge chance from armor gains protection against elemental damage.
This means physical damage will become your biggest threat. Ceremonial Ablution, as another passive branch, can fill this gap, allowing Sorcery Ward to resist not only elemental damage but also all other types of damage.
This is where the false choice begins. You can't just choose Obsessive Rituals; you either need to max out all four, or you don't need to put any points into them.
Secondly, there's an even more obvious example. Witchbane is a method to interrupt monster concentration, reducing the frequency of monsters casting Concentration by slowing down their cooldown recovery.
Theoretically, it seems useful, but in the current Path of Exile 2 Return of the Ancients, you can kill monsters much faster, making this mechanism seem useless.
This is where No Mercy comes in. It directly transforms Witchbane mechanism into a damage multiplier bonus, making it much more useful. Therefore, these two passive branches are essentially linked; you can't just choose one.
Independent Choice
Of course, not all choices are illusory. There's one example that truly represents a choice for the player: Pitiless Killer and Judge Jury and Executioner. Pitiless Killer adds an execute effect to all your attacks, allowing you to instantly kill monsters when their health falls below a certain threshold.
Judge Jury and Executioner provides a special hit mechanic: when attacking a target at full health, it removes 5%-30% of their current health.
These two passive branches clearly have a synergistic effect, utilizing Judge Jury and Executioner to reduce monster health, quickly approaching the threshold for a kill. Furthermore, even used separately, they are both powerful branches in their respective attack domains, representing two very independent mechanics.
Design Space Limitations
Besides certain ascendancy passive branch designs leading to false choices for players, they may also limit the future design space of PoE 2 itself. Currently, there are two most obvious examples in the game.
1. Titan
Titan's Hulk Form increases minor passive skills on Passive Tree by 50%, but it also limits GGG's design of Passive Tree content for all classes. This is because Hulk Form's buff is too powerful.
For example, it could reduce the cooldown time of classes that need to frequently cast skills by half, even approaching zero cooldown in the late game; or it could allow players aiming for high damage to instantly kill bosses after obtaining this buff.
These situations have forced developers to redesign basic nodes, adjust the base values of the buffs, and even rework mechanics altogether. A single ascendancy node can impact the design space for the entire class balance.
2. Unfurled Finger
Unfurled Finger is a special node for Ritualists. The same issues not only arise in passive node design but also affect the choice of Path of Exile 2 Items.
The benefits of Unfurled Finger for Ritualists far exceed those for other classes. It provides an extra ring slot. An extra key piece of item not only directly and significantly boosts your stats but also has an exponential impact on Ritualist stat stacking.
Furthermore, Patch 0.5.4 further amplified the emergence of extreme builds in the game. This node design is not an isolated case; balance design must be redesigned and recalculated around the bonus from extra equipment slots.
Unless players consume significantly more PoE 2 Currency to upgrade and craft items, ordinary classes will never catch up to the stat caps of classes with more equipment slots.
Besides the additional bonuses from passive branches, some Ascendancy classes inherently cause design conflicts. For example, Lich's Eternal Life allows its life value to remain unchanged while an energy shield is active.
This very existence prevents other classes from acquiring a large number of energy-penetrating shield-type affixes. For Lich, this directly provides an additional life protection mechanism, but also makes them directly bound to it.
Changes and Problems
Regardless, while Ascendancy class design in Path of Exile 2 still has many areas for improvement, GGG has shown a clear trend in its Ascendancy design from the initial Patch 0.5.0 to the current Patch 0.5.4.
From simple numerical bonuses and single effect enhancements to the current class-specific passive trees, interactive growth systems, and broader expansion of behavioral logic, all demonstrate that PoE2 Return of the Ancients is gradually improving.
The main problems currently existing can be categorized as follows:
1. Increased Design Complexity
The new Ascendancy class system is significantly broader, offering more gameplay space. This means higher complexity, with various branching mechanisms intricately intertwined and mutually restrictive.
2. Outdated Ascendancy Design
Some early Ascendancy class designs still relied on single-node strength logic, leading to the development of some extreme builds.
3. Node Binding
As exemplified earlier, some Ascendancy classes had several passive nodes bound together to achieve leveling without side effects. To maximize character strength, player choice was significantly limited.
If you want to learn more about the balance issues of Ascendancy classes or build choices in the game, follow EZG Facebook. We also give away game resources for free there.
In short, while Ascendancy system in Path of Exile 2 is improving, it's not perfect yet. It requires further adjustments and changes to achieve the balance and true freedom of choice that both players and developers strive for, and to meet the player challenges of version 1.0.
Call of Duty: Black Ops 7 Season 4 Reloaded Review: What Went Wrong With Launch, AN-94 and Summer Events?
On June 25, 2026, Season 4 Reloaded of Call of Duty: Black Ops 7 officially launched. Before its release, many players had high expectations.
However, in the days following its launch, the player community's reaction was almost entirely negative. It seems Season 4 Reloaded added a lot of content, so why the negative player response?
Below, I will summarize the player community's evaluation and analyze it.
New Maps
Season 4 Reloaded of CoD Black Ops 7 introduced two maps for multiplayer: a brand new 6v6 or 2v2 map called Zenith; and the classic Launch map from the original CoD Black Ops.
This should have been a good thing, giving players both new maps to play and old maps to reminisce about. So, where did the problem lie? The controversy mainly focused on Launch.
First, while Launch, a map from 14 years ago, retains its original structural design, the graphics engines used in the first and seventh installments are vastly different. Under CoD Black Ops 7 engine, Launch appears grayish and lacks contrast, losing the original's stark military feel.
Second, this return of Launch uses the original daytime scene, rather than the stunning nighttime version from CoD Black Ops 4. That version, with its nighttime backdrop, neon lights, and fire effects, gave the map a fresh new look. Many players would have preferred the return of that nighttime Launch, not the original.
Third, and most criticized by players, a Soviet flag on the tower in Launch has been drastically altered, its lines and composition appearing chaotic and jarring. Many players suspect the development team used AI-generated graphics, thus failing to notice how poorly made the flag is.
The new map, Zenith, a medium-sized map set in a luxurious manor on a cliff, supports both 2v2 and 6v6 matches.
While this might seem to cater to both types of players, in reality, this design often means it's neither a standard 6v6 map nor a purely 2v2 competitive map. For most players accustomed to the pace of 6v6, it feels more like an enlarged, chaotic free-for-all map, unlikely to become a regular feature in their core map pool.
Nick Cage Event Pass
Another highlight of Season 4 Reloaded update for CoD Black Ops 7 is Event Pass, a collaboration with Nick Cage.
Like other Event Passes, this one offers both a standard and an upgraded version. The ultimate reward of the standard version is the highly anticipated AN-94 Assault Rifle.
AN-94 Assault Rifle, a classic weapon from CoD Black Ops 2, is renowned for its unique "double-shot" mechanic and stable handling.
Its return should have been welcome news, but the acquisition method has left players frustrated. Players need to earn XP in Multiplayer and Zombies to level up their event pass, and the leveling speed is incredibly slow.
One player shared their experience: "It took me almost an hour to level up twice." This means that without investing a significant amount of time grinding for XP, it's extremely difficult to obtain AN-94.
Furthermore, even after obtaining AN-94, players still need to spend a considerable amount of time in Bot Lobbies to familiarize themselves with the weapon. This is highly unreasonable for players who need to work.
Now let's look at the upgraded version. If you want more than just AN-94, but also skins, blueprints, and most importantly - Nick Cage as a playable Operator - you need to spend real money.
This design turns Nick Cage Event Pass into an activity that requires players to invest a lot of time or money. So even if the long-awaited AN-94 returns, it brings not surprise, but exhaustion.
This operational strategy essentially uses player nostalgia as fuel to drive daily active user (DAU) data.
Summer of Action
If the problem with Nick Cage Event Pass was that it was too time-consuming, then the problem with another event in Season 4 Reloaded update of CoD Black Ops 7 - Summer of Action - was that it was too boring.
The rewards for this Summer of Action included: an Emblem, a Sticker, a Calling Card, some XP, and a Blueprint of a "Catharsis" X9 Maverick Assault Rifle.
These rewards were practically filler items in every Season's Event Pass, offering neither collectible value nor visual appeal.
In contrast, in past CoD titles, the game's summer festival wasn't the boring Summer of Action, but a highly anticipated annual tradition - Days of Summer.
Back then, Days of Summer featured unique challenges (such as achieving a specific number of kills), exclusive weapon skins (like ice cream-themed weapon camouflage), and community goals requiring the collective effort of all players (such as accumulating kill counts).
Many players considered Days of Summer one of the most fun events in CoD, consistently offering a wealth of new content, items, challenges, and rewards.
However, CoD BO7 Season 4 Reloaded's Summer of Action only required players to perform a purely linear "log in - claim rewards - log off" process. Players didn't need to play a game or complete any objectives; they only needed to prove they were "still there".
Essentially, this design downgraded a community event to a mere "check-in" system for maintaining active users. This disparity became a source of player dissatisfaction.
One player expressed strong disappointment: "The old days are gone... because the developers are too lazy to make truly fun gameplay".
These are the recent negative reviews from Call of Duty: Black Ops 7 players regarding Season 4 Reloaded. Of course, while there are negative voices, many players have also expressed their approval of the new content. What are your thoughts on Season 4 Reloaded?
MLB The Show 26 Meta Has Changed - Here Are the Best Infielders
MLB The Show 26's June games are over. After summarizing the lessons learned, two golden rules for building an infield lineup emerge: first, ambidextrous hitters are more effective at winning; second, the ability to effectively counter bullpen pitchers is more valuable than mere stats.
If you want to avoid giving up runs easily, then infielders are absolutely crucial. This article will introduce you to the best infielders currently available in MLB 26, from S-tier to B-tier players, covering a wide range. This will help you choose the right players for July.
- S-Tier: Ketel Marte, Troy Tulowitzki, Albert Pujols, José Ramírez
- A-Tier: Miguel Cabrera, Chipper Jones, Francisco Lindor, Elly De La Cruz
- B-Tier: Alexei Ramírez, Gleyber Torres, Derek Jeter
S-Tier
The following players are the core of your lineup. They are absolute elites in their respective positions, possessing top-notch hitting and first-rate defensive abilities, and can ultimately change the course of a game. Let's take a look.
Ketel Marte
Ketel Marte can play second base, shortstop, and center field. He is arguably the most versatile player in June's MLB 26. He is ambidextrous, has an excellent swing, solid center defense, and can adapt flexibly to different lineups. Having him on your team can solve multiple problems simultaneously.
Troy Tulowitzki
Troy Tulowitzki is one of the best pure shortstops in baseball today, providing immense value in key positions. He is a reward character for completing MLB Live series of games and ranks first among all 307 shortstops with a Reality Rating of 110.11, a staggering 16.8 points higher than the second-ranked shortstop.
Notably, his swing animation in MLB The Show 26 has been improved, allowing him to handle high, inside fastballs better than ever before. His 80 speed also brings surprising base-running value to him as a shortstop.
Albert Pujols
Albert Pujols remains the dominant force at first base. His hitting ability is consistently excellent, capable of hitting home runs against any pitcher with virtually no limitations.
José Ramírez
José Ramírez can play both second and third base and is a top ambidextrous player in MLB The Show 26. He possesses a unique swing, rapid baserunning, and consistent hitting ability, making him compatible with almost any lineup.
The players mentioned above are all exceptionally strong defensive players. Their only drawback might be their slightly high card price, around 38,000-48,000 MLB The Show 26 Stubs. If you have the funds, these cards are definitely your best choice.
A-Tier
The following players are only slightly below S-tier elites, but are still strong starters for competitive teams. Each of them may have some minor flaws, such as weak defense, swing bias, or slightly lower attributes, which prevent them from reaching the top tier.
Miguel Cabrera
Miguel Cabrera can play first or third base and boasts some of the best pure hitting stats in MLB 26. He is a scoring weapon in baseball, capable of hitting the ball to every corner of the field.
However, some players have found Miguel Cabrera's swing ineffective against inside fastballs, and his defense also has some weaknesses. Therefore, it's best to position him as first baseman or designated hitter to maximize his offensive contribution while minimizing defensive risk.
Chipper Jones
Chipper Jones is beloved by fans for a reason. Even after new cards catch up in various stats, his reliable swing and ambidextrous hitting ability in MLB The Show 26 keep him highly competitive. His consistent hitting makes him an excellent choice for a third base for players who prioritize batting consistency.
Francisco Lindor
Francisco Lindor can play shortstop and second base. He's an ambidextrous hitter with reliable defense and solid hitting ability, good speed, and lower acquisition costs. Therefore, he's an excellent choice for players on a budget who want top-tier defense in the middle.
Elly De La Cruz
Elly De La Cruz can play shortstop and third base. With top speed, amazing range, and a 99 arm strength, he's an ambidextrous hitter. However, his low vision rating might cause him problems in high-difficulty MLB 26 games, where PCI zone shrinks significantly.
For skilled players, this shouldn't be a major issue; Elly De La Cruz can use speed and arm strength to change the game and secure victory.
B-Tier
The following cards aren't bad, but they have obvious limitations. Players can choose based on their needs.
Alexei Ramírez
Alexei Ramírez was a favorite at the beginning of MLB 26 season, but has now fallen to B tier. While still usable, his offensive capabilities are far inferior to today's top shortstops. He can be a transitional choice for players in the early stages of the game.
Gleyber Torres
Gleyber Torres possesses one of the best swings among second basemen. However, his defense is worrying, and choosing him carries some risk for competitive players who need consistency. He's better suited as an offensive player and can even be a designated hitter.
Derek Jeter
Derek Jeter is a consistent hitter and solid defender. His limitation is that he can only hit on his right, lacking the flexibility of an ambidextrous player. However, for players who prioritize a specific playing style, he can be a reliable choice.
This concludes our article on the latest infielder rankings for MLB The Show 26. If you want to know more, follow EZG Facebook. We also hold giveaways from time to time, so come and participate!
Want to win more games in July? Then prioritize strengthening your center defense and build your lineup around ambidextrous hitters. Don't fall into the trap of stacking high-hitting-rating players if they lack defensive capabilities or are easily countered by bullpen pitchers. The wisest teams build balanced, defensively sound, and versatile lineups.
Brookhaven RP July 4th Update Revealed: New Castle Estate, Free Houses and Fireworks System Explained
Brookhaven RP's Minions & Monsters collaboration event ends on July 3rd, and whether you're ready or not, the new Fireworks & Castle Estate event will follow immediately.
As the name suggests, this event celebrates July 4th, America's Independence Day. This is a tradition for Brookhaven RP, with the company releasing a patriotic-themed update every year around this time.
As a role-playing game, you might get to play as a princess or a king this time, as Brookhaven RP brings a brand-new castle estate, new free houses, and new items to this new event. Let's take a closer look at Fireworks & Castle Estate.
Castle Estate
The core focus of this update is Brookhaven RP's first-ever royal castle complex in a medieval European architectural style. Entering it feels like stepping back hundreds of years, creating a stark contrast with the modern villas outside.
Stepping inside the castle, the floor is covered with red and white checkered carpets. There's a grand royal banquet hall, resplendent in gold, with crystal chandeliers hanging from the ceiling. To further recreate the style of European royalty, a throne room exudes an air of grandeur and historical weight.
Furthermore, to enhance the game's appeal, Brookhaven has incorporated numerous hidden doors, rotating bookshelves with mechanisms, dungeons, and secret rooms into the castle, providing perfect settings for players to role-play as kings and knights or explore ancient castles.
As for building a Castle Estate, players simply claim an unoccupied plot of land and click on Castle Estate in the list to automatically construct it. However, the initial size is limited. To unlock a larger Mega Castle Estate with its own moat and multiple watchtowers, players need to unlock Estate Pass or Premium Pass.
In addition to the 15 free plots of land in the game, if you want to build your castle on land with better scenery and terrain, you'll need to obtain Brookhaven RP Land Unlocked, which unlocks prime locations like lakeside plots and eagle-eye hilltop plots.
To ensure privacy, the castle has added a lock function to House Control Panel, preventing other residents of the town from entering at will.
New Props
Once the castle is built, it's just an empty frame; you'll need to furnish it and decorate your rooms yourself.
Brookhaven has launched new castle and medieval-themed props for Fireworks & Castle Estate. Players need to access a dedicated prop editor system to select props from categories to decorate their castle. The good news is that these new props are completely free.
1. Throne and Chair
Players can place these in their rooms and sit on them. Combined with specific Emote actions, they perfectly recreate coronation and court dismissal role-playing scenes.
2. Castle Torches
Wall-mounted or standing medieval torch props. They come with a faint, dynamic flame and ambient lighting effect, perfect for decorating the castle's secret passages, dungeons, or underground chambers.
3. Knight Weapon Racks
Stone or wooden weapon racks adorned with vintage family crests (such as lions and eagles) greatly enhance the historical feel of the castle corridors.
4. Feast Tables
Long wooden tables decorated with vintage candlesticks and metal goblets are used to set up the grand royal hall on the first floor of the castle.
Fireworks
As part of the theme's name, the fireworks displayed at Fireworks Stand are unlike anything seen at other times.
This year's fireworks are to celebrate American Independence Day, so they are larger and more spectacular. Each player can acquire a variety of fireworks at the booth and set them off in open areas of town or in their castle. The colors of the fireworks are inspired by American flag, making them dazzling and spectacular in the sky.
In addition, Brookhaven RP has added a full set of working physical fireworks components:
1. Ground Fireworks Rows
Players can place these on town streets or in their own castle grounds. Once lit, the boxes will automatically launch giant Independence Day-themed fireworks in red, white, and blue - the colors of American flag - into the sky.
2. Fountain Fireworks
After placement, these continuously spray brilliant golden or colored sparks and flames into the sky for a long duration, making them ideal for creating a grand entrance visual effect for the new castle gates.
Preparation
To better prepare for Fireworks & Castle Estate and build a better castle, there are two essential tips you must know.
1. Secure Prime Locations
Once the event goes live, drive your vehicle to plots 1 through 5 in the town center or near the beach as soon as you enter Brookhaven RP server. Building your castle here will give you the best vantage point for Independence Day fireworks display from the second-floor watchtower.
2. Duplicate Fireworks
After obtaining fireworks from Fireworks Stand, open the new Prop Duplication feature in Brookhaven RP's May update, then click on the fireworks box you obtained to duplicate more fireworks with one click.
In short, Brookhaven RP's Fireworks & Castle Estate is more than just a simple item update; it cleverly blends the historical commemoration of American Independence Day with a role-playing experience of medieval royalty.
Here, you can feel the weight of history and the game of power within the stone walls of a castle, and experience the exuberance and freedom of a modern holiday amidst dazzling fireworks.
Whether you're a story-driven player eager to experience court intrigue, a landscape architect who enjoys building structures, or a casual player who just wants to watch a grand fireworks display with friends, this update to Brookhaven RP provides ample opportunities for you.
LifeAfter Fishing Guide: How to Unlock Sea Fishing, Join Boats, and Earn Rare Mutant Fish?
In the world of LifeAfter, survival is never just about combat and gathering; the fishing system is actually a crucial long-term gameplay element. It's not merely casual activity, but a maritime system tightly integrated with character growth, resource recycling, and quest unlocking.
Many beginners initially think fishing is just another place to farm resources, but once you actually set sail, you'll discover it's a uniquely paced gameplay module with a comprehensive reward system. The most direct rewards are material and food resources, which are extremely useful when resources are scarce in the ancient game.
Next, EZG will introduce the details and important steps for beginners to pay attention to when fishing in LifeAfter.
Prerequisite Story
In LifeAfter's fishing gameplay, the first step isn't simply picking up a fishing rod. You need to complete the main story quest, Vast Discovery, and find NPC Vast in Assyrian Hills on the map.
Only after completing this story quest will LifeAfter fishing system truly unlock, meaning you can begin participating in subsequent sea fishing activities.
Time Limit
Many newcomers mistakenly believe they can fish anytime in LifeAfter, but the system is actually time-limited. Fishing boats depart on a fixed schedule, only once every two hours, and each trip has a registration window of only about 15 minutes.
If you miss these 15 minutes, you must wait for the next two-hour cycle. This is the core rhythm limitation of the entire LifeAfter fishing gameplay.
Matchmaking Mechanism
Once the opening time arrives, you can register for LifeAfter fishing activity through your camp or Dark Port. The system will match you with other players, allowing you to participate solo or in a team, but each boat can only accommodate a maximum of 24 players.
The matchmaking window is also only 15 minutes long. If there aren't enough players, LifeAfter system will wait until 24 players are available before departure. Once you successfully boarded the boat, you will officially begin the fishing process at sea.
Fishing Mechanics
Once you enter fishing mode, you need to prepare your fishing rod and pay attention to a key resource called focus, which determines whether you can use fishing skills. Each skill use consumes a corresponding amount of energy, which will regenerate naturally over time.
During LifeAfter fishing, the more mutant fish you catch, the higher your bounty rank will be, unlocking more skills and rewards. The most crucial phase of the entire fishing process begins when Mutation Tide appears. During this time, you have a chance to catch high-scoring mutant fish, and even the rare Mutant Kingfish.
During Mutation Tide, you can use items to restore focus energy, but there is a cooldown, so you must choose your usage time wisely. Normally, there are two fishing buttons: one for regular fishing and one for skill fishing.
After the tide ends, you will mostly only be able to catch regular fish. Therefore, EZG does not recommend using skills during the normal phase; it's best to save your energy for Mutation Tide.
Sailing Flow
The entire voyage is not completed in a fixed LifeAfter area, but is divided into three fishing destinations. Each voyage will pass through three sections of sea, with a stop of approximately 7 minutes in each section. The system will automatically switch to the next stop after the time expires. You need to repeat the fishing operation until you complete the third destination.
After the entire voyage is completed, the ship will return to Dark Port. During the return phase, you can process the materials you've already obtained. These resources can be brought back to your manor for food or crafting. However, note that if you've reached your daily limit, participating in fishing again will not grant new LifeAfter material rewards.
Even without rewards, if you successfully catch a new mutant fish, it will still be recorded in the fish encyclopedia system. After completion, you can choose to leave immediately or re-enter the event through Dark Port, Hope 101, or the interface entrance, but you must wait for the next time refresh.
Bounty Quests
Besides fishing, LifeAfter has a crucial system called bounty quests. This system is separate from fishing points; bounty points can only be increased by completing quests, not directly through fishing.
As your bounty level increases, new quests, skills, and Dark Port shop content will gradually unlock, improving fishing efficiency and making it easier to catch larger fish.
LifeAfter bounty quest interface displays multiple objective quests. The most basic objective is to complete an open-sea voyage and return safely. You simply need to complete a fishing trip without quitting midway to complete it. There are also tasks like catching 30 offshore fish, and you can check your progress on the left side of the task interface.
Another type of task involves using fishing supplies. These items restore focus energy and can be obtained through Dark Port shop, by exchanging with LifeAfter NPCs, or through LifeAfter Credits trading. As the system progresses, you'll encounter goals like earning 10,000 fishing points per voyage, with later challenges reaching 20,000 or even 50,000 points.
Another type of task involves completing orders from LifeAfter NPCs. Interact with NPC in Dark Port and submit the specified fish. These tasks are weekly and refresh periodically.
As your bounty points increase, you'll unlock the entire skill system, requiring you to use all skills in missions. The ultimate challenge is collecting all 12 types of mutated kingfish. This is a long-term goal that requires continuous voyages to complete.
LifeAfter's fishing system isn't a quick and easy activity; it's a long-term commitment constrained by time mechanics, voyage structure, and resource management. Players must adapt to this cyclical experience. You need to gradually unlock skills and rewards by continuously participating in fishing.
ARC Raiders Players Are Divided Over Expedition 4 Reward Changes: Here's Why
The fourth ARC Raiders Expedition is set to run from July 7 to July 21, giving players a 14-day window to sign up and complete the challenges. Notably, the developers have implemented the most significant overhaul to Expedition progression system to date.
These changes sparked widespread discussion within ARC Raiders community. Some players feel the developers are undermining Expedition's most appealing feature - permanent progression rewards - while others argue the move helps narrow the gap between new and veteran players, paving the way for a fairer progression system in the upcoming Frozen Trail update.
Debates regarding reward mechanics, fairness, and the future direction of ARC Raiders Expedition 4 have become the hottest topics leading up to the event's launch.
Controversy
The biggest change in the upcoming ARC Raiders Expedition 4 is the shift from skill points to temporary blueprints as rewards - a move that has become the focal point of the community's reaction. Many players believe Embark's major misstep was diminishing the value of Expedition's core feature: permanent progression.
The most disappointing aspect is that Mystery Reward system keeps blueprint acquisition random and luck-dependent. There is even a risk of receiving duplicate blueprints - items you might already own from Ermal Vault - meaning you could toil through an Expedition only to end up with a worthless duplicate.
Players feel Expedition has become significantly less attractive following these changes. While dedicated fans of ARC Raiders' gameplay loop will probably still participate, the game currently needs fresh content rather than a nerf to Expedition rewards.
Some players argue that the benefits gained from participating in Expeditions no longer outweigh the losses incurred by the account reset. Furthermore, failing to keep up with Expedition progress could result in the loss of certain buffs, forcing players to participate even if they are dissatisfied with the changes.
Previously, many players participated in Expedition specifically to earn all skill points and permanent stash space. However, with the introduction of Ermal Vault, stash space - once an exclusive Expedition reward - can now be obtained through other means, effectively weakening Expedition's primary incentive.
With the developers confirming that stash expansion will cap at 60 slots after the fifth Expedition, the prospect of resetting one's account no longer offers an interesting enough reason to continue.
What players find even more unacceptable is that participating in Expedition 4 actually results in the loss of the extra stash space provided by Ermal, whereas opting out allows them to retain those upgrades. Many players find this design difficult to comprehend from a logical standpoint.
Some ARC Raiders players emphasize that the genuine issue isn't just the decline in reward value, but the dwindling number of permanent rewards. Factors such as capped inventory space, a ceiling on skill points, and the random duplication of temporary blueprints have caused Expeditions 4 to lose their long-term appeal.
Support
Although dissenting voices dominate, there are still plenty of supporters within ARC Raiders community. Some players believe that retaining the damage challenge was the right decision.
Moreover, this adjustment didn't come entirely out of the blue; the developers had previously noted that many players had already hit the skill point cap, making a limit on skill points an expected move. The developers could hardly allow players to accumulate infinite skill points and eventually max out the entire skill tree; the progression system requires a cap.
In fact, ARC Raiders team hinted at this future direction in a May announcement. It stated that since many Raiders had reached max level and capped their skill points, Frozen Trail would introduce new progression goals, offering an alternative path for players who had completed multiple Expeditions.
Suggestions
ARC Raiders community has also offered various suggestions on how to balance the value of Expeditions with fairness. One perspective is that players participating in Expeditions should receive five permanent blueprints as a reward for account progression.
Meanwhile, players who do not participate in Expeditions could still obtain the same blueprints through standard means - such as trials, missions, or map scavenging - without enjoying the convenience of a permanent unlock. This approach would prevent veteran players from gaining an overwhelming statistical advantage while preserving the significance of Expeditions.
Other players have suggested designating certain uncraftable, high-value ARC Raiders Items - such as Silencer III, Kinetic Converters, or Horizontal Grips - as exclusive permanent blueprint rewards for Expeditions, making them far more appealing than standard blueprints.
There is also the view that striking a balance for Expeditions is inherently difficult; they arguably require a reset to remain meaningful, yet rewards cannot be so powerful that new players cannot catch up, as this would compromise fairness.
To address this issue, some ARC Raiders players have proposed raising the maximum skill point cap so that full progression is achieved after completing five Expeditions. They also suggest decoupling Expedition Vault from Ermal: adding a vault slot for every one or two Expeditions completed, while granting Raider Tokens as an additional reward.
Regarding stash space, a diminishing growth model could be adopted: adding 12 slots over the first five Expeditions, then gradually reducing the rate of increase to ensure room for long-term progression.
Beyond discussing Expedition rewards, many players believe that October marks a truly critical juncture for ARC Raiders. Currently, it appears Embark is using Ermal to maintain player engagement, hoping to keep the community active until the major Frozen Trail update arrives in October.
ARC Raiders team seems to be actively exploring the game's future direction, including new progression systems, more balanced reward mechanisms, and richer combat experiences, to ensure Frozen Trail update delivers high-quality content.
If you would like to stay updated on the latest ARC Raiders news, please follow EZG Facebook; we also host occasional ARC Raiders Items giveaways.
Overall, although the latest Expedition 4 has not yet officially launched, it has already sparked the most intense community discussion seen in ARC Raiders in recent times. As the major October update approaches, players hope the developers will seize this opportunity to refine the long-term value of Expedition system.