Most attention is currently on the upcoming Druid class and the Fate of the Vaal League, but Grinding Gear Games has slipped a set of player-wide combat changes into the latest Path of Exile 2 patch notes.
These updates might not feel like the biggest deal, but they affect how combat feels across the entire game, especially during leveling and early league progression. Movement, Rage generation, damage consistency, and ignite behavior have all been reworked.

Speed and Survivability Get Rebalanced
One of the most noticeable adjustments comes from changes to Tailwind. Each stack of Tailwind now provides:
- Slightly less Skill Speed and Evasion Rating than before
- A new defensive element, preventing a small portion of damage from Deflected Hits
In practice, Tailwind changes away from pure speed stacking and toward a more balanced bonus that combines movement, action speed, and survivability. It is a small numbers change, but one that affects many builds relying on the skill.
Unarmed combat also gets a boost, with the base unarmed attack speed increased. This improves early-game pacing and makes leveling feel less sluggish when gear options are limited.
Rage Is Clearer, More Consistent, and Easier to Read
Rage-based mechanics receive one of the most impactful quality-of-life updates in the patch. Previously, Rage regeneration and Rage decay could work against each other. Now, Rage decay pauses entirely while Rage is regenerating, making sure you never lose Rage as you are actively gaining it. On top of that:
- Every Rage-spending ability now costs exactly 10 Rage
- Rage visuals only appear once you reach 10 or more Rage
Together, these changes make Rage builds far more readable. You can now instantly tell when abilities are available, and Rage generation will feel more stable. It is a nice change that makes the system behave the way you expect it to.
Unusual Interactions Removed
Some unusual interactions in combat are being adjusted to make gameplay more consistent and less confusing.
Armor will not reduce hits to zero damage anymore. At low levels, multi-hit skills could sometimes deal no damage to armored enemies. This was a rare but frustrating scenario. Now, every hit will at least deal 1 damage.
Ignite effects from auras are now standard. Previously, some aura effects could apply infinite ignites, creating unintended stacking and unpredictable damage. Now, ignites last their normal duration and only reapply once the previous one expires, aligning aura-based effects with standard Ignite rules.
None of these updates drastically change Path of Exile 2 by themselves, but together they make early combat feel better, reduce confusing interactions, and make sure core systems behave more consistently across all builds.
As the Druid launch approaches and with the new league, these small changes are precisely the kind players will not notice, but will feel immediately once they step back into the game.
Player Changes Patch Notes
For those who want a more detailed look at the changes, you can read over the specific Patch Notes section here:
- Tailwind now grants 1% increased movement speed, 2% increased Skill Speed (previously 3%), 10% increased Evasion Rating (previously 15%) and prevent 1% of Damage from Deflected Hits per stack.
- Base unarmed attack time is now 1.65 attacks per second (previously 1.4).
- Modifiers to the number of enemies required to be considered Surrounded can no longer reduce the required number of enemies below 1.
- Rage regeneration now pauses rage decay similarly to other means of gaining rage. This means that your rage will never decay while it is regenerating.
- All rage spending costs have been changed to 10 rage. Rage no longer causes a visual effect on your character until you have 10 or more Rage so that you know that you can use these abilities.
- Physical Damage Reduction from Armour can no longer cause a hit to deal 0 damage. This is mostly targeted at preventing cases where multi-hitting player skills could deal 0 damage to armoured monsters at very low levels. In these cases, the hit will now deal 1 damage.
- Igniting aura effects, including Ignited Ground, no longer apply infinite ignites. Instead they apply regular ignites with standard duration, and will reapply them after they expire the next time the aura applies flammability to that target (the same as if Ignite had been removed from the target).
For more guides or information about the upcoming patch, you can check out our dedicated hub!
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