POE2 Endgame Map Fix is so Easy
The solution is fixing the endgame mapping system is so easy and it’s right in front of our faces, I’ve been reading this forum and Reddit and I haven’t sent it suggested, here it is:
Keep the same overview map, it’s beautiful and gives weight and a tangible feel of the maps Instead of an infinite sprawling endgame of maps, make them static, let the devs craft their location and placement on the map. Each map node represents one map that is replayable once unlocked and completed. Make the connecting map nodes similar to the atlas progression tree from poe 1 where each completed map has static tier of maps assigned to be unlocked once the previous map is completed. Let them lead to static towers/citadels/unique maps in specific locations that require you to work towards, giving a clear progression path. Have the map start with one tower in the beginning (maybe after 4 tier 1 maps are completed) and have a set number of towers throughout that overlap all maps (3 or 4 more in total to start). Maybe have 2 more unlock after beating pinnacle bosses/challenges similar to map slot device in poe1 Allow you to place juicing stones in each tower similar to the map slot device in poe1. They are one time use similar to scarabs. Perhaps create an interface that puts these in one window similar to poe 1 map slot device so you don’t have to click on 6 different towers each time. Let people run the maps they want, in the static location, provided they have the proper map tablet similar to poe 1. Let them juice that one map similar to scarabs in Poe 1. One time use or maybe add tiers so one scarabs can be used a max of 3 or 4 times depending on the tier of the scarab, whatever. Presto, you now have poe1s mapping system in an enhanced 2.0 version in poe2. Let the map stay static for the whole season and revise the connecting nodes each season similar to the atlas progression path in poe1. Yay, now the community got what it wanted. This system is expandable and modifiable in the future. For instance if you want to add a new boss, make one of the static corners a dungeon that unlocks 6-8 more map nodes beyond it culminating in the boss for that season. Now you have a new zone added to the map for future seasons. Similarly you could do weekly events, where one section of map is being attacked by the breach, or beyond, or whatever. And for that week those 10 maps always have a certain influence. There’s a lot of canvas to play with here. 最後にスレッドがバンプされた時間 時刻 2025/05/26 16:15:13
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TLDR: Revise poe2s infinite map sprawl to be a static, with a node system similar to poe1s progression atlas system.
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I'm new to mapping, only done it for a bit as I've been just starting new characters since launch. I'm only doing T3/4 maps so far and I am already bored with them, so any improvement would be welcome.
A big part of my personal issue is lack of progress such as nothing new has dropped that I can use and levelling is painfully slow. For me, when I stop getting those little upgrade hits, I just get bored. |
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" Tier of map wont change this atm. For the most part, i get pretty much the same trash in t15, or t1, doesnt matter. Granted, higher tier / iLvl comes from higher tier, but atm, the game just doesn't have that much to find, and upgrades are next to none once you're at that stage. No niche chase items, no godly uniques... sadly, journey's about over at that stage, aside from the pinnacle challengs if that's your thing, and or lv100 if thats your thing. That's just the game atm. Pretty bare bones. GGG - Why you no? 最後に JoannaDark#6252 が 2025/05/26 15:50:57 に編集
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" This is actually interesting. I`m curios if GGG actually reads and takes notes. (POE2 should not be POE1.5, GGG, keep it slower, more tactical)
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