Bigger maps somehow make the game feel less fun and less rewarding. compared to POE 1.
So, how do I put this.
I understand in POE 1, you can run a ton of maps, and thanks to the RNG gods, you may not see something useful until map 20, 30, or 40. However, I think what offsets this, is you can jump in and out of maps quickly. Maps are short in general, and you can at least feel like you did a lot in a game sitting - the shorter maps gave the player at least some sense of accomplishment, even if the rewards weren't completely there in a play sitting. However, now in the new Atlas, we have these mega maps, that require checkpoints, and only give you one chance to complete. The dynamic is different. The maps drag on and on, the mechanic is more punishing, and it can feel like a complete chore. The endgame as is makes me kind of want to quit the game, because it doesn't feel rewarding enough. All in all, the game is made to be played slower, and even the zoomiest of builds is still slower than POE 1 endgame. All in all, the endgame needs to be more rewarding. Maybe one idea is to, given how large the maps are, the more monsters you clear, the more rarity in a map ticks up? At least it would give larger maps a point. Dernier bump le 2 févr. 2025 02:56:46
|
![]() |
It is because we are no longer able to shield charge/leap slam/blink with fast animation like in Poe1. If we still could fast cast those skills with near zero cost like in Poe1, the map is actually the larger the better because nothing will stand your way while blasting.
|
![]() |
The lack of meaningful rewards makes these big maps look "empty" of loot, also the number of monster and how much spread they are doesn't help. Bigger maps are good if you just feel everything good about then all the time, if not they only are waste of space, i believe when they buff monster numbers ,loot and skills it will look WAY better than now.
|
![]() |