It's time for GGG to admit that hallway maps ( narrow pathways ) do not work with this game
Hellow everyone, as the title says, hallway maps fundamentally do not work with this game. I have almost 400 hours clocked into this game and I have a good understanding of how things function here. But it really is time for us to all admit that these hallway maps simply do not work in path of exile 2 as it currently functions.
Let's put this into perspective : *Minions As they currently function do not work properly in hallway maps, as they constantly get stuck. Even after the last 2 fixes they still have yet to properly work as intended. *Ritual altars If you get a ritual altar in a tight hallway, or in a corner, you can kiss most of the monsters that would have spawned goodbye. *expedition In most hallway maps, if you get an expedition here, you can get multiple nodes in the other hallway thats across from the hallway it spawned in, making those nodes impossible to reach. In some cases with 3 hallways near each other, you can get a split of all the sections, basically bricking the expedition. *Strong boxes If you get a strong box in a tight area, or at the end of the area you can kiss the entire strong box goodbye as it wont even attempt to spawn the monsters. *Breach if you get a breach in a long hallway map you can kiss most of the monsters that would have spawned goodbye as when you get to the end of the spawn area and have to turn back to get them to spawn again your travel time would be too long to get the spawn to happen on the other side. and I'm sure there are many other instances as mechanics / characters skills not working as intended because of hallways, this is just a few examples but these examples are some of the core mechanics of POE2. So let me ask you, GGG, why are all the mechanics which are supposed to be the reason for playing the end game, not functioning properly in half of your maps? I feel like this should have been easily seen and fixed a mile away during any testing period ( yes we are on early access which is technically a testing period BUT I feel like this problem is so fundamentally broken that it should have been fixed long ago ) The fix : I'm not sure what the exact fix could be besides just up and getting rid of these hallway maps ( I know thats dumb because of course we need some bad maps to go with the good ones ) So my suggestion would be ( and I know its probably a hard one to do because of coding etc ) would be to increased the hallway sizes by x2. that coupled with removing some of the hallways alltogether and making some more open spaces in these hallway maps would go a LONGGG WAY. EASIER FASTER Fix : have designated open areas in these hallway maps where these mechanics will spawn. Let's shine some light here and bring this attention to POE2 staff because I feel like this might be one of the biggest problems in POE2 ( I love the game ). But having most of your mechanics functionally NOT WORK in half of the maps you can play in, is just not good game design. Thanks for reading! Dernier bump le 10 févr. 2025 20:41:49
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+1, been having a lot of trouble with breaches in these areas.
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Vaal factory/Mire/Augury....all Needs to get deleted...
I want All of the maps to be like Oasis or Savannah. It's so exhausting to just walk and walk in the other maps even with over 50 percent increased movement speed and weapon swap blink. Dernière édition par OceanOnece#6272, le 6 févr. 2025 00:35:16
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While I don't agree fully that "bad maps" need to be removed. they do However, need to be fixed in order for the mechanics ( ritual, strongbox, breach, expedition ) to function properly. Because as is, they do not.
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" This would probably already be enough. I really don't get why this wasn't implemented from the start, because in act 1 the rituals in Freythorn are also reliably placed in sufficiently spaced areas. It makes no effing sense... |
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My guy, you should try fireballs, or a ricochet projectiles galvanic shards link.
Different terrain is fun for different builds. |
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Totally agree. I'm sure literally everyone agrees.
I don't think you can argue for Augury/Seepage/VaalF etc. being good maps in any way. GGG says yes, it's bad maps but we will make them worth running. So what, instead of changing maps and make them enjoyable to play, thy will bump the loot 15%? It was somewhere in the long 1.1.0 interview/podcast, they were also talking about some maps having too little stuff in them at the same time so I might have misinterpret. |
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" The ratio is just way off. In PoE1 we had agency over which layouts to run so it didn't matter that much that bad ones existed. They even talked about layouts in the patch interview and said something like they'll compensate bad layouts with better X or Y. As of now that's just as memey as the 15% armor buff, where they again failed on decimals. |
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" I'm keeping a log of the maps I run in terms of waystone drop rate and while it's certainly not proof of how good the different maps are in that regard due to low amount of data, it's at least some kind of indicator. Normalized to the waystone drop chance, I had an average of 1,65 waystones per map in the last 274 maps I did from T1 to T16. While Vaal Factory is indeed relatively bad with 0,64 waystones per map, Augury and Mire are at least only slightly below the average with 1,4. On the other hand, Crypt (0,54) and Seepage (0,64) are bad, too. What surprised me was how bad Bluff (0,37), Savannah (0,47) and Steaming Springs were (0,54). On the other hand, Woodland, Spider Woods, Sandspit, Oasis and Penitentiary are well above average with around 2,35. Some of the best ones were the citadels, Grimhaven (3,56) and Necropolis (3,54). |
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As someone thats playing chain and chain of terrain i love these maps. Idk why its all about you.
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