It's time for GGG to admit that hallway maps ( narrow pathways ) do not work with this game
" Interesting, but did you account for the waystone increased chance on the actual maps? Besides, if that's their angle to make bad maps more appealing, it's easy to understand that it's not noticable for me. I drown in maps and vendor plenty due to bad mods. I wouldn't notice that layout X gave decimals of a waystone more than layout Y. |
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" That's what POE1 did. |
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" Yes, I wrote down the increased chance percentage as it's shown in the map modifier list, so this takes into account all percentage modifiers that applied, not just the one on the waystone itself. |
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" I'm with this guy; I like augury and crypt, they're my favorite maps. I hate the big open ones like savanah. Minions need to not body-block; a class feature should not make maps un-navigable. This is a problem for the game devs to sort out. |
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I'm not sure if some of you actually understand my post after seeing your replies. this has NOTHING to do with if a characters BUILD can play well or not well in any given map ( hallway or not hallway ).
My post is about the MECHANICS ( breach, expedition, ritual, strongbox ) not functioning as intended in hallway maps. Yes there are some characters and builds which suffer in hallway maps, but my post is about the actual mechanics of the game, which should be functioning correctly which are not. This is a game breaking thing and it is one of the most important things that needs to be addressed in POE2. It's like I write this post and go into great detail, and most of the comments aren't even talking about what the post says, like you guys just read the title and then posted your reply.... Dernière édition par inuryu6#5687, le 6 févr. 2025 13:14:52
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I'm ok with these maps, the problem is that the ratio for the map nodes that spawn is unbalanced as F. I can show here dozens of screenshots of areas where I have 2 Seepages, 2 Crypts, 2 Vall Factories, 3 Auguries, and like 1 or 2 of the open maps (Savannah, Crimson Shores). It's not isolated situations, it's EVERYWHERE, even in areas where you can see there's huge open plains/desert in the atlas drawing.
I do agree that these maps add variety to the game and I personally enjoy Augury even though I'm an Infernalist Minion Witch (call me crazy), but if we had access to some kind of counter for the number and names of the maps we've ran, I'm sure it would show that I've ran more than 30 seepages, more than 20 crypts, but like 10 savannahs at best. I even know the exact number of Crimson Shores maps I've ran (4) and that comes from someone with almost 600 hours of time played. Also, running Breaches on these maps is really underwhelming. I got 10 breaches in a Seepage once and it was very disappointing. I think I'd be ok with all these maps if these leagues were balanced according to the map layout and if there was a better balance around the node spawning count. Dernière édition par Philvil#9636, le 7 févr. 2025 14:03:05
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" Baffles me that this isn't the design choice that made it into EA... |
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the issue that a lot of you seem to be not understanding from my post is that the mechanics dont function as they are intended in hallway maps example : expedition can spawn its nodes in multiple hallways near the spawn area, bricking it because you could never reach those nodes. for ritual / breach and strong box, they simply dont spawn all the monsters that theyre supposed to spawn. this is the problem guys.
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All these areas work. MONSTER SPEED does not work.
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