Attempt at constructive Atlas Critique

From what I gather from the pleasantly frequent dev interviews, GGG is hard at work streamlining the Atlas experience. As this seems to be a key part of what is keeping PoE2 from true greatness, I want to pitch in, offering my 2 cents.

Mapping generally feels like a chore. I heard maps take longer than expected to complete, atleast for the vast majority of players. I was glad to hear these metrics were found. It does take me longer than I would want to - for example- go from tower to tower. And yes, I would welcome less clutter, without any clear advantages or options for decision making or navigation. It certainly would help a lot.

That is only part of the problem. Mostly I am frequently overcome with with analysis paralysis. While I do see reducing the total amount of maps / time per map could help that, I suggest another approach.

Reducing the total amount of towers and upping their effect was a great improvement (Yay! Thanks!). I suggest streamlining further parts of the atlas in a similar way.

Waystones: I don't think I can keep up micromanaging each and every waystone, as the current system asks of me. I am somewhat well organized in crafting, I know how to search for key prefixes / suffixes and their combinations. I see how I can make decisions to min /max and how some might find it enjoyable. I know I can trade for WS. I don't want to do any of it. I don't enjoy it. It takes way too long. It is way too stressfull (analysis paralysis). It is almost never worth it to engage with the current system. Atleast before you can ramp up to the industrialized level of WS crafting.

And why should I? I bought the map stash as well as delirium.

I suggest to
1) reduce the mods on WS by atleast one.
2) Even out their effective influence, especially negative effects of suffixes (Temporal chains is not okay, for instance).
3) Offer (far) stronger visual feedback on what a waystone does to your map. Please don't make make me read a full news article every time I try and set up a session.

And then, lastly, the big one:
I, personally, am not ashamed to say that I would like mapping to be even less punishing. One additional failed attempt seems plausible for "basic" maps, atleast with the current server problems (Disconnects of course shouldn't brick your map, if that was possible). Maybe a way to "re-buy" a map after you failed it instead of plainly getting more attempts or losing it forever (Ormus or whoever can time travel, can`t he?). I see how the current system kind off acommodates this here request.
But. I. Don't. Want. To. Read. Every. Single. Waystone. To. Check. Thank you.

Clearer routing might also help with this. I see what GGG is going for with the "open" atlas and I concur: it's kind of beautiful in concept. In practice, the nodes are still too janky in their placement and connection. While reducing their count, iterating on their placement, pattern and frequence will surely be part of the agenda.

TLDR; Streamline the atlas to reduce friction in even more ways. There will be plenty of friction left after you are done. And you can always add more, later. Towers were a good start. Remember to KISS. Don't make me read, search and click, click, click on waystones. There has to be a better way! Reduce challenge level and risk of running "basic" maps.

Thank you for a great EA so far and GLHF!
I'm in a hurry and this turned out longer than expected. I can't really proof read. Apologies.
Dernière édition par Shift#4529, le 26 juin 2025 à 04:55:36
Dernier bump le 26 juin 2025 à 04:51:30

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