Checkpoints are weird
So checkpoints. I assume they are for us to run less when we die in a map so we don't have to run from the very start to continue slapping
But like 70-80% of the maps i run have 2 checkpoints. At the start and at the opposite end of the map so 1. I die before finishing the map - i still have to run all the way through. I know, skill issue and all, but it is a problem. 2. I reach the 2nd checkpoint, but the map is done, so i don't need it anymore (unless i ignored the loot and want to teleport around) Examples:
Spoiler
And other 20-30% maps have checkpoints every 10-15 seconds??? Why are they so inconsistent? Dernier bump le 19 sept. 2025 à 02:35:38
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And it happened again. The place i died is 1 screen above that screen
0 checkpoints |
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I agree, the situation with checkpoints is messy.
I played one of the new map layouts the other day and was a little shocked it is a big map and no checkpoint in between, died and had to walk a long way to get to where I died. Why can you not put a checkpoint at the place where you died, in a safe spot or have the player be safe for like 30 seconds or so after respawn? (it probably already has that). Also I would recommend for every special event in a map -> abyss, expedition, ritual, breach etc. Put a checkpoint near every event. I feel like you don't have to be shy on checkpoints, in the end a player still has to activate them by walking to them, and then once it is activated, the player can teleport between them. It is not like we can enter a map and teleport around already. Improvements could be made there for sure. Poe 2 back again. New trade system not flawless but still good.
Need search save option for market panel. |
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I agree
Why not implement like at least 5 checkspoints per map? It doesn't hurt to have more and it doesnt make the core gameplay (like fighting) easier. It just helps with backtracking. |
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