End-Game Changes Feel Mostly Backwards.

Tablets feel silly to me. They were fine as a Sextant mechanic. The main problem was their influence effect was random. Map device slots should be specific for that map only.

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All Maps now contain Map Bosses (except for some Unique Maps and Hideouts). To complete a Map you are only required to kill the Boss, you no longer have to kill any Rares and you can do as much or as little of the rest of the Map as you please.

Incredibly bad move. Do we really want another game the boils down to a dressed up Boss Rush? I don't. Bosses should be gate keepers. Yea they should probably drop better loot but they should not be something players actively zoom right to. The map itself should be engaging enough.

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The following Map Boss Atlas Passive Skills now require a Powerful Boss to be present in the Map: Beyond Reality, Crystal Realm, Directed Worship, Drawn To Light, Old Pirate's Trick, and Organised Forces.

Look more boss Rush...

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The number of Monster Packs in lower-Tier Maps has been reduced by roughly 30%. As you proceed through the tiers, the number of Monsters Packs will increase so that by Tier 15 it is the same as it was before.

This should be global. Density does not make the game more difficulty.

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Adjusted the composition of all naturally spawning Monster Packs in Maps. This results in more packs of a smaller number of Monsters, but roughly the same total amount of Monsters in a Map.

It's like you guys get the problems of Enemy Density yet only want to half address it.

- Side note. Remnants as pickups is always going to be stupid. Just make them stacks.
"Never trust floating women." -Officer Kirac
Dernier bump le 1 oct. 2025 à 10:59:50
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This should be global. Density does not make the game more difficulty.



Density is for experience as well.
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Rakie1337#5746 a écrit :
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This should be global. Density does not make the game more difficulty.



Density is for experience as well.


Not really.

100 enemies that give 10 exp or 10 enemies that give 100 exp. Same thing.
Add map pack size. Still the same thing.

Where we would feel pack size exp gains in is with things like packs spawning from packs because it's a set number. 5 nearby dead enemies creates more enemies. Rather bad design IMO.

The same flaw was present in PoE1 Abyss nodes. Instead of having a number of enemies per Abyss encounter which you can then make more magic or gain exp directly from. Each branch of the abyss spawned more and more enemies. Exponentially increasing the gains.
"Never trust floating women." -Officer Kirac
My chief complaint about trying to navigate the end game are the countless "currency" and actual "content items" you have to interact with. Waystones, tablets, orbs, desecration now, corrupting, corruption (in the maps), irradiated, so on and so forth. I had tons of tablets prior to the update that were just piling up, but no where near as many towers to put them all in. Now, I have all these tablets that have been changed and I'm looking at them trying to understand and figure out the most efficient way to stack them is.

You're also pretty much forced to run 6 affix maps now to unlock all 3 tablet slots if you want to actually be efficient. It was nice that prior to this I could at least still run some blue maps or 4 affix rare waystones within a 3 tablet tower radius to at least move around the atlas if I was low on waystones in a particular tier(say while working on something specific for example). I know this is kind of a brainlet take but the way it was before, even if it needed improvements, was still more intuitive to me from someone that doesn't like to read guides or watch videos unless I absolutely can't get past something (I'll still consult resources and forums though).

I guess what bugs me is, why is the difficulty of the game so externally and conditionally influenced by all these items and consumables and stuff to make the gameplay rewarding and challenging? Why can't the content itself just BE challenging AND rewarding? PoE2 is a game of knowledge, I get that, but I think the developers forget they're making a game too sometimes.
Dernière édition par Dopamine#8306, le 1 oct. 2025 à 02:24:49
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Dopamine#8306 a écrit :
I guess what bugs me is, why is the difficulty of the game so externally and conditionally influenced by all these items and consumables and stuff to make the gameplay rewarding and challenging? Why can't the content itself just BE challenging AND rewarding? PoE2 is a game of knowledge, I get that, but I think the developers forget they're making a game too sometimes.


Because that's the way of setting difficulty to your onw level. You can play safe with less rewards or play risky and get more. You choose.
Does anyone feel like loot drops have fallen off a cliff? I've been running a bunch of 6 mods with 3 tablets and I feel like I'm getting less than a no mod map running to towers from previously.
For me the Tablets should function as the 'base' difficulty level. They should affect all maps with more affixes and having limited uses is fine. The Waystones add to that for a specific map.

Having a boss in every map has always been silly and now telling the player if it's a small or big boss is meta knowledge that doesn't belong in in a game that runs on dynamically created zones. That's part of the point of dynamic generation. It's always different and sometimes there's a surprise.

This isn't Monster Hunter, it's an ARPG.
"Never trust floating women." -Officer Kirac
The dodge roll was a bad idea. The players said it from the beginning.

The skill gem slots were a bad idea and people posted the system is not an improvement on poe1.

And the endgame map system overall sucks.

GGG has tried to double down on all these systems with unwanted sprint, changing gem interactions and names, and now somehow making the map system even more complicated and tedious.

I am not liking the direction this is going.

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