[SUGGESTION] The Atlas is too big, too messy, and it lacks any sense of completion.

People are saying this for ages. The infinite Atlas isnt good.
It gets increasingly unwieldy the longer you play
“The bird of Hermes is my name, eating my wings to make me tame.”
I like your ideas, OP. Especially the general idea of limiting the size of the Atlas. GGG should focus on player agency, progression, and providing players with some sense of completion. Personally, I'd prefer a "static" Atlas over an infinite one all day (which is also why I rarely engage with Delve in PoE 1 - it's fun for a short while, but I run out of steam rather quickly).

Whatever they decide to do, I hope that they introduce at least some type of "static" progression system. PoE 1 has that with it's version of the Atlas, while also providing players who like to explore with an alternative, Delve. PoE 2 should also aim to cater to both types of players, those who engage more with "static" progression systems and those who want to delve / travel ever deeper / farther.

Lastly and most importantly, we need a way to "shape" our Atlas. Give us tools that would allow us to play more (not exclusively) of the maps / tilesets / biomes we like while avoiding those we don't like as much.
SSF

Its extremely unusual to see so many people agree on something. They should definitely take this and run with it.

I'm surprised no one has suggested this, I've tried to post about a few times- but the whole point is to defeat corruption... so that should be incorporated, haha. In some manner.

Then you could have races to complete corruption- some sort of scaling on it- like entire nodes could merge when you clear enough of it and behave like the overran desecration nodes.

Corruption could really start to get pissed and start spawning rares, bosses- corrupted normal bosses. Theres so many things that could be done with the corruption base.

Just having more powerful standard bosses is the most boring. I get it, placeholder. Kinda. I mean they already have the corruption cores with unique bosses that you only see once.

Its not hard, they can spawn more later, theres more of them, any of them can spawn- that stuff is so cool.

Rares climbing out of cracks or uniques that actually arrive like that big skeleton boss, like epic entry. The possibilities...


Some of the COOLEST shit in the game, is encountering different mob types. The breach mobs, expedition, corruption- its sick. It also feel like progression.
Dernière édition par kazajhodo#6457, le 25 oct. 2025 à 13:54:57
the current "atlas map"
feels kinda..."where is the reset button to reset it?!"
Random generated interludes, each contains one random event (breach n stuff).
You get 1 corrupted interlude once every X normal ones cleared with a citadel on it (citadel only on area level 79).
Each interlude has 1 anomaly and 1 unique map.
Big boss at the end of each interlude.

Tablets on maps like it is now, no need for a background story just a group of different biomes (10 maps each?) and forget about messy atlas and towers and bookmarks in the fog.

There are enough maps (more to come maybe?) to make each interlude less repetitive than the atlas.
Once you complete 1 interlude it's gone, deleted to save resources (it even lags exploring the atlas so it really is heavy on res).

World map will only have the ziggurat in the middle, monolith, crux of nothingness, twisted domain, clearfell lumbermill and the kaalguran tomb and other things if they will add new stuff.

:D

I don't mind the endless design of it. But the lack of any sense of completion is a real issue I do believe. But that will probably get fixed in time as they add more content to the game and more things to do. As of right now, once you get all your atlas points there isn't much of an incentive to go exploring really, unless you just want to grind Arbiter.

That being said, some better navigation tools should probably be implemented. Book marks help, but probably not enough for a lot of foks.
Dernière édition par Berylstone#2209, le 8 nov. 2025 à 20:14:25
Being able to recreate the Atlas from scratch with e.g. preference for specific biomes - say, +100% chance for Sandpit, -50% chance for Forge - and perhaps some other mods/changes would be cool indeed.

I also like the idea of each Atlas having a central node that becomes the stronger the more you complete of the said Atlas instance.

I'd think that this system would be something that most players, even those enjoying the end game, would only finish once or twice per league. And I do think it really should be something that takes a fair bit of time and grind to do - so it's primary purpose is not to offer some unique rewards, but rather, to indeed just give some kind of a framework, a context, for your journey through the Atlas. Which makes playing the Atlas itself more enjoyable, whether you ever complete a full Atlas or not.
Fully agree, current atlas feels more like a chore and it has no sense of progression
Would like to see something like OP suggested
we gotta wait for 0.4 and what tehy do with the endgame. Feedback rn for the atlas wont be useful.
“The bird of Hermes is my name, eating my wings to make me tame.”
"
WaywornExile#0835 a écrit :
Don't get me wrong, the Atlas is beautiful. It's a true marvel of design.

However, it is simply too big. After two weeks of mapping, the Atlas becomes overwhelmingly messy.

There's little joy in scrolling across a hodge-podge of biomes that hold virtually no distinction. All of its charm is lost when you have to sift through it like Velma half-blindly looking for her glasses.

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This is how I would improve the Atlas experience:

The Atlas should have a finite size, about 4 screens in diameter. It should contain no more than three citadels.

Upon completing the citadels, Doryani would give the player the option to travel to a fresh Atlas and start anew.

Besides being more streamlined, far less messy, and offering a much needed sense of completionism, there are other potential benefits to this.


1. The ability to populate the Atlas with the player's preferred zones.

Spoiler
Upon talking to Doryani and choosing to move to a fresh Atlas, the player could be given the choice of their preferred biome types; desert-type zones, ice-type zones, forest-type zones, etc.

That's not to say that the Atlas should be entirely bespoke, but some degree of individualization would be nice. It could simply be a weighted effect, providing a slightly greater chance of encountering your preferred biomes.


2. Completion rewards.

Spoiler
If an Atlas is finite and has a completion goal (i.e. track down and defeat the citadels), then there is an opportunity to reward the player for continuous completions.

Every time a player completes an Atlas, Doryani might reward them with some sort of valuable item; a means of enhancing Precursors, perhaps. Or, more directly, a means of enhancing future Atlases as a whole.


3. "Special" Atlases.

Spoiler
As a reward for completing a string of Atlases—or perhaps at random—Doryani might offer to transport the player to a "special" Atlas.

These special Atlases would be much smaller than their standard counterparts, but chock-a-block with highly desirable nodes.

Imagine an underworld Atlas filled with cave-like zones. Or an Atlas consumed by lava and volcanic rock. How about a misty Atlas entirely overrun by the effects of Delirium?

These special Atlases could lean heavily into unique nodes, and be home to certain chase items, making the Atlases very worthwhile and exciting.


4. Progression-based empowerment of Atlas nodes.

Spoiler
If an Atlas is finite, it opens the door to the progression-based empowerment of the Atlas as a whole.

For example, if a player clears 10% of nodes on an Atlas, the remaining uncleared nodes become empowered in some way. Empowerment could mean a higher item quantity/rarity, or a higher monster density, or some sort of defined buff like "uncleared nodes now have one extra Rogue Exile".

This could ramp as the player hits further progression milestones; 20%, 30%, 40%, etc.

The player would have an actual incentive to clear trivial nodes. Currently, players are incentivized to completely ignore them.


5. A more focused progression-based goal.

Spoiler
At the centre of every Atlas could be a special node.

That special node would be a one-time event, unlockable by clearing a certain percentage of Atlas nodes. 20%, perhaps.

But for every percentage beyond that, the special node becomes more and more formidable. As its power grows, so too does its rewards.

I'm thinking that it could operate as a wave-based boss arena. The higher the Atlas completion percentage, the more boss waves occur. When it hits its max limit (which could be around 80% Atlas completion), it spawns a pinnacle-type boss at the end.

That would be one hell of an incentive to want to clear the Atlas. Entirely optional, of course, as some players might prefer to rush citadels and move on. But we like options.


6. No more Atlas loading issues.

Spoiler
I'm fortunate enough to play on a decent system, but I've seen the many reports of Atlas framerate issues, as well as lag.

I've also experienced the issue of the Atlas not loading properly when using bookmarks; the bookmarked area remains entirely grey, forcing the player to manually scroll around until the Atlas decides to start loading again.

A finite Atlas would do away with all of these issues.


7. Search functionality becomes easier to implement.

Spoiler
A smaller, finite Atlas means that search functionality is very achievable.

The problem with the endless Atlas is that it doesn't load efficiently. The player has to manually scroll across it to jog its memory. This makes a search functionality highly problematic.

A finite Atlas (being much smaller) would be ever-loaded, ever-present, and fully capable of seamless search functionality.

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Perhaps ironically, the above suggestions would make the world of POE2 feel much larger. In its current endless form, it quickly becomes formless; a mess of random biomes strung together in a way that makes everything look the same. It cheapens the world aesthetic, creating something that feels more artificial than lived-in.

Traveling between finite Atlases would give a sense of regional and geographical depth to the world. This becomes particularly true if each Atlas leans into a certain type/set of biome.

I just don't think that an endless Atlas is good for the future of the game. It is very cool in concept, but it lacks direction and dilutes our view of the world.


This is the way. Each new atlas given would have some personality. If you just have one giant atlas... there is no personality, it's just a big, random, noisy mess.

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