Difficulty =/= Loot

I’m currently level 98 on Hardcore and trying out many different map styles.
The easiest and most efficient way to farm in my eyes is to go for T15 maps that have everything changed with Chaotic Rarity and boosted with 45% rare monsters from Delirium or anything similar to that.

Now, the thing with that is you can get either cold damage added to the monster or chaos damage — there is no other in Chaotic Rarity (sometimes you get both at the same time).
And despite the danger, they’re still relatively manageable — and the loot feels decent.

Now to the problem.

I am trying out to corrupt my maps, and if I don’t get a Tier 16 map, I use the Atlas tree point to extra corrupt it while I’m in the map.
Results? I get either a T14 map or T16 map depending on luck.

When the map gets corrupted in itself, then the results go into absurdly difficult rolls like:

Monsters deal extra lightning damage

Monsters deal extra chaos damage

Monsters deal extra cold damage

etc.

Some of these maps get corrupted into almost impossible combinations — and even when I try these maps, the loot doesn’t even reflect the risk I’m taking.

If I would continuously try these maps where the rarity is even lesser than the easier maps, why bother even going for these hard maps?

My Solution

If there are mods on a map that are strong together, the rarity should reflect the map’s drops at the same time.

For example, if I get extra chaos damage mixed with extra cold damage on the monsters — which could possibly one-shot some builds on unlucky moments — then there should be something like a “set bonus” mechanic for map mods.

In other words, when multiple dangerous mods combine, they could trigger a bonus effect that increases the map’s item rarity and quantity.
That way, it would actually make sense to try and roll for more challenging combinations instead of avoiding them.

It would reward strategic risk-taking — and make tough, high-mod maps feel as valuable as they are dangerous.

What do you guys think about that?
Dernier bump le 13 nov. 2025 à 11:16:11
SSF

This is an issue present throughout the game.

You take risks, its always very easy to die. Regardless of difficulty, the rewards feel the same.

In its current state, there is zero chance casuals will turn into more dedicated players.



PoE2 is generally the most unrewarding game in the genre. It's very sad to earn less on the juicy T16 map than on the notorious white T7. It's very sad to see garbage as loot after a long and really difficult battle. You can come up with criteria for the difficulty of the battle or map, and depending on them, make the loot more valuable. The problem is solvable. You just have to do it.
I brought this up earlier this league. I agree completely.

https://poe2db.tw/Waystones#WaystonesMods

Take a look at some of these. Added as extra damage can range from 15-30% but the benefits remain the same. Why not scale them together? It looks like there was some thought put into the system, like the higher rarity bonus being applied to synergizing affixes (i.e. +elemental damage with -resists) and some lesser bonuses from things like ailment threshold, evasive, etc.

15% damage added as extra should give less IIR than 30% damage added.
Stacking multiple added damage affixes should do something beneficial for the added risk. Pairing a bunch of +elemental damage with -resists and/or -res aura (or +phys, crit chance, armour break) should add on to that even more.
This is a good idea.

There's already a lot of complaints centered around people juicing maps past their capability because they think they need to max out iir and iiq on their waystones at the bare minimum to be economically competitive - and naturally, they lose the map because it's one portal.

This will REALLY bring out the fomo lmao.

"it feels bad to lose my +1203894% increased rarity map when I die to random one-shots that I had no idea what even killed me after spending 200 divs rolling my map which I'm forced to play. I have a level 80 ranger with 4000div of pure-DPS gear so this shouldn't be the case"

The map:
Monsters deal extra lightning damage
Monsters deal extra chaos damage
Monsters deal extra cold damage
Monsters deal extra fire damage
Monsters deal extra emotional damage
-75 to resistances
-100 dollars to your bank account
players are 150% delirious
Your skills are disabled
Monsters have Shadewalker
Monsters are Silverfist
Monsters skills echo
Monsters have a 50% chance to kill a random character from your character selection screen on hit
The map is krangled
Dernière édition par karsey#2995, le 13 nov. 2025 à 10:34:47
"
This is a good idea.

There's already a lot of complaints centered around people juicing maps past their capability because they think they need to max out iir and iiq on their waystones at the bare minimum to be economically competitive - and naturally, they lose the map because it's one portal.

This will REALLY bring out the fomo lmao.

"it feels bad to lose my +1203894% increased rarity map when I die to random one-shots that I had no idea what even killed me after spending 200 divs rolling my map which I'm forced to play. I have a level 80 ranger with 4000div of pure-DPS gear so this shouldn't be the case"

The map:
Monsters deal extra lightning damage
Monsters deal extra chaos damage
Monsters deal extra cold damage
Monsters deal extra fire damage
Monsters deal extra emotional damage
-75 to resistances
-100 dollars to your bank account
players are 150% delirious
Your skills are disabled
Monsters have Shadewalker
Monsters are Silverfist
Monsters skills echo
Monsters have a 50% chance to kill a random character from your character selection screen on hit
The map is krangled


hahahaahahahahaahahaha

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