Addressing Frustrations
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So I was replying to someone's comment on YouTube about their frustration with the campaign length and wanting to get to endgame and I was trying to shift their focus from the "need to get to endgame" to this is my characters tutorial and journey of my builds progression but whilst replying it got me thinking. Some may say that there's no real difference between campaign and endgame due to the core of it is clearing maps however since 0.3.1 bosses in all maps, the difference between the two made it abruptly more clear, let me explain.
With the campaign your build is still coming online so you don't have that crazy clear like in endgame so the situation with having to travel and find the exits/entrances to the next zones which in some cases can be struggling through multiple dead ends and sometimes getting that feeling of running aimlessly not knowing which direction the exit is (not my personal case but my theory for those who get frustrated) and with builds not fully there it can make it feel draining having fully cleared a map at a low power level to finally finding the exit especially felt in areas with large layouts ie some act2/3/4. The key difference in endgame is and back to my point on how bosses in every map highlighted the difference, you put in a map kill some mobs the boss skull appears shortly after, rush to boss, kill and map is finished. You then have the CHOICE to fully clear the extra content say if the map was juiced and that feeling is satisfying and it feels good to have. Ontop of that if you have layouts you don't like again the option to rush to boss and leave feels good as opposed to you have to put up with the zone in campaign because you must trudge through to get to the next zone. Solution: this is probably a hot take but what IF when you're in the campaign when you enter a zone your map shows you where the entrance to the next zone is so you have that direction/guide and less aimlessly running now the arguement could be well it trivialises the game but does it really? If you're rushing to exits and not clearing to level up get your skill points, get currency and upgrades you will hit a brick wall. Now if the arguement was that it ruins the exploration, for alot of us say vast majority we have all done the campaign so that part of the exploration has gone and has shifted to progression. EXCEPTION BEING: A new act has released then of course until that new act has been fully completed this option is not yet available. Close Alternative: Once you have completed the Campaign ONCE on your ACCOUNT all FUTURE runs regardless of new leagues will show you the entrances/exits to every zone in the Campaign. Similar to how you unlock your hideout. Even make It an option in the menu settings so those who may not want it but have unlocked it can toggle it on or off, It makes the campaign feel less drawn out for those who come back every league and maybe don't remember the layout well or with the layouts slightly changing where the exits are cause people to forget and have that frustration with running into dead ends ect. Absolutely not recommending campaign skip I just wanted to make that clear but this seems like a fair compromise for those who ask for it. Not sure if this has already been brought up but very curious about what other people's thoughts on this are. Thanks for reading. Dernier bump le 26 janv. 2026 à 17:09:45
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I'm leveling a second character through the campaign now. With twink gear, each campaign area takes 10 minutes, except for the maps in Act 3. I've posted about the Act 3 areas being too big, several times, so I won't go into it again. But I don't think we need anything else for most campaign areas. Almost all of them are fast if you're wearing rares and uniques.
0.4 SSF: Gemling Minions: https://poe.ninja/poe2/profile/DistributedAutomaton-5739/character/CrystalController
0.3 SSF: Evasion-only melee challenge character: https://poe.ninja/poe2/pob/119e9 |
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