Endgame Maps

Please consider changing the maps to blank slates and progress through the mapping with maps you enjoy not forcing players to play maps you randomly selected.

POE 1 does it perfect, some builds prefer certain maps which makes them fun.

Just make the waystones actual maps, and mechanic changes through scarabs.

Forcing us to play maps designed for campaign is painful.

This will also give good data points for which maps players actually prefer and which builds excel at those.

While your at it change the EXP to the same as POE 1

Fun fact POE 1 level 99 to 100 = POE 2 Level 98 to 99 (this is based on my personal gameplay and testing)

POE 1 Dunes T16 map 3 mechanics (rare) 4 scarabs for monster density x20 = 6%

POE 2 random maps T15 and T16 waystones full juice coruupted and full juice tablets to get similar results (not many builds can take the punishment).

Each map takes around 4-6mins. This enables anyone who can play 2hrs a day a chance to reach level 100 without carry in a league (f$#% hate carry bullshit, pu%^y players...)

Even break up the maps to regions and add a castle goal which has good loot in the centre of the region instead of a useless tower.

If you look at my POE 1 build it was my first ever POE 1 character, its a very basic RF Ele off the cuff build.

When your % of max level in POE 2 is so low for an ARPG you will have a player divide, this didnt occur in POE 1 because carry service.












P.S

I am a Dog and i will just drop my load and leave on to the next post
Dernière édition par Krym0r3#7733, le 16 févr. 2026 à 22:59:41
Dernier bump le 16 févr. 2026 à 23:36:39
"
Krym0r3#7733 a écrit :
Please consider changing the maps to blank slates and progress through the mapping with maps you enjoy not forcing players to play maps you randomly selected.

POE 1 does it perfect, some builds prefer certain maps which makes them fun.

Just make the waystones actual maps, and mechanic changes through scarabs.

Forcing us to play maps designed for campaign is painful.

This will also give good data points for which maps players actually prefer and which builds excel at those.

While your at it change the EXP to the same as POE 1

Fun fact POE 1 level 99 to 100 = POE 2 Level 98 to 99 (this is based on my personal gameplay and testing)

POE 1 Dunes T16 map 3 mechanics (rare) 4 scarabs for monster density x20 = 6%

POE 2 random maps T15 and T16 waystones full juice coruupted and full juice tablets to get similar results (not many builds can take the punishment).

Each map takes around 4-6mins. This enables anyone who can play 2hrs a day a chance to reach level 100 without carry in a league (f$#% hate carry bullshit, pu%^y players...)

Even break up the maps to regions and add a castle goal which has good loot in the centre of the region instead of a useless tower.

If you look at my POE 1 build it was my first ever POE 1 character, its a very basic RF Ele off the cuff build.

When your % of max level in POE 2 is so low for an ARPG you will have a player divide, this didnt occur in POE 1 because carry service.



I don't agree with Both POE1 and POE2 current Mapping for POE2.

I think the MAP should be finite, because we literally in Wreaclast continent.
The biome should be preserve as it is, perhaps, re-arranged.

What we need is the ability to re-enter completed nodes via some sort of activation key, like tomes, or utilizing tower to re-corrupt.

Other than that, I think Atlas rewards needs to be reworked.

I'd argue, Temples is a better Atlas than Atlas, as in
"craft your own reward system per tiles and connected tiles"

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