Does anyone else feel the endgame is socially empty?

First of all – PoE2 is shaping up to be an incredible ARPG in terms of depth, combat feel and build identity.i HAVE ENJOYED the game ever since I started back in late 2025. (A bit late - I know)

However, I’d like to raise a suggestion around something that many players (including myself) feel during mid- to late-league: the world can feel very isolated once you enter the endgame loop.

This isn’t about making PoE an MMO.
It’s about adding social presence without changing core systems.

The Idea: Persistent OverworlD AND Private Maps

Instead of everything being instanced:

The overworld (Atlas region / endgame zone) could be persistent and shared within a server/region.

Players would physically travel through this shared space to activate their maps.

Map activation points could be fixed locations, creating natural social hubs.

Once activated, maps remain fully private instances (as they are today).

This keeps:

-Loot balance intact

-Economy intact

-Build identity intact

-Solo viability intact

But adds:

-Social visibility

-Seasonal presence

-A sense of “living world”

Seeing dozens (or hundreds) of players moving through the same endgame space would create a powerful psychological difference, even if gameplay remains instanced.

Optional Extension: Designed 2–4 Player Maps

Additionally, there could be rare maps specifically designed for 2–4 players:

-Fewer but larger enemies

-Multi-lane or multi-objective encounters

-Boss mechanics requiring positioning or coordination

-Not necessarily better loot – just different experience

-The key would be: optional, not mandatory.

This would create real party incentives without turning group play into a requirement.

Why This Matters

PoE’s depth is unmatched.

But retention often drops sharply after the initial league spike.
One possible reason is that the game loop becomes highly efficient – but socially isolated.

A shared overworld layer could:

-Increase seasonal immersion

-Encourage spontaneous interaction

-Strengthen guild identity

-Reduce the “private loot simulator” feeling

-All without compromising PoE’s hardcore ARPG identity.

Thanks for building such a deep system-driven game.
This suggestion is meant as a way to enhance presence and social atmosphere – not to dilute the core design.

Would love to hear thoughts from both devs and community.
Dernière édition par Sterland#0168, le 17 févr. 2026 à 09:23:04
Dernier bump le 19 févr. 2026 à 06:58:25
Late game is socially empty literally because of these 2 things fighting


-Loot (under)balance intact

-Economy intact (ggg should't care about it at all and ignore toatally if something ruins it)


also most people value their dignity and time so they just realize that game is just rigged so they quit
Dernière édition par TOP_BOMJIK#4977, le 17 févr. 2026 à 23:39:38
Go play D4 if you want a shared overworld...
@MagosX1099

That is the exact comment I was expecting from someone who (missunderstand me on purpose).

I love the PoE game and I dislike D3-D4 alot - thank you. My overall point was not to touch the core game at all but rather develop it slightly to increase the feeling of a living world and also find ways of activating multiplayer incentives a bit. Nothing more thant hat. Looks like you did not read my full post.

Anyway, thanks for the reply.
Dernière édition par Sterland#0168, le 18 févr. 2026 à 02:40:48
Could you please elaborate a bit on the below?

"
TOP_BOMJIK#4977 a écrit :
Late game is socially empty literally because of these 2 things fighting


-Loot (under)balance intact

-Economy intact (ggg should't care about it at all and ignore toatally if something ruins it)


also most people value their dignity and time so they just realize that game is just rigged so they quit
Diablo 3: I had many, many friends
Diablo 4: Just a few
PoE2: ZERO

This game is an antisocial casino-style Souls ARPG. It has a massive number of addicted players who do not care about anything and exhibit zero socially friendly behavior.

The game lacks a META system, which is crucial for this situation.
"
DarkDredd#2184 a écrit :
Diablo 3: I had many, many friends
Diablo 4: Just a few
PoE2: ZERO

This game is an antisocial casino-style Souls ARPG. It has a massive number of addicted players who do not care about anything and exhibit zero socially friendly behavior.

The game lacks a META system, which is crucial for this situation.


Yeah, I hear you. I really believe some new added ways of playing the game without ruin the core would be appealing to many players and increase the retention of player base.

I think the game is amazing (everything can always be impoved) but lacks a multiplayer layer of some kind. (Don't want a MMORPG)
"
Sterland#0168 a écrit :
Could you please elaborate a bit on the below?

"
TOP_BOMJIK#4977 a écrit :
Late game is socially empty literally because of these 2 things fighting


-Loot (under)balance intact

-Economy intact (ggg should't care about it at all and ignore toatally if something ruins it)


also most people value their dignity and time so they just realize that game is just rigged so they quit


its shrimple: people just stop playing because of burnout and feeling of that poe 2 is a second job with low low low vage there for you cant find alot of people in late game to play with
Dernière édition par TOP_BOMJIK#4977, le 18 févr. 2026 à 04:21:28
I think some of the replies are drifting into economy and burnout discussions — which are valid topics — but slightly different from what I was trying to explore.

My question isn’t about loot balance or making PoE an MMO.

It’s more about this:

Even if loot, economy and progression were perfectly tuned, would the endgame still feel socially isolated because almost everything meaningful happens in private instances?

You see players in town.
Then you disappear into maps for hours.

I’m genuinely curious:

Is the social emptiness just a side-effect of burnout and economy fatigue — or is it structural to how the endgame is designed?

Would optional shared spaces (not shared loot, not forced party play) change that feeling at all?
If you are active in global chat a lot of people invite you and you can play multiplayer. Multiplayer in endgame is basically a cheat code. Many people who reach high level have really juiced maps with tons of gear and loot that they don’t mind straight up giving you gear, waystones, tablets to help you progress. Even if someone gives you these things Endgame can be pretty difficult alone.

The only issue I have with multiplayer is that my internet provider is trash, I have high latency playing with people on the other side of the globe and if my game freezes I can’t pause. Some peoples builds also make it hard to see what is happening due to how crazy their build is with animations.

maybe one day there could be a feature where you can have an open lobby for people to join before running maps.
Dernière édition par TwitchGLHFsport#2155, le 18 févr. 2026 à 08:06:01

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