Endgame Map System is NOT Working

It works fine
Very good post, personally the endgame atlas is my biggest concern.

In Poe you used to be able to play "your own way", it still is to some degree but very limiting, there's a path you have to follow, you can choose your path sure but every path you take is pretty much the same, it's very bland => boring.
No favorite maps, not just doing mechanic x, leave and repeat, no huge thought process of mapping strategies and poe2's atlas tree is really underwhelming.

On 0.1.0 i thought it might be a placeholder because EA was rushed, they seem to double and triple down in it sadly, so unfortunately it'll most likely stay
I agree with the OP, The atlas being a huge map with fog of war is absolutely terrible, and is a detriment overall. The one good thing about it is that it's pretty, but that makes it harder to read and actually worse than a blank background with just the icons.

At least GGG said they only spent like a month on it so having to toss it all to make a good endgame isn't that much work wasted.

When I look at the atlas in PoE1 I can immediately see what I should be doing, when I look at the atlas in PoE2 I have no reason to go anywhere, because there are no goals on the atlas, so I uninstall the game.
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MeanBob_Games#6853 написал:
My suggestion is remove the fog of war.


I do not think that's technically possible at the moment, so you're basically just suggesting they re-engineer the entire feature from scratch. The Atlas is an unbounded space that grows indefinitely as you reveal the fog. You can't "remove" the fog of war without changing the way the Atlas is generated and stored in memory.

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Worst case scenario is people find citadels faster. They still need to be good enough to complete the content and then the arbiter content.


I mean, that's not "worst case scenario" guy, that's guaranteed scenario. What else would happen? People wouldn't just find citadels faster they would find them immediately and exactly the one they want w/ the fragments they need and surrounded by an ideal number of towers for optimization.

This would allow people to find an optimal path and ignore everything else in the Atlas at which point why would they have an Atlas at all? There would be a "perfect route" available and everything else would be pointless noise.
"Scrap the current system as it is. Throw the baby out with the bath because it's not working, and to build upon it any further is a waste of money, developers time, and players time. I can appreciate what they're trying to do, but it's just taking the wrong things to mush together to create this system. If you want biomes, then make a system that rewards players for sticking to certain biomes, as well as making it possible for the player to choose to play in them!"

THIS PLEASE GOD THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I HATE mapping so much, I'm only playing because gaming is social for me and my friends are playing. Mapping is so freaking BORING!!!!!!!!!!!!!!!!!!!!!!! Same thing over and over with nothing but different skins....
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It works fine


If that were the case then I don't think people would be sharing my sentiments.
I'm just here to acknowledge Gauntlet Legends because I haven't thought about it in ages, but that just brought back so many memories. fucking loved that game.
The dev literally find it ok to build up a good group of towers only to find your middle is a lake of poo and then repeat. They already have a solution that is map atlas passives, but they just refuse to use it. Juicing should come from Orbs and Atlas Passives, not fking towers.
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Nafhe#5135 написал:
Juicing should come from Orbs and Atlas Passives, not fking towers.


Why? Can you be specific?

Main issue in my case is extremely long grind loops for pinnacle content, even by poe1 standards. 300 splinters for 1 breachstone, to get just 1 shot at content. So 2400 splinters (each picked up individually kapp), to fill atlas breach tree, assuming you never died on boss, which is obviously won't be the case.

Same for simulacrums. Expedition logbooks are a slog by itself, you spend more time wiring it than actually fighting it.

So after a while doing maps for same meager loot and occasional divine, you just ask yourself "wtf am I trying to get here anymore?"

Edit: actually it would be interesting to ask elite players with busted builds how many breach splinters they get per map on average. I think I never seen more than 10 splinters per breach, so even if we take 10, its 30(!) maps per 1 breachstone, equals 240 maps to fill atlas tree.
Последняя редакция: Echothesis#7320. Время: 18 апр. 2025 г., 23:57:20

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