Map Juicing needs to be generally available and not locked

Juicing is supposed to be a fun, optional way to increase difficulty and rewards. Instead, it’s locking players into specific content whether they like it or not.

Instead of force League encounters for juicing, why not make bosses drop currency to juice maps? Or anything else that is more generally available for the average players?

Here’s why I think the current juicing system is unhealthy:

1. I’m Forced to Run Content I Don’t Enjoy

This means:
* Players who hate the fog (like me) must play in permanent Delirium.
* Players who dislike Ritual or Abyss still have to run them because skipping them makes your maps objectively worse.
* Juicing should expand gameplay variety, not restrict it.

2. Tablet Costs Scale Out of Control

Because juicing is tied to specific league encounters, demand for tablets skyrockets. Ritual is the best example:

* Ritual tablets were already good.
* Now they’re a core part of juicing.
* Prices have gone through the roof.

The result is that Ritual has become both the best encounter and one of the most expensive, making the economy feel skewed and punishing for people who don’t want to buy into it.

3. Delirium Feels Mandatory Even If You Hate It

The only reliable, scalable way to juice a map right now is Delirium.
So what happens? Every map becomes:

* Fog everywhere
* Reduced visibility
* Messy combat

For players who enjoy Delirium, great—there’s a full loop for them.
But for those of us who dislike the fog aesthetic and gameplay? We don’t get a choice. Every map becomes Delirium whether we want it or not.

4. Abyss Might Disappear in 0.4… I hope not

We don’t know if Abyss will remain in the juicing ecosystem in 0.4, yet right now it’s still part of the puzzle. The entire juicing system feels duct-taped together from a handful of league mechanics with no long-term vision.

Conclusion: Juicing Should Enhance Gameplay, Not Narrow It

The main problem is lack of choice.
Juicing could be a great system if it allowed multiple paths to increase map difficulty that is more generally available for all players, could be thru:

* Crafting
* Passive trees
* Atlas-style modifiers
* Currency-based juice
* Optional encounters but not mandatory ones

Instead, we’re stuck forcing the same three mechanics into every single map. It feels repetitive, restrictive, and in some cases (Delirium) just plain unenjoyable.

Have you tried jucing maps with a controller? What a nightmare...PoE2 can do better.
Последняя редакция: Janzi#6268. Время: 23 нояб. 2025 г., 07:14:46
Last bumped28 нояб. 2025 г., 11:46:01
"
Janzi#6268 написал:
Juicing is supposed to be a fun, optional way to increase difficulty and rewards. Instead, it’s locking players into specific content whether they like it or not.

Instead of force League encounters for juicing, why not make bosses drop currency to juice maps? Or anything else that is more generally available for the average players?

Here’s why I think the current juicing system is unhealthy:

1. I’m Forced to Run Content I Don’t Enjoy

This means:
* Players who hate the fog (like me) must play in permanent Delirium.
* Players who dislike Ritual or Abyss still have to run them because skipping them makes your maps objectively worse.
* Juicing should expand gameplay variety, not restrict it.

2. Tablet Costs Scale Out of Control

Because juicing is tied to specific league encounters, demand for tablets skyrockets. Ritual is the best example:

* Ritual tablets were already good.
* Now they’re a core part of juicing.
* Prices have gone through the roof.

The result is that Ritual has become both the best encounter and one of the most expensive, making the economy feel skewed and punishing for people who don’t want to buy into it.

3. Delirium Feels Mandatory Even If You Hate It

The only reliable, scalable way to juice a map right now is Delirium.
So what happens? Every map becomes:

* Fog everywhere
* Reduced visibility
* Messy combat

For players who enjoy Delirium, great—there’s a full loop for them.
But for those of us who dislike the fog aesthetic and gameplay? We don’t get a choice. Every map becomes Delirium whether we want it or not.

4. Abyss Might Disappear in 0.4… I hope not

We don’t know if Abyss will remain in the juicing ecosystem in 0.4, yet right now it’s still part of the puzzle. The entire juicing system feels duct-taped together from a handful of league mechanics with no long-term vision.

Conclusion: Juicing Should Enhance Gameplay, Not Narrow It

The main problem is lack of choice.
Juicing could be a great system if it allowed multiple paths to increase map difficulty that is more generally available for all players, could be thru:

* Crafting
* Passive trees
* Atlas-style modifiers
* Currency-based juice
* Optional encounters but not mandatory ones

Instead, we’re stuck forcing the same three mechanics into every single map. It feels repetitive, restrictive, and in some cases (Delirium) just plain unenjoyable.

Have you tried jucing maps with a controller? What a nightmare...PoE2 can do better.


s/"players hate"/"I hate"/g

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