Atlas tree in 0.5 - Map objective and possible problems

We know that the Atlas tree is getting reworked in 0.5 and basically players will be able to choose between monster toughness or monster quantity, but i want to point out 2 things:

Map objective

Previously in order to complete a map we had to kill all rares but now we have to kill the map boss instead, give the players the ability to choose what they want the map objective to be and what is best for their build.

With bosses becoming more difficult due to the "Anti-Burst damage mechanic" i genuinely see this as a necessity.

It's not viable to build around defenses against bosses in poe 2, glass canon builds are honestly the best way to fight them because the longer the fight takes the worse it gets in terms of risks, you have little to no room to react in time against some bosses and it's purposefully done that way because players wouldn't die otherwise, if a boss doesn't one shot you, you have an instant (or almost instant) out of jail mechanic called life regen. (flask, leech, recoup)

If the player at the basic level can spam the life flask button even while being immobilized, the only thing that's capable of killing them is a one-shot mechanic.

Another thing is:

Atlas being persistent between different characters

Right now your atlas tree applies to all your characters, and that may cause problems when you play different builds, for example i may want high monster quantity in one character, but fewer monster with more hp in the other.

The atlas tree shouldn't apply globally across all characters if the purpose is to increase build diversity.
Last bumped7 дек. 2025 г., 10:36:02

Пожаловаться на запись форума

Пожаловаться на учетную запись:

Тип жалобы

Дополнительная информация