Alright GGG, we need to seriously talk about map layouts
Last bumped on Jan 3, 2025, 8:08:23 PM
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What makes this issue even more horrendous is the fact that there is no favorite map system in this game, so players are forced to run bad layouts all the time. That's gonna cause so many people to get burned out in endgame lol
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My biggest and most serious complaint about PoE 2. Hands down.
While we can "enjoy" (read: Endure) this in EA, the map layouts will singlehandedly burn people out faster than the Sahara sun. And those that can tolerate it, will be burnt out by the fact that we have no agency over what maps/waystones/tilesets to run. As I've said before; ARPGs are repetitive, nothing can change that - and that's OK. "We" like repetitive grind. All they can do, is to make this repetitiveness as enjoyable as possible, and this ain't it, chief. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Thats gross.
There needs to be some way of traveling around maps. Having 1 boss left on a giant map that will take 5 minutes to walk to is no bueno. The campaign has way points why didn't they add purely movement based way points in end game? Maybe add a mechanic that the player gets a +30 speed boost if only 1 rare remains. Or a speed boost that kicks in when no enemies are visible. Anything.. |
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Maggot lair all day every day
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+1 change the maps to be more like Ravine.. that is hands down the best layout of any map so far.
It's gross going across the map to the top to find out that the other rare mobs you need to kill are in the at the very bottom corner you did not go to. I understand full clearing maps.. no more just skipping and running bosses only but at least don't make the map a labyrinth. " We had enigma there. Last edited by QticaX#4168 on Jan 1, 2025, 5:43:22 PM
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" i feel you brother. I would kill for a favourite map system. |
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This and the fact that so many maps are just tiny hallways forever.
Playing an open map is like a breath of fresh air, suddenly I can actually use my mobility and positioning to survive and outplay enemy actions instead of getting stuck rolling against a wall and an Urn that my character is trying very hard not to break for some reason. |
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map layouts are horrendous in poe2. there is maybe 3 good layouts the rest are awful. this was one of the main reasons why i stopped playing already
Last edited by Lyutsifer665#1671 on Jan 1, 2025, 8:07:49 PM
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Honestly, so many decisions in PoE2 seems to be:
What mechanics and features do ARPG players absolutely hate about ARPGs? Let's force all of them into the game, especially the ones that were optimized out of PoE1! Most of the maps are Maggot Lair, the most infamously annoying map in Diablo 2 which is almost always cheesed with teleport by the player base. But on top of that, you removed all mobility skills for a generic unmodifiable dodge roll instead of class dependent/customizable movement skills so the tiny hallway maps are even worse. You removed all straight access to anti-crowd control mechanics other than charms which you gated to ultra late game at the cost of stats. You nuked crafting making it worse that the already bad PoE1 crafting so we cannot deterministically solve build issues on gear. Most nonsensical of all, you introduced WASD for ranged characters (including basic attack) but not for the vast majority of melee skills when melee needs to use mobility to avoid damage while attacking MORE than ranged! Every design decision they made is absurdly poorly thought out. We meme about 'the vision' but god damn, it feels like there is NO vision guiding the design decisions of this game. |
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