Alright GGG, we need to seriously talk about map layouts

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fouquet#0993 wrote:
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.


You know why that is?

Because it's easier to make a game harder and tone it down versus making it easier and toning it up. This was been proven on POE1 several times over the past decade. It never worked now they're trying to do it the proper way around.
Last edited by QticaX#4168 on Jan 1, 2025, 8:18:10 PM
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QticaX#4168 wrote:
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fouquet#0993 wrote:
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.


You know why that is?

Because it's easier to make a game harder and tone it down versus making it easier and toning it up. This was been proven on POE1 several times over the past decade. It never worked now they're trying to do it the proper way around.


This is cope.

This isn't about the game being HARD it is about the game being TEDIOUS and POORLY DESIGNED with fundamental flaws that will not be easy to fix, especially after the release all classes based on these systems (like unmodifiable dodge roll).

I agree with fouquet.
While mapping I just wish there would be no deadends, the whole map should be connected so you can access each part of the map from wherever you want.

There could be also some checkpoints to use.

Overall I dont mind the bigger maps, I actually like them so I have more action, but they are often terrible designed with deadends and thats the main issue I have with them.

Something like "Blooming Field" is a good layout, no deadends. I also like "Forge" alot but its also not fully connected and also lead into deadends. This should be never the case while mapping.
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fouquet#0993 wrote:


This is cope.

This isn't about the game being HARD it is about the game being TEDIOUS and POORLY DESIGNED with fundamental flaws that will not be easy to fix, especially after the release all classes based on these systems (like unmodifiable dodge roll).



Yours is the correct reply.

Tedium is not difficulty.
Said this somewhere before that if the maps being kept at this way, endgame wont gonna be fun even with substantial movement speed. Running on dead end's is not a fun thing to do, on top 90% of the poe2 maps are endless dead-end with corridor layouts. Still trying to figure out who's favourite idea it was to make maps the way it is in the current game.
There is a lot of complex terrain that is not suitable for farming.
Most maps layouts shit and we are forced to do them anyway, that's sad.
map layouts needs a change ASAP. running waystones is unbearably bad right now because of this.
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fouquet#0993 wrote:
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.


The only "vision" guiding this game's design seems to be "oh D2 had X,Y and Z so we should put it in the game too". Turns out just doing that while un-learning all the lessons the devs should have learned during PoE 1's development was a horrible idea.

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