POE 2 - I hope that GGG will take this suggestion into consideration.

The current trend of utilizing low-level map nodes due to the lack of meaningful rewards from higher-level maps is problematic, particularly for players who are unable to dedicate 10+ hours a day to the game. This approach seems to discourage engagement with higher-tier content, which can feel frustrating for those with limited playtime.

A potential improvement could be to assign individual levels to each map node on the Atlas. As players progress further along the Atlas, the difficulty and node level would naturally increase. If a player dies on a high-level map node, the difficulty of that node could automatically decrease (e.g., a map node level 15 might drop to level 14, then 13, etc.) to accommodate the player's current progression and skill level. By implementing this approach, we could eliminate the need for map drops entirely. Instead, maps would simply be visible inside window before traverse for players to craft and prepare. This would streamline the experience and shift the focus more toward gameplay rather than map acquisition.

As it stands, with approximately 3-4 hours of gameplay each day on a level 87 character, only about one hour is spent on maps at level 15 or higher. The rest of the time is spent on lower-level maps because the more challenging nodes have already been cleared and you want to progress further along in the Atlas to just find again challenging nodes. This dynamic limits the experience and rewards for players who don’t have the luxury of extensive playtime.
Last bumped on Jan 3, 2025, 11:41:15 AM

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