Make Chests Great Again

From an adventuring standpoint while playing campaign, encountering chests throughout the world feels unrewarding whilst levelling. Chests are a disappointment as it seems every white chest gives you nothing, every blue chest gives you white items, and every yellow chest gives you blue items.

I think the devs should give chests the same treatment bosses were given. Honestly, chests of all types should be much less common, but on the flipside have better rewards. At a minimum, blue chests should have guaranteed drop of 1 magic item and yellow chests should have guaranteed drop of 1 rare item. In addition, rare chests should have their no drop chance reduced as they are often times empty. With improved rare chests, would love to see them guarded by a rare monster pack.

To support early crafting, chests should also contain crafting shards. Lastly, it feels bad when you open a rare chest and drop a measly 25 gold, instead should drop a few thousand gold as follows...

Normal Chest
No changes

Magic Chest
Guaranteed drop of 1 magic item
Low chance for containing crafting shards

Rare Chest
Guarded by rare monster pack
Guaranteed drop of 1 rare item
High chance for containing crafting shards
Contains 100X more gold
No drop chance reduced
Last edited by CharlesJT#7681 on Feb 25, 2025, 2:00:22 PM
Last bumped on Feb 25, 2025, 2:28:38 PM
Maybe you're still early mapping, but the chests you suggested are still bad.
No one cares about gold, a single random rare is also worthless and not worth the time you waste going to a chest, opening it and waiting for the loot to drop.

Chests simply don't work in PoE:

1) They're clunky/clumsy to interact with (small tooltip that is hard to see, you're forced to click and get to it to open)

2) They force you away from your current pathing trajectory
They're never in the middle of the corridor you're going, they're always hugging a wall or pillar at the edge of your screen and they force you to move out of your current path to get to them

3) Either you add too many with lackluster loot and they get ignored, or you add only a few with good loot and they become overpowered.

It's very hard to make chests "fun" to interact with without making them too strong.

Either they have to fundamentally change how players interact with chests, or they have to make chests completely overpowered so that players are willing to go through the hassle of opening them.
Last edited by _rt_#4636 on Feb 25, 2025, 12:23:36 PM
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_rt_#4636 wrote:
No one cares about gold, a single random rare is also worthless and not worth the time you waste going to a chest, opening it and waiting for the loot to drop.


This feedback is geared towards playing through campaign.

Honestly, they could take a page straight from Diablo 2. Playing through normal difficulty, you sometimes find good gear from chests, even some low-level uniques on rare occasion.

For PoE2, they should reduce overall number of chests, but buff drop chance of getting something useful while playing campaign. I also think dropping early crafting materials would allow for more crafting opportunities. Lastly, I care about gold as I always felt poor and would help with respec costs.

Think we all agree we would rather open one chest with decent chance at loot, than 100 ones full of junk, which the proposed changes in OP would be a step in the right direction.
Last edited by CharlesJT#7681 on Feb 25, 2025, 1:56:15 PM
What are you talking about? One of the game's highlights is opening a rare chest only to find nothing inside. That's also why it's so exciting to roll a "0.1% increased amount of Rare Chests" on waystones.
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This feedback is geared towards playing through campaign.

Honestly, they could take a page straight from Diablo 2. Playing through normal difficulty, you sometimes find good gear from chests, even some low-level uniques on rare occasion.

For PoE2, they should reduce overall number of chests, but buff drop chance of getting something useful while playing campaign. I also think dropping early crafting materials would allow for more crafting opportunities. Lastly, I care about gold as I always felt poor and would help with respec costs.

Think we all agree we would rather open one chest with decent chance at loot, than 100 ones full of junk, which the proposed changes in OP would be a step in the right direction.


Don't know about Diablo, but in PoE and Last Epoch, the campaign is just a formality most people would skip if they could.

People will always strive for efficiency, so it's better to be done with the campaign as fast as possible and start mapping (to get better drops) than to spend time in the campaign opening an ilvl 30 chest that has a very small chance to contain a gear piece you might like.

The only thing that would make chests worth something, is if that they dropped more loot than a couple packs of magic mobs, if they were better placed in maps, and if they dropped their loot faster.

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