Why Can’t the Atlas Be as Flexible as PoE 1 Maps?

Hello everyone,

I wanted to share my thoughts on the new Atlas. While I appreciate the effort behind it, I find the current system a bit tiresome and restrictive. Specifically, being "forced" to play maps like Augury or Crypt feels repetitive and less enjoyable. These maps not only feel less effective for mechanics like Breach nodes, but they also become frustrating when dealing with higher density.

For example, I’ve found myself stuck in cycles like Crypt -> Augury -> Crypt -> Tower, and then back to Augury again. Even Delve didn’t feel as forced as this Atlas gameplay does.

In my opinion, the Atlas could be improved by allowing players to choose their Waystones (or maps) similar to how it worked in PoE 1. Map types could be rollable, giving players more control over their experience. The Atlas itself is a cool concept, but it would be even better if we could play the map types we enjoy most.

Some players dislike open-field maps, while others prefer them exclusively. Allowing Waystones to include area types would give everyone the freedom to tailor their gameplay to their preferences.

What do you all think?
Last bumped on Feb 27, 2025, 1:24:28 AM
Just my own speculation, but I think they're trying to move away from the arcadey loot simulator aspects of POE1 and direct POE2 into a more 'mature' ARPG. And spamming the same map ad nauseum falls into the arcadey loot simulator category. They wanted the Atlas to be something you explore and running the 200th Ravine or Wetlands in a row runs opposite to that idea.

I don't mind not having favourite maps in POE2. However, considering a lot of POE1 players have voiced frustrations over this topic maybe a middle ground can be reached. For example, allowing the player to choose 3 to 5 maps they do not want to run, and those maps are replaced with another random or defined map.

Saying all that, I doubt we'll see any major committal decisions with this topic until the majority of maps are released.
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Just my own speculation, but I think they're trying to move away from the arcadey loot simulator aspects of POE1 and direct POE2 into a more 'mature' ARPG. And spamming the same map ad nauseum falls into the arcadey loot simulator category. They wanted the Atlas to be something you explore and running the 200th Ravine or Wetlands in a row runs opposite to that idea.



I feel you but hilariously I feel the opposite, I have since day 1 described POE 2 is literally Arcade diet lite POE -- it has legit arcade vibes to me. And I LOATHE that.

POE 1 feels like the mature game. POE 2 is the arcade child game to me.


But most importantly of all, I think something is missed by the POE fanbase and GGG entirely -- It's not the customers job to care what the company wants. The company is to cater to the customer.

And literally, what we want is the choice to do what we want... Instead we have this slot machine weak atlas nonsense... Nobody wants that. Nobody wants that. Nobody wants anything to do with this current endgame iteration.

Literally, not a single person I've met enjoys the horrible atlas system. NOBODY enjoys spending an HOUR to get to a tower. NOBODY enjoys putting in T1 maps to get past empty / useless maps. Nobody enjoys towers. Nobody enjoys running maps we don't want to run. Nobody likes the layouts. Nobody likes the maze designs. Nobody likes the checkpoints. Nobody likes rare hunting.

The entire game seems tailored around removing any and all choice from the player entirely... Including putting in the goddamn map you want to run. WOW.

There is no excuse on earth for us to need to tell GGG these things. They know what fun is, they know what we don't like, and they are intentionally designing things meant to be tedious and time consuming against our will. I don't care what the company wants, the company has to care what I want.

The world is a crazy crazy place if I'm to put the feelings of some gave devs above myself.
Last edited by Rakie1337#5746 on Feb 26, 2025, 10:46:42 AM
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And literally, what we want is the choice to do what we want... Instead we have this slot machine weak atlas nonsense... Nobody wants that. Nobody wants that. Nobody wants anything to do with this current endgame iteration.

Literally, not a single person I've met enjoys the horrible atlas system. NOBODY enjoys spending an HOUR to get to a tower. NOBODY enjoys putting in T1 maps to get past empty / useless maps. Nobody enjoys towers. Nobody enjoys running maps we don't want to run. Nobody likes the layouts. Nobody likes the maze designs. Nobody likes the checkpoints. Nobody likes rare hunting.


Lucky me, I'll be the first person you've met to say they enjoy the Atlas. Yeah, it's not perfect. Too many narrow passages, maps are a little too big in general by like 10-20%, but it's enjoyable and I see promise. My hope is exploration can be rewarding and not just relying on juicing as being the only vector for greater rewards.
I enjoy the Atlas as well and I don't mind the towers at all.
Tech guy
That’s exactly my point. I really like the Atlas as a concept, but I think it could be even better if players had the freedom to choose which maps they want to play. For example, nodes could have extra unique mods, mechanics, or even exclusive drops tied to them. Imagine discovering a something like T17 node with a chance to drop a astramentis, but with difficulty similar to Valdo’s maps. That would make the Atlas feel even more rewarding and exciting.

At the end of the day, it’s all about choice. Having options is always better than being forced into content we don’t enjoy. The game is supposed to bring us joy and fun, not feel like a second job where we’re obligated to do things we don’t want to do.
Poe2 end game is horrible

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