Balance Suggestions for Path of Exile 2 Progression and Endgame Mapping
My Suggestions for Progression and Endgame Mapping
I think the game should use procedurally generated paths but incorporate handcrafted encounters and events. Instead of just hunting Rare monsters, League mechanics could be placed along the path, leading to another route and eventually a boss fight. When I say "paths," I don’t mean linear hallways but dynamically generated content that guides players to specific locations. This would add more RNG to the game, allowing players to either focus on juicing bosses or engaging deeply with League mechanics. A better system would generate entire sections of the Atlas at once. Waystones could serve as keys and modifiers, while Towers would reveal encounters and enhance them based on the chosen path. Essentially, resetting the Atlas and increasing biome size would create structured paths leading outward. Each biome could have its own themes, such as one focused entirely on Breaches—featuring increased monster density, a mini-boss tied to Breach mechanics, and a major boss at the end. For this to work, Waystones and tablets would need reworks, but it would give players more control while maintaining PoE’s core gameplay. Maps would also feel more digestible. Bosses should have unique rewards, and League mechanics could introduce a roadblock that leads to an optional boss fight. This way, players complete one map for League rewards and another within it for the boss, ensuring progression isn't punished by deaths in the Atlas. To balance this, normal maps would retain six portals, while the internal boss maps would have only one. This setup gives players choices—whether to cash out early or push further—without unfairly punishing them for failure. Ultimately, that level of agency is what most players want. Endgame Mechanics Need More Depth and Better Visual Clarity Endgame mechanics and maps shouldn't feel so simple and limited. Right now, the Atlas system feels rushed and barebones compared to what it could be. It lacks the depth needed to keep progression engaging long-term. One major issue is visual clarity. While some players criticize "cartoonish" art styles in other franchises, those games often prioritize readability. I love the art direction in Path of Exile 2, but in later-stage maps, it becomes difficult to see what’s happening. Vegetation frequently obscures smaller enemies, and the color palette often makes monsters blend into the environment. Enemy abilities also don’t stand out enough from player effects—especially when running maps with elemental modifiers. As a Lightning Monk, for example, Lightning-enhanced maps make it nearly impossible to distinguish enemy attacks from my own. Another key issue is the isolation of Citadels and Pinnacle bosses. These should be better integrated into the endgame systems instead of feeling like disconnected content. Right now, they exist in their own space rather than contributing meaningfully to the overall mapping experience. Improving both gameplay depth and visual clarity would go a long way in refining Path of Exile 2’s endgame. Zuletzt angestoßen am 08.02.2025, 12:12:01
|
![]() |