Suggestion for infinite atlas exploration

Throwing wild ideas here for possible improvements to the infinite Atlas to better fit an exploration style endgame.

The core idea is based on Mario Party where you want to travel far each "turn" (map completion) rather than only traveling to the adjacent node since there are points of interest you want to reach.

1. Based on the map tier, be able to travel up to x nodes away from the node you just cleared. If you travel more than one node away, the nodes you skip are auto-cleared (marked green) and you do not get rewards. This allows skipping "bad" maps and encouraged running high waystones to travel further. For example, completing T1-T5 waystones lets you travel 1 node away (the current atlas behavior), T6-T10 waystones lets you travel up to 2 nodes away, and T11-T15 waystones lets you travel 3 nodes away. With this behavior, at T15, you can travel 3x farther each map and you have more control in chosing what maps you want to run.

2. For a more extreme configuration of point #1, you could make T15 waystones let you travel to up to 15 nodes away. There may be problems with performance depending on how much Atlas you explored and with the game calculating all nodes that are 15 nodes away.

3. Sticking more closely to Mario Party, granting a "dice roll" after completing a map feels too unsuitable to the PoE2 atmosphere and runs into the same problems as point #2.

If we can travel further per map, I would like each biome to be larger to make it more distinct (as others have suggested before). Right now, the biomes are so small they all blend together. If there were biome-related benefits, I could not be bothered to care because if I targeted a specific biome, I may only get 3-5 maps in the biome as opposed to maybe 10-20 if it were larger.
Zuletzt bearbeitet von Leezurli#0616 um 21.12.2025, 19:20:33
Zuletzt angestoßen am 21.12.2025, 15:15:35

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