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, 3:00:22 PM Last bumped on Feb 27, 2025, 8:25:03 AM
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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, 1:23:36 PM
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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. Last edited by CharlesJT#7681 on Feb 25, 2025, 2:56:15 PM
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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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" 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. | |
" I think the best part of the game is the campaign as the endgame mapping system feels undercooked. I think buffing chests to add more useful loot would be a good change during playthrough. Last edited by CharlesJT#7681 on Feb 26, 2025, 9:58:55 AM
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" I, too, think the campaign is the best part of this game. But it's a part of the game where basically anything works. It has very little challenge involved, and after you finish it once, it gets even easier the next characters because you know what to expect. It's 100% a formality except for your very first playthrough. You don't even need a proper build to finish the whole campaign. You can cook basically anything that makes a modicum of sense and you do it easily in 15-30 hours (SSF). We don't need buffed chests in the campaign. Last edited by _rt_#4636 on Feb 26, 2025, 10:27:49 AM
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" I respectfully disagree. The chests in the campaign are lackluster and never interesting. They should be less common, but offer more value when you open them instead of always finding junk. Last edited by CharlesJT#7681 on Feb 26, 2025, 10:30:00 AM
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Chests in the the campaign are underwhelming but chests in maps are fine, with a decent a mount of rarity pretty much all rare chests drops at least 1 rare + other stuff. So I think the only reasons chests in campaign are bad is because you need rarity to make them good.
Tech guy
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" Yeah, I think most people agree chests are lackluster in campaign. No change needed in maps. Last edited by CharlesJT#7681 on Feb 26, 2025, 1:57:02 PM
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