TIRED OF EMPTY MAPS — Let’s Make Endgame (more) Fun
It's really frustrating for me to walk around maps hunting for small, scattered packs. Spending time clearing a few mobs here and there feels like a chore. It’s just not rewarding — both in terms of XP and loot.
Some people have complained that there are too many monsters. I strongly disagree. This is an ARPG — the endgame should always feel fast, intense, and satisfying. My suggestions: - Increase monster pack size and number of packs by 40% in all T15–T16 maps. These should be high-density maps designed for real endgame farming. - Leave T1 to T14 maps as they are, so players can safely upgrade and test their builds. - Reduce overall monster damage by 30%. Right now, damage spikes feel unfair, especially when rewards are low. The endgame shouldn’t feel like a Souls-like. If you want that kind of pace, fine — keep it in the campaign. But the real fun in endgame ARPGs comes from blowing up huge packs of monsters, whether you’re playing a glass cannon or a tanky build. Would love to hear your thoughts and bumps — this matters. Last edited by hypochrist#0488 on Jun 20, 2025, 10:28:25 AM Last bumped on Jun 21, 2025, 6:24:10 PM
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Bump
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How is that going to make the endgame more challenging? I mean sure, if for you endgame is essentially Exile Manager 25, it makes the gearing and build management more challenging. But it's just poe 1 in gameplay terms.
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It's essentially about making it more enjoyable. It's an ARPG not a walking simulator.
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Main maps which are the most problematic in terms of mob density.
- Seapage - Hidden Grotto ( the worst, a real maze running simulator ) - Abyss ( Used to be good before ) - Necropolis Last edited by hypochrist#0488 on Jun 20, 2025, 10:26:58 AM
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The only reason why maps "feel" empty is because of absurd player power, exploding the whole screen with 1 button. No amount of monsters can fix that.
For the same reason players then ask for movement speed, to rush to another spot to press their 1 button again. We need to reduce player power to a point where we stop one-shotting whole screens and we actually FIGHT with the monsters, move around and engage. That way the maps will be much more enjoyable. Endgame requires nothing from players at the moment. A well-trained monkey could play T15s with 2div build. That's obviously boring and players then leave as they "finished" the game. |
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" Guess what? Devs gonna double the damage of spears in next patch couse 1 click clearing is too tiring. The need to make it half click!!! 😭 |
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they need to change player power from exponential to more of a sigmoid so even a mediocre player like me can clear screens with half a click instead of having to press 3 buttons.
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Use pack size on atlas and on waystones. Instill with Distilled Guilt. Problem solved.
HC SSF. What else? Ruthless when? Last edited by vestolevs#5239 on Jun 20, 2025, 10:35:12 PM
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" Don't you think I did it ? I'm 99. There are still white maps twice more crowded than maps with pack size mods. I realised that according to where you are on the atlas, maps have very different mob density and this needs to be fixed. Also density varies greatly according to what map design you are playing. I don't see why. Above are the maps with 8 times out of 10 density issues. The gap between mob density from map to map is just too big and there are way too many boring, unrewarding maps at the moment. Last edited by hypochrist#0488 on Jun 21, 2025, 5:21:12 AM
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