Let us revive mappers.

Mappers are a HUGE investment. They require around 1-2m gold to roll to get a set of T5 mappers. On top of that their hourly cost is substantial, but it has a massive fluctuation. Finding a mapper for sub 2k is a great feeling, but the thing is there is just no reason to "roll" to optimize mapper wages because they all eventually die.

What I want: I want to be able to optimize my mappers and roll for great hourly wage mappers.

Fix: Allow us to revive mappers for a gold cost, just like reviving a mercenary.
Last bumped on Sep 17, 2025, 4:45:18 PM
This would be a nice addition even if it's 50K gold per revival (equal to a whole crew of shippers being held for ransom). The confirmation dialog is already there, it just needs an extra button (and persistence if you don't have 50K on hand).
Let each player choose which version of PoE to play:
https://www.pathofexile.com/forum/view-post/24770192
+1
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
+1

ps.: i did one table with cost/hour to all 3.25, they changed it and im doing again... and the range of costs are big, very big!

So i know many ppl thinks kingsmarch print currency (and it is!) but make the things more fair... if i want invest my time checking and changing lvl 5 atlas runners to cheap ones, make they revivable!!

pps.: i dont have much gold for big tests, but my table for atlas runners at now:

mapping rank 5: 1403 to 3148/h
mapping rank 4: 1234 to 2381/h
mapping rank 3: 994 to 1674/h
- Thread with suggestions for PoE 1 get more fun and more QoL in next patches (3.27, 3.28...): thread/3812167

- Atlas tree thread improvement: thread/3812454

(English is not my native language, so I apologize for any mistakes!)
Last edited by Rato86#5476 on Jul 12, 2025, 1:19:55 PM
I want to bump this thread with an additional suggestion that would even work with GGG's love for layers of RNG upon layers of RNG.

When a mapper or shipper dies, let us revive that worker for e.g. 50,000 gold. Let that worker show gratitude by working for 10% less gold going forward.

When a shipper leaves, let us bribe that worker for e.g. 50,000 gold. Let that greedy worker also demand 10% more gold going forward.

This way, you can reroll recruits for an optimal baseline crew, but only over time will you be able to strive for a truly optimal crew via random events.
Let each player choose which version of PoE to play:
https://www.pathofexile.com/forum/view-post/24770192
1. Do you not understand the concept of a gold sink? Mappers are there to use up your gold.

2. Rolling cost was hugely nerfed already by changing the rankings from 1-10, to 1-5.

3. Mappers really dont die that often. Once you have your team, maintaining it is fairly painless.

Tip: When you get down to 1 or 2 extra lvl5's, take 1m gold or so and go recruit a new pile all at once.

4. If you don't have gold to maintain your mappers, dont run them? This league gold is tuned pretty nicely IMO.

Tip: run T16.5's, just getting the occasional gold conversion memory power should give you more than enough gold for whatever you want.
“Freedom is what we do with what is done to us.”
None of above suggestions stop Kingsmarch from being a gold sink. It simply removes some of the annoyance and adds a bit of feel good stuff to the experience. There's satisfaction in optimising something and then preserving that setup over time.

I personally lose 1-4 mappers per day, so some rerolling is certainly needed to keep the teams staffed. Probably, I've been aiming too aggressively by maintaining rank 5 mappers below 1800 g/hr (I was even up to having almost a full team at 1372 g/hr per mapper!), but that was feasible while I was also still aggresively recruiting other workers. Now, I aim at keeping mappers below 2000 g/hr. Overall, Kingsmarch run at around 42-50,000 g/hr at full production, so I think that qualifies nicely as a gold sink.

As OP stated, death rate is high enough that any salary cap target for mappers is probably not economically sensible. It's plain dumb design when rerolling recruits to sustain staffing ends up as a bigger gold sink than actual costs of running all workers continuously. If that's intentional then please give me a ++ reroll button that costs 100K gold and gives me even better recruits while saving clicks.

At least gold is plentiful (I average 5-12M g/day, which exceeds the current needs by 200-500%), so at this point I could leave Kingsmarch running for about two years from excess gold. It doesn't change that losing mappers and sometimes shippers with no other counterplay than rerolling recruits feels bad as a play experience. I like agency.

Why would you be/argue against a better play experience?
Let each player choose which version of PoE to play:
https://www.pathofexile.com/forum/view-post/24770192
Salary capping an expendable resource absurd. Are you just skipping the more expensive lvl5s in the recruitment window? Have you already done the math on that?

Example:

20k gold per reroll.

assume avg of ~5 rolls to hit any lvl5 mapper = 100k gold per mapper skipped.

mapper skipped averages 3k/hr fee, so the savings of optimizing is ~1k/hr.

100 hours running an optimized mapper =100k gold saved, paying for the cost 1 series of rerolls, likely to hit another non-optimized mapper.



TLDR:

Recruit all lvl5 mappers and use them. They die enough that who cares what their individual cost it.

It is way easier to just increase gold farmed than it is to reduce the cost per hour of mappers below the average.
“Freedom is what we do with what is done to us.”
Last edited by Piousqd#0073 on Sep 17, 2025, 4:46:44 PM

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