A list of FUNDAMENTAL issues with POE2 maps

1. Map preparation - There are too many steps needed to craft a fully juiced map(alch, exalt, omens, abyss, delirium, corruption). My main issue here is omens that allow you to change the reward type to the one that is the most OP, instead of the reward being tied to the difficulty of the map, making them mandatory instead of being a choice. I'll expand on this below.

2. Map modifiers risk-reward balance - Currently each modifier adds a specific reward bonus, and since some bonuses like rarity+rare monsters are far better than others, there is no correlation between difficulty and rewards. This makes using omens mandatory if you want the best rewards.

3. Reward distribution inside maps - Most of the rewards are distributed to rare monsters, killing other monsters often feels useless. This is why lots of players want to see rares on the minimap, but I suggest that instead of bringing icons back you should just distribute the loot more evenly and make rares more visible without needing the minimap.

4. T16 corrupted maps - Since this is the top tier of maps, it feels kinda lame and repetitive that every endgame map you run is corrupted and has the same ground effects and stuff.

5. Delirious maps - These also feel mandatory to run in the endgame, but the main issue is that the delirium effect is so obnoxious and totally kills visual clarity in every single map. The delirium fog should appear on the edges of the screen, just like the abyss green effect.
Last edited by Foozenberg#2833 on Oct 30, 2025, 2:45:05 PM
Last bumped on Oct 31, 2025, 11:12:18 AM
Bump
#3 won't change. They responded in the past because of "Diablo 2" or something.

I'm hoping that 0.4 does far more than what folks here keep suggesting. Tweak this, modify that. I'm hoping that they scrap *all* of it. And implement a whole new endgame. Maybe it'll still have waystone and tablet items, but they are used and manipulated differently.

Really hoping they come up with something new and fresh for endgame.

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