The cascading effect of T3 locks on temple is horrendous for progress

If the goal is to diversify temple layouts then Hotfix 13 simply misses the point. The below is actually weighted favourably to spymaster chaining as they can actually level up themselves without a level up medalion.


Lets say prior to the patch you have a simple room chain at the end of your snake.

Going back-to-front a typical setup will look like

Armory > Garrison > Spymaster > Garrison > Armory > Garrison > Spymaster

If we assume you were still building as the patch drops the levels will look something like this

Armory 1 > Garrison 3 (Lockable) > Spymaster 1/2 > Garrison 3 > Armory 1 > Garrison 3 > Spymaster 3

You may think the worst you can lose here is the Armory 1 at the end of the chain but its actually so much worse than that.

Once the armory destabilises the garrison behind it will drop to level 2. The chain looks like this

Armory 1 > Garrison 2 > Spymaster 1/2 > Garrison 3 > Armory 1 > Garrison 3 > Spymaster 3

Which then results in

Armory 1 > Garrison 2 > Spymaster 1/2 > Garrison 3 > Armory 1 > Garrison 3 > Spymaster 3

And then further

Armory 1 > Garrison 2 > Spymaster 1/2 > Garrison 2 > Armory 1 > Garrison 3 > Spymaster 3

Now you're down a Spymaster but it gets worse.

Armory 1 > Garrison 2 > Spymaster 1/2 > Garrison 2 > Armory 1 > Garrison 2 > Spymaster 3

You will slowly destabilise at the mercy of the random cards until your earliest protected level 3. Likely a spymaster 3 you had secured prior to the patch. This is horrendous for anybody trying to build a temple or those trying to maintain their half built temples. Even those with a fairly well built up temple will become at the mercy of cards available to continually relevel rooms to hopefully be able to lock them.

Hotfix 14 does little to address this, medalions needs to be reverted to be lower than t3 to allow any sort of progress towards temple building. It simply does not work when only tier 3s can be locked, no matter the kind of building you're trying to do.
Last bumped on Jan 3, 2026, 10:10:39 AM
Nope, nothing needs to be reverted, the temple isnt supposed to be the end all be all of currency farming in the game, it should never drop more currency than juiced maps, at least not in a way that you can keep doing it repeatedly, the temple should drop some decent loot but the main selling point should be the special currency that only drops there and the bosses/uniques, i really dont get it how that's hard too understand for most people.
IGN - Slayonara
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Nope, nothing needs to be reverted, the temple isnt supposed to be the end all be all of currency farming in the game, it should never drop more currency than juiced maps, at least not in a way that you can keep doing it repeatedly, the temple should drop some decent loot but the main selling point should be the special currency that only drops there and the bosses/uniques, i really dont get it how that's hard too understand for most people.


The changes fundamentally break temple building under the guise of doing it to "improve variety and add additional importance to some other room types for building optimal Temples."

This isn't about improving the currency that drops, its about saying the temple simply does not work as anything but an Atziri rush without sub T3 locks.

Just because its not how you choose to play the game shouldn't make it a completely unviable method delivered as one to improve variety.

Running the same 3 tablets on the same chaotic rarity maps isn't what I'd consider juicing, doesn't mean its any less of a way to play.
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Nope, nothing needs to be reverted, the temple isnt supposed to be the end all be all of currency farming in the game, it should never drop more currency than juiced maps, at least not in a way that you can keep doing it repeatedly, the temple should drop some decent loot but the main selling point should be the special currency that only drops there and the bosses/uniques, i really dont get it how that's hard too understand for most people.


The currency rewards and how players build the temple are separate issues. Currency nerf is/was 100% justified. But that's not what OP is opining about.

The mechanic itself is harder to engage with, more confusing, more tedious and more prone to unavoidable collapse. its not fun trying to plan something out only for RNG to block every step and give no clues on how to do better next time.
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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Direfell#7544 wrote:
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Nope, nothing needs to be reverted, the temple isnt supposed to be the end all be all of currency farming in the game, it should never drop more currency than juiced maps, at least not in a way that you can keep doing it repeatedly, the temple should drop some decent loot but the main selling point should be the special currency that only drops there and the bosses/uniques, i really dont get it how that's hard too understand for most people.


The currency rewards and how players build the temple are separate issues. Currency nerf is/was 100% justified. But that's not what OP is opining about.

The mechanic itself is harder to engage with, more confusing, more tedious and more prone to unavoidable collapse. its not fun trying to plan something out only for RNG to block every step and give no clues on how to do better next time.


That's kind of the reason why GGG did this I think. They don't want you making snake temples to minmax valuable loot drops and want you to play the mechanic organically.
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
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That's kind of the reason why GGG did this I think. They don't want you making snake temples to minmax valuable loot drops and want you to play the mechanic organically.


You keep focusing on the loot which i already clarified isnt what these complaints are about.

We want to play the mechanic, but the rules for the mechanic just changed in a way that doesnt effect fully established temples, destroys semi-established ones and has made getting started much much more difficult.

We cant even build terrible meme temples just for fun, they'll get wiped out even faster than a min/maxed one
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
Last edited by Direfell#7544 on Jan 3, 2026, 8:52:54 AM
You don't need a Snake temple for it to be enjoyable & profitable. Sure it was way more efficient but you don't need to. I basically just randomly spam my room (well I still use their synergy when I can) and it's still better than the average Mapping experience. I still can get to Atziri regularly - you know the intended pay off of the Temple. The previous use of the Temple just warped your expectation. Let it say again - it wasn't and shouldn't be the norm for now and even in the future.
Last edited by Djirane#4170 on Jan 3, 2026, 9:02:24 AM
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Djirane#4170 wrote:
You don't need a Snake temple for it to be enjoyable & profitable. Sure it was way more efficient but you don't need to. I basically just randomly spam my room (well I still use their synergy when I can) and it's still better than the average Mapping experience. I still can get to Atziri regularly - you know the intended pay off of the Temple. The previous use of the Temple just warped your expectation. Let it say again - it wasn't and shouldn't be the norm for now and even in the future.


It wasn't warped, it was literally what Jonathan mentioned in the QnA was what he was excited to see with the temple and "improve variety and add additional importance to some other room types for building optimal Temples." is a direct quote from Hotfix 13 - implying they want optimal temples being made.

The hotfixes and what the devs are saying are at odds with each other - The medalion changes make it so temples can't realistically be 'built' to any major degree, especially for a new person starting today, but Jonathan and the hotfix notes are saying they're excited to see what people can build.
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Djirane#4170 wrote:
You don't need a Snake temple for it to be enjoyable & profitable. Sure it was way more efficient but you don't need to. I basically just randomly spam my room (well I still use their synergy when I can) and it's still better than the average Mapping experience. I still can get to Atziri regularly - you know the intended pay off of the Temple. The previous use of the Temple just warped your expectation. Let it say again - it wasn't and shouldn't be the norm for now and even in the future.


This
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Djirane#4170 wrote:
You don't need a Snake temple for it to be enjoyable & profitable. Sure it was way more efficient but you don't need to. I basically just randomly spam my room (well I still use their synergy when I can) and it's still better than the average Mapping experience. I still can get to Atziri regularly - you know the intended pay off of the Temple. The previous use of the Temple just warped your expectation. Let it say again - it wasn't and shouldn't be the norm for now and even in the future.


It's intended for players to choose to fight atziri or build up the temple and farm it. They had the same system with poe1's betrayel/Caterina. They even described it as such in the showcase.

"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."

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