Suggestion with PoE2’s New Portal

With Path of Exile 2 introducing a new portal system, many players have been discussing its potential impact on gameplay. But what if this system was implemented in PoE1 as well? Let’s break down why it would be a massive improvement to trade, looting, and endgame balance.


Encouraging More Frequent Trading Without Losing Portals:

In PoE1, trading mid-map is often avoided because opening a portal for a quick trade means sacrificing one of the six limited portals. This discourages smaller trades and forces players to either:

-Wait until their map is over to sell items, slowing down economy flow.
-Use a portal and risk running out, making deaths more punishing.
-Skip a trade entirely, also slowing down economy flow for both buyer and seller.

With PoE2’s system, where portals are no longer a finite resource but are instead tied to how many times you've died, this issue disappears. Players would be able to trade freely mid-map without worrying about losing a crucial portal, increasing fluidity in the trade economy and reducing unnecessary friction.


Less Strict Inventory Management – More Looting, Less Item Filter Min-Maxing:

Currently, PoE1 forces players into hyper-efficient loot filtering. Because returning to town costs a portal, you either:

- Strictly filter out anything that isn’t ultra-valuable.
- Deal with an overflowing inventory and suboptimal looting.

With the new system, players wouldn’t need to be as aggressive with loot filtering, allowing for a more natural gameplay loop where valuable items can actually be picked up without a second thought. The game would feel less like a ruthless inventory Tetris simulator and more like a proper ARPG.


Fewer Portals in Harder Content = Better Endgame Challenge:


One of the biggest issues with PoE1’s endgame is that, despite its difficulty, having six portals allows for corpse-rushing. This means that even if a character is underpowered, players can brute-force content through repeated deaths.

PoE2’s system of reducing portals based on difficulty would fix this by forcing players to actually build strong, well-balanced characters rather than relying on a portal safety net. It would make high-end encounters truly rewarding, separating the skilled and well-prepared from those who rely on sheer persistence.


With all that being said, it would just be a smart move to bring this system to PoE1. It should also not take a lot of work, as we already know that both games are easily backwards compatible thanks to the same engine, something we’ve already seen with PoE2 elements being introduced into PoE1 in the past. Bringing this portal system over would create a better balance between convenience and challenge.
Trading would be smoother, looting would be more enjoyable, and endgame would demand stronger characters rather than repeated deaths.

It would improve the experience for both casual players who enjoy a smoother gameplay flow and dedicated players looking for a more refined challenge in the endgame.
Last edited by VoidWhisperer42#5989 on Apr 3, 2025, 3:20:38 PM
Last bumped on Apr 3, 2025, 7:56:23 PM
it´s a trap

looting more items was ever making you play less efficiently.

ignoring items on the ground has ever been the biggest challenge in poe (just search for rsi problems and having to click so often in poe, don´t go to reddit and search there, it´s a pool of losers).

age and treachery will triumph over youth and skill!
"
vio#1992 wrote:

looting more items was ever making you play less efficiently.


That's kinda subjective.
You could loot more, which yields you more profit out of a single map, or out of a random sample number.

Or you could run more maps giving you the exact outcome with less looting, but more time spend to prepare the maps/running the maps.

Either way you're going to invest time into it, but it would come down to preference. Do you want to just do lets say 5 maps with a less strict filter, and yield a lot more out of it, or do you want to crush as many maps as possible during the time just pick up whatever doesn't get filtered by a very strict filter on the fly, resulting in prob the same, less, or more.

So in the end it would be nice to have options, instead of chain spamming juiced maps to only pick raw currency above 1c and ticket items with certain value.
Flames and madness. I'm so glad I didn't miss the fun.

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