Nexus feedback

Current corruption system looks good .
But we have a few problems:

- You can fail nexus and must search it again. This situation is worsened by the fact that you need to go through 4 modifiers and have server crashes.
- Nexus spawn are very random, for me it takes 5 towers (3 screens) for found 1 more nexus when my friend have 3 nexuses in radius of 1 tower.
#PoE2Bad?
Last edited by Blo0dForce#6672 on Apr 11, 2025, 3:57:01 AM
Last bumped on Apr 16, 2025, 12:04:06 PM
I agree
I'm now lvl 86 i've seen 2 corrupted nexus so far so i still havent inlocked most of my atlas passives.

They need to show up like citadels in the fog
Very much agreed.For me Its frustrating that atlas skill points are dependant on this feature. It feels very tiring try chasing them and you don't even know where.
As a concept I like them very much. In the "Story" Doriany tells you to chase and clense corruption. But it's that scarce, that you struggle to find it. Feels weird.

For the possible solutions: make the Nexus way more common to find (1:1 ratio Tower to Nexus) or unbind the atlas skill points from them.

I rather chase a number x/10 Tier-Y Maps, than chasing RNG around the world. This killed my long-term motivation sadly.
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Current corruption system looks good .
But we have a few problems:

- You can fail nexus and must search it again. This situation is worsened by the fact that you need to go through 4 modifiers and have server crashes.
- Nexus spawn are very random, for me it takes 5 towers (3 screens) for found 1 more nexus when my friend have 3 nexuses in radius of 1 tower.


These clowns took feedback of people hating to search for towers, so they added a beam.

THEN, they added the exact same mechanic with corrupted Nexus towers in hidden fog? UHHHHHHHHH.

THEY ARE NOT LISTENING.
Wow... what?

I like the new "corruption/cleansed" mechanic, but aside from that disliked the nexus system a lot - while I didn't even knew that when you fail a nexus that you cannot re-do it, and instead need to search another one. What the hell.
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I got disconnected during nexus boss and had to find another one. Fun stuff

Doing 15 of them before you start productively doing your maps is a great way to get sick of the endgame before you even start
Last edited by Glowie_Zigger#5018 on Apr 16, 2025, 9:57:56 AM
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I got disconnected during nexus boss and had to find another one. Fun stuff

Doing 15 of them before you start productively doing your maps is a great way to get sick of the endgame before you even start


When I heard that "many ppl" (allegedly) like the new end game progression, I thought to myself "Are we playing the same game?". How is it good to search 15, I repeat - 15 nexuses to get your atlas completion (excluding unique maps)?

Sure, mathematically we could argue that the amount of waystones run to discover 15 nexuses is equal to the amount of maps it will take you to complete the Atlas in PoE1 (excluding uniques), BUT the "Atlas Passive Tree" is 100 times more rewarding and gives you a point to allocate with each new map completed.
THAT'S good end game progression with rewarding stuff the entire time, while actually having an Atlas Tree you can only dream of.
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I like the idea of it. It's cooler than "do 10 maps" "now do 10 more". It's like so much of what these devs do - wonderful grand ideas in theory that don't really end up feeling good for the player.

With the old system, you only had to do like 4 or 6 of the higher tiered maps and it was considerably quicker. This takes a really long time and feels 100% necessary to complete before you start putting precursors in your towers and trying to farm drops / currency. By the time you're done, you're probably 150 maps deep and fucking burned out on the game with very little to show for it.

Another point worth making, in my opinion, is that every single new node on that atlas passive tree is completely worthless. The only way i would even consider wasting a point on Azmerian wisps is if the node said that Azmerian wisps have a 0% chance of showing up in your maps.
Last edited by Glowie_Zigger#5018 on Apr 16, 2025, 10:08:53 AM
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I like the idea of it. It's cooler than "do 10 maps" "now do 10 more". It's like so much of what these devs do - wonderful grand ideas in theory that don't really end up feeling good for the player.

With the old system, you only had to do like 4 or 6 of the higher tiered maps and it was considerably quicker. This takes a really long time and feels 100% necessary to complete before you start putting precursors in your towers and trying to farm drops / currency. By the time you're done, you're probably 150 maps deep and fucking burned out on the game with very little to show for it.

Another point worth making, in my opinion, is that every single new node on that atlas passive tree is completely worthless. The only way i would even consider wasting a point on Azmerian wisps is if the node said that Azmerian wisps have a 0% chance of showing up in your maps.


Bruh... the wisps part... gold.

Imagine you say something like "We want meaningful combat", "We don't want ppl to run past enemies, they need to engage with them", "We don't want ppl just full-screen blasting everything", "We want slower paced gameplay"...
and then you release a mechanic players have to chase, or it disappears into nothingness like loot drops, so you incentivise ppl even more to blast the entire screen. Comedy.

The 0.1.0 system, at least, was "You sustain maps? You can climb tiers? Here are your points.", but the new system adds an additional RNG layer (finding nexuses) on top.
Man, they try so hard to convert me - but I never will pray to RNGesus.
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