How will the endgame and Atlas change?
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I’d like to reflect on this topic, and perhaps my thoughts will prove useful.
The current system is inconvenient because: When you run many maps, the atlas eventually becomes enormous. You end up spending a lot of time just trying to locate the map you need. Simply running maps doesn’t feel rewarding. As a result, interest in the league fades quickly. How could the endgame version be reworked in PoE 2? Obviously, any solution shouldn’t resemble what we’ve seen in PoE 1, but an alternative is still necessary. Key points I’d like to see: Everything related to endgame should be on one screen. I think this is important. The current version, as mentioned above, takes too much time and is inconvenient. The new system should include increased complexity, not just in terms of T1–T15 maps, but also complexity within tiers. Higher risk and difficulty should yield better loot. For example, several regions could be introduced, where maps automatically come with difficulty modifiers and increased rewards. To move from one region to another, certain conditions must be met, such as defeating The Arbiter or a Citadel boss. This way, players can choose whether they’re ready for the added challenge. How to handle existing mechanics from the current Atlas? Currently: Deadly map bosses and Citadel bosses must be found on the map. Instead, an item could drop from the final map boss. This item could either grant immediate access to the boss or require charging. For example, after obtaining the item, players might need to run several maps to charge it. This would retain a similar structure: find the item → charge it → defeat the boss. How to handle map selection? Make it fully random or offer a choice of several maps when activating the Map Device, if we don’t want to allow players to run the same map repeatedly as in PoE 1. How I envision it: The player places a waystone in the Map Device, selects a region (as mentioned above), and is presented with three maps to choose from, each with the region’s conditions and added modifiers. How to handle corrupted maps? Similarly, include a random chance for this event when launching a map. Something like a message: “Your map has been corrupted ” — and then offer three corrupted maps to choose from, each with its own properties. Why three? This is just an example; it could be five or six. What such a system would provide: Eliminates the need to scroll through the atlas searching for the right map. Adds complexity to the content. Preserves variety and the ability to choose maps to run. Retains all current mechanics. What do you think? Would such a system be more convenient than what we have now? Perhaps you have your own vision? Last bumped on Feb 2, 2026, 8:04:56 AM
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no to random maps, let me pick what i want to play/when i want to play it.
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If we keep the current endgame map, it would be nice to have a way to prestige the map. After hopping all around, it gets really hard to find maps.
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They added the pin system, where you can pin areas around the atlas. But I agree with you, its inconvient as long as there are no search options for the nodes.
They have a fog to make it interesting and surprises you in the path you choose to walk in Atlas . Well they failed because it is not interesting at all. Not being able to do specific map layouts like in POE1 is the biggest failure of POE2. There are layouts good for breach. Layouts good for Abyss etc If I cant select the layout I cant play the content I want the way I want. Last edited by SaKRaaN#0012 on Feb 2, 2026, 8:06:08 AM
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