Why Large Maps Don’t Work in Path of Exile 2 (aka Where are the roads?)

they should make maps BIGGER if u were to ask me

especially in PoE2 when every fucking modifier requires READING instead of playing.
I rather read once & NOT have to fucking educate myself on whats gonna kill me very 3minutes like that stupid PoE1 nonsence is/was
hopefully doesnt make its way here
Last edited by easthood#7411 on Feb 22, 2026, 11:23:27 AM
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iHiems#0168 wrote:

Just because it's intended gameplay doesn't make it good design...

A boss can be meaningful because it tests player mechanics, forces resouce management, creates tension, good bosses are memorable, punish mistakes if the boss has enough damage (which is one of the reasons defense isn't so strong unless you go out of your way to be overgeared, and that's also fine), has counterplay, can be overcome by skill which is rewarding etc

If you take my example of the burial bog cheese layout tho, those puddles of water do absolute nothing other than being annoying and slowing the player down. It doesn't add any depth to the game, no alternate paths, don't reward any exploration because there's nothing to explore

Being a design choice doesn't mean it's a well thought or well executed one. It's no surprise map layout is one of the biggest complains about the game, although less nowadays because of sprint

Let me say it again a little more clearly: map layout and the pointless friction it creates was/is a shitty point of the game. The "change your mindset" argument is weak because GGG themselves acknowledge it's shit, and that's why they gave you sprint

What is being discussed here isn't if it's shit or not, what is being discussed is how could they make it less shitty or if more should be done aside from just giving the player sprint

There’s a huge difference between meaningful friction and this empty and annoying friction which is what we have now. If I wanted to test my patience on maps I would be playing solitaire or something, not an arpg

Sorry, but repeating your point of view in harsher terms isn't going to convince me any more. I understand that you want simple corridors so you can "go faster" but where? Nobody knows, but you want to get there faster... Fine... Well, sorry, but the devs don't agree with you. That's just how it is. If you want to zoom-zoom through maps quickly, maybe PoE 1 is your solution.
Last edited by Vergoth42#2613 on Feb 22, 2026, 1:38:06 PM
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iHiems#0168 wrote:

Just because it's intended gameplay doesn't make it good design...

A boss can be meaningful because it tests player mechanics, forces resouce management, creates tension, good bosses are memorable, punish mistakes if the boss has enough damage (which is one of the reasons defense isn't so strong unless you go out of your way to be overgeared, and that's also fine), has counterplay, can be overcome by skill which is rewarding etc

If you take my example of the burial bog cheese layout tho, those puddles of water do absolute nothing other than being annoying and slowing the player down. It doesn't add any depth to the game, no alternate paths, don't reward any exploration because there's nothing to explore

Being a design choice doesn't mean it's a well thought or well executed one. It's no surprise map layout is one of the biggest complains about the game, although less nowadays because of sprint

Let me say it again a little more clearly: map layout and the pointless friction it creates was/is a shitty point of the game. The "change your mindset" argument is weak because GGG themselves acknowledge it's shit, and that's why they gave you sprint

What is being discussed here isn't if it's shit or not, what is being discussed is how could they make it less shitty or if more should be done aside from just giving the player sprint

There’s a huge difference between meaningful friction and this empty and annoying friction which is what we have now. If I wanted to test my patience on maps I would be playing solitaire or something, not an arpg

Sorry, but repeating your point of view in harsher terms isn't going to convince me any more. I understand that you want simple corridors so you can "go faster" but where? Nobody knows, but you want to get there faster... Fine... Well, sorry, but the devs don't agree with you. That's just how it is. If you want to zoom-zoom through maps quickly, maybe PoE 1 is your solution.


I never said anything about zoom-zoom gameplay. In fact, the need for so much movement speed just to not waste time in dead ends with nothing is exactly one of the causes of the zoom-zoom gameplay. It's one of the reasons movement speed is top 1 priority, mandatory in any build in the entire game

Do you need so much movement speed in Simulacrum? Granted, it's an extreme example, but the basic idea is still the same

Have you played when every rare icon was shown from the start when you entered a map? Why do you think people liked it? Why do you think people wanted it back when it was taken away, and why do you think GGG gave it back, although partially?

The answer is quite simple: it's because those maps have nothing, (almost) no one cares about exploring dead ends when the whole purpose of entering a map in the end game is to farm and not sightseeing the same map over and over again

Now, that doesn't mean the maps have to be absolutely simplistic or solely focused on farming, but that they have to at least make sense for people who actually play the game
Last edited by iHiems#0168 on Feb 22, 2026, 2:01:07 PM

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