Breach Encounters and Monsters in Maps

"
Also, use the tree. The tree is really fun, especially crafting 14 divine minions rings with it


I am playing POE1 not for a hideout warrior experience but for loot from map strategies.
Last edited by mikemm#7171 on Nov 6, 2025, 5:14:22 AM
It's far more than the issues you mentioned. The endgame is just in a horrible state right now and the player numbers reflect this. No one likes t he fortress/walls mechanic and it definitely does eat the other content. It's very obvious that this is happening to anyone that plays regularly. The fact you want to boldface lie to the community is stunning to me. It is objectively true that the drop, pack size, and endgame content is severely lacking. What a joke of an update.
"
Nice try GGG, but basement dwellers don't speak math.
When middle school dropout on twitch says that loot "feels off", then this is an actual truth.


Why are you taking shots at the community for no reason? It's pathetic and weird to do this. Everyone is entitled to their opinion. If you don't want to see people talk about the updates and only want to be toxic stay off the forums. No one wants people like you in the community anyways.
Ultimatum monsters also don't spawn near the breach. I couldn't have completed a slay monster encounter, because monsters didn't spawn.
Tbh I don't really think you should do some extra testing, just spawn walls AFTER interacting with mechanic (like every mechanic in game - blight spawns "roots - lanes" around after we interact with it, legion spawns mobs after we interact with monolith...). Just put hive somewhere, delete walls around it and let them spawn after we interact with hive. This way mobs will have more room during map generation and walls will be spawned afterwards (meaning they wouldn't despawn mobs around).
I have 100% of a sacred grove in maps and I have noticed that some times it does not spawn also.
This is the solution. The pre spawned walls are what afffecting the number of monsters being able to spawn. If this was changed to spawn the walls once the player chose to interact with the mechanic then the area would be clear for natural map monsters to spawn.

The issue is the walls and breach creatures taking over the natural map mob ability to spawn in this area. Breach creatures are not affected by map modifiers so monster count/loot drop is off due to this mechanic.

The walls are the problem and should only spawn when interacted with.
"
j_alter#5146 wrote:
This is the solution. The pre spawned walls are what afffecting the number of monsters being able to spawn. If this was changed to spawn the walls once the player chose to interact with the mechanic then the area would be clear for natural map monsters to spawn.

The issue is the walls and breach creatures taking over the natural map mob ability to spawn in this area. Breach creatures are not affected by map modifiers so monster count/loot drop is off due to this mechanic.

The walls are the problem and should only spawn when interacted with.








+1
It happens with ritual monsters too. If a ritual spawns on the outskirts but partially in the hive. Only a small about of monsters outside the breach spawn.
Really fun league and the fortresses look really cool!

Report Forum Post

Report Account:

Report Type

Additional Info