🌟 Path of Exile: Comprehensive QoL, Balance & Endgame Improvement Proposal



Yes. This entire post was edited with AI, but every single suggestion or idea was written by me. I apologize if the use of these tools offends anyone in any way.

Introduction:

I am not visiting Reddit often, so if this post ends up being helpful or meaningful to others, I would greatly appreciate anyone who chooses to share it on Reddit or elsewhere.

The purpose of these suggestions is simple:
To help Path of Exile remain challenging, fair, modern, and rewarding.
This list does not aim to make the game easier—only to remove outdated friction, improve QoL, modernize systems, and ensure that difficulty is properly compensated with appropriate rewards.

If shared, discussed, or passed along, thank you in advance. Our shared goal as players is a game that is tough, exciting, and satisfying, without unnecessary frustration or outdated limitations. ❤️‍🔥

1️⃣ General Quality of Life & Performance:

Enhanced UI and Accessibility Options
The prevalence of third-party tools everywhere that modify the UI indicates a strong player desire for more robust in-game options.
Here's some examples:

A. Visual Effect Clarity: Add a client-side option to significantly reduce FPS issues. This would improve performance, increase visibility, and enhance the overall gameplay experience—especially for players who prefer fast, juice-heavy maps.-


B. Increased Zoom Level: Add an optional 1x to 3x increase to the maximum zoom-out level to improve situational awareness-

Implementing these natively would improve accessibility and performance for all players.

C. Advanced Map Mod Highlighting: Allow players to customize which map mods are highlighted (e.g., Deadly, Beneficial, Neutral) when hovering over a map, similar to third-party tools-


D. Orb or Regret & Orb of Unmaking - Would be nice if we wouldn't have to spam RMB to consume a larger amount. Instead, having an option to use a slider or number input before confirming would be some great QoL, ty ArtCrusade#4438.

E. Item in demand. teleport anyway? — this is not a feature, it’s a bottleneck. I want to be able to snipe my item even if many others clicked it simultaneously. Remove this ‘feature’ and just teleport us to seller. If the item was sold before we clicked, don’t teleport us — that just means we're too slow. Otherwise Teleport.


F. The channeling time required to gather Verisium is drastically too long; it takes an unreasonable amount of time to fill the progress bar, not to mention the significant risk of being interrupted, attacked, or even killed during the prolonged process.

The base channeling speed must be DRASTICALLY increased to improve QoL and reduce the risk currently involved.


G. All game skills should be as clean as Reave by default (Nearly invisible), letting players opt-in to the visible, animated versions if they prefer, as performance and screen clarity are crucial for smooth late-game play.


H. 🔻🔺 Add a new, visually distinct icon (e.g., the current stair icon flipped upside down) for entrances/burrows that lead down. This simple change will significantly improve navigation and clarity in all multi-layered zones, including the campaign (Sceptre of God, Ancient Pyramid) and maps (for quick spotting of Starfall Craters, Abyssal Depths, etc.)


I.
1. Automatic Stash Affinity for Specific Currencies/Items
I propose that several high-value, non-basic currencies and items be automatically added to the player's Stash if a Stash Tab Affinity is enabled for that item type, provided there is room.

This would significantly reduce the mandatory clicking strain caused by moving inventory items to the Stash (which currently requires at least two clicks per item type).

Proposed Items for Auto-Affinity:

Lifeforce (currently not automatically sent to the Stash like the random crop from the Refiner's Bargain Settlers keystone, which goes to Kingsmarch).

*Rogue Markers
*Essences
*Resonators
*Simulacrum Splinters
*Scarabs
*Invitations that drop in-world (not given by Kirac/Masters)
*Recurrent Quest Items (e.g., Unique Heist Contracts, Atzoatl Door Stones)
*Blight Oils
*Stacked Decks

2. Bulk Crafting Mechanics "At a Loss"
Please introduce crafting mechanics or recipes that allow players to perform repeated actions in bulk, even if it is at a deliberate currency cost (a "loss"), to prevent insane clicking.

Examples:

Orb Application: Apply Alteration Orbs to a Magic Item 10 times for the cost of 25 Orbs, keeping the rarest set of modifiers.

Linking/Socketing: Apply Jeweller's Orbs or Orbs of Fusing 10/100 times for 25/250 Currency, keeping the highest result (links/sockets).

Map Rolling: Implement either a similar bulk-rolling mechanic for Maps or a non-prohibitive method to enchant Maps with "Cannot roll [Tag] Modifiers" (e.g., Leeching/Trap/Minion Modifiers).

Bulk Service: A mechanic (e.g., in Kingsmarch or another league mechanic) where you can give an NPC large amounts of currency and items (like 20 Maps) to have them perform bulk-crafting/rolling for you. The results should be inspectable using RegEx in the service menu.

3. Condense Mechanics with Excessive Clicking
I request a way to condense mechanics that involve a high volume of individual clicks for collection, possibly via an Atlas Keystone.

Mechanics to Condense:

Blight: Can we skip the individual chest clicking and roll all the loot into a single, combined loot explosion?

Ritual: A Keystone to auto-buy items based on a weighted algorithm (similar to Kingsmarch shipping) could replace the manual clicking.

Expedition: Condense the loot from the various chests.

Settlers: Instead of multiple lost shipment boxes, have a band of washed-ashore pirates drop all the loot upon defeat, with the same scaling rules.

Abyss: Have the trove drop its loot directly from the fissure instead of requiring separate clicks.

Credit: AgentSpooks#1780


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2️⃣ League Mechanic Refinements:

A. Lost in Transit: The large crate is well-designed, but the surrounding small crates are difficult to see and click. They should be destroyable by skills to reduce the "sniper-aiming" mini-game during dangerous mapping situations.

B. Petrified altars Map Mod (T16.5/T17): This mechanic needs a rework.
* It should not appear in boss arenas.
*Players should be immune to damage while petrified.
*The number of charges required to become petrified should be increased from 5 to 10 to better match the current game's pace.

C. Wisps & Spirits on Bosses: These mechanics disproportionately increase boss difficulty and health without providing a noticeable commensurate increase in rewards. The power scaling should be adjusted, or a meaningful reward should be added.

D. Thorough Exploration Atlas Passive: The value of this node is severely diminished when league mechanics like Spirits empower bosses without reward. Its purpose and effectiveness should be re-evaluated.

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3️⃣ Loot Filter & Inventory Management:

A. Loot Filter Ordering: Add an option to reorder loot filters on the settings page via "Move Up" and "Move Down" buttons.

B. Contract Filtering: Loot filters need the ability to filter Heist contracts by type (e.g., Deception, Counter-Thaumaturgy).

C. Stash Affinity Improvement: Add a "Deposit All to Stash" inventory button that respects affinity tabs, with a lock function to prevent specific items (like Scrolls/more) from being moved.

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4️⃣ Game Systems & Content:

A. Soul Eater Modifier: This monster modifier is disproportionately powerful and can create nearly unkillable entities, especially on certain map bosses [Burial Chamber], without offering appropriate rewards for the challenge.

B. Divination Card Pool Update: Many cards are obsolete and provide negligible value. A comprehensive review and update are requested. SOME Examples include:
Echoes of Love, Boon of Justice, The Lord in Black, The Warden, Cartographer's Delight, Destined to Crumble, Lantador's Lost Love, Light and Truth, Prosperity, Rain Tempter, The Carrion Crow, The Inoculated, The King's Blade, The Lover, The Metalsmith's Gift, The Rabid Rhoa, The Sigil, The Surgeon, The Twins, The Web, Struck by Lightning, Boon of Justice, Echoes of Love, The Archmage's Right Hand.

C. Outdated Bases: Cards like The Ethereal and similar old bases should be updated to reward their modern, top-tier base equivalents (e.g., Twilight Regalia, Lich Circlet).

D. Random Quality: All divination cards that grant unique or rare equipment should grant them with random quality (0-30%) to preserve crafting value and prevent exorbitant costs for perfect 30% items.

E. Syndicate Laboratory: Monsters within Jun's Syndicate Laboratory should yield experience and loot, as they are functionally identical to monsters found elsewhere.

F. Faustus Orders: The "Order Completed" state should not trigger until at least 80% of the order's request has been fulfilled to better match player expectations.

G. Public Statistics: Create a public subdomain (e.g., online.pathofexile.com) displaying real-time player numbers across all platforms, with filterable metrics.

H. The Sirus and Uber Sirus ending portal should return players to their hideout—just like any regular map portal—instead of sending them to the Epilogue. Many players intentionally exit to character selection to avoid going through that portal to save couple more seconds.

I.Menagerie -
The constant back-and-forth trips for basic crafting in the Menagerie are significantly hurting QoL for players. It feels like it's taking ages to Copy>Paste couple benches. For a much-needed improvement, please add Crafting Bench, Hallocrafting Station, Recombinator and a Guild Stash in the Menagerie zone.


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5️⃣ Auto-Loot Collection/Vacoom System Proposal:

The current manual looting system creates excessive physical strain and inefficiency, particularly in high-density endgame content. The immense number of clicks per map (CPM) required for strategies involving Stacked Decks, Harbinger Shards, Legion splinters, and other small currencies is a significant deterrent, leading many players to avoid otherwise rewarding content.

We propose the introduction of an "Auto-Loot" system, implemented through a new equipment item—tentatively called a Loot Automaton—that would be equipped in a dedicated slot. This system would be highly configurable and integrate with the existing loot filter.

Core Functionality & Settings:

A dedicated settings panel would allow players to define exactly which items are picked up automatically.

This would include, but not be limited to:

Currency: With a selectable list (e.g., pick up Alteration Orbs and above, but ignore Scrolls of Wisdom).

Maps: With selectable tiers (e.g., auto-loot only T14+).

Fragments & Scarabs

Divination Cards

Essences

Other league-specific items (e.g., Delirium Orbs, Breach Splinters)

Loot Automaton Modifiers:
The Automaton itself would be a craftable item with random affixes, creating a new gear chase and allowing players to specialize their looting efficiency. The proposed affix pool is as follows:

Suffixes (Focused on Looting Mechanics):

(S) #% increased Loot Speed (-200% to +200%) [Negative values could introduce a strategic downside for balance].

(S) #% increased Loot Range (-200% to +200%).

(S) +# to Maximum Items Looted at Once (1 to 3).

(S) #% increased Loot Beam Attractiveness [A humorous but functional stat for community engagement].

Seven additional random suffixes related to looting mechanics.


Prefixes (Focused on Character Power):

(P) #% increased Movement Speed (1-5%).

(P) #% increased Rarity of Items found (1-20%).

(P) #% increased Cast Speed (1-5%).

(P) #% increased maximum Life, Mana, and Energy Shield (1-3%).

Seven additional random prefixes that provide minor character bonuses.

This system would dramatically reduce player fatigue, mitigate potential for repetitive strain injuries, and allow players to focus on the core gameplay of combat and strategy, rather than inventory management.

🔄 Alternative Solution: Vacuum Loot Clustering
As an alternative or supplementary system that retains a greater need for player interaction:

Instead of fully automated pickup, implement a "Vacuum Loot" mechanic for small, stackable currencies that frequently drop in clusters (e.g., Splinters, Shards, lower-tier Orbs).

Mechanism: If multiple instances of the same class of small, stackable items (e.g., all Legion Splinters, or all Harbinger Shards) drop in close proximity (within a defined radius, e.g., 20 units), clicking one of those items will instantly and simultaneously pick up all other visible instances of that specific item class within the cluster.

Benefit: This reduces 10-20 individual clicks on a dense drop to a single click, addressing the worst fatigue points while still requiring the player to stop and consciously choose to loot.



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6️⃣ Trade System Security:

Introduce a "Currency Locking🔒" feature for specific currency items inside inventory and stash (e.g., Divine Orbs) to prevent price manipulation scams.

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7️⃣ Gold Economy & Reward Scaling:

The gold economy needs rebalancing to ensure all content provides a relevant and proportional reward. The time investment in a boss encounter should be directly reflected in its gold yield.

Boss Gold Drops (Time-Adjusted): All bosses, including Uber bosses, should drop gold scaled to their challenge and average kill time. A boss that takes longer to defeat should yield significantly more gold to compensate for the opportunity cost of not running maps.

Proposed Scaling: If a typical T16 map produces around 10,000 gold per minute over the course of an average run.

A. Examples:

* Quick Bosses (Eater of Worlds, Searing Exarch): ~0.1-2 minute fight | ~10k-20k gold.

* Medium-Duration Bosses (Elder,The Maven): ~3-4 minute fight | ~90k-120k gold.

* Long-Duration Bosses (The Shaper, Sirus): ~3-6 minute fight | ~150k-180k gold.

Uber Bosses: Should follow the same time-adjusted scaling multiple by three.

B. Kingmarch Bosses: Increase gold drops significantly from the current ~50k cap, which was balanced for the Settlers league and is now outdated. The rewards should be brought in line with current standards.


C. Heist & Delve Rewards: Gold yield from Heist & Delve mobs should be brought in line with the average gold-per-minute of a T16 map.

D. Gold Pickup Radius: The base pickup radius for gold should be increased by at least 300% to reduce the need to stick to every individual gold drop pack, improving gameplay flow and reducing unnecessary friction.

E.The use of Gold as a primary trade currency, particularly within the instant buyout system, is currently unsustainable. We strongly recommend that if Gold must be used for item purchases, the price caps be significantly reduced to reflect item utility and rarity:
* Simple Items (e.g., Maps): Maximum of 10 Gold (Current T17 maps cost up to 2500 Gold).
* Common/Mid-Tier Gear (Normal/Magic/Rare): Maximum of 50 Gold (Current Rare gear costs up to 15,000 Gold).
* T1 Unique: Maximum of 100 Gold (Current Uniques cost around 10,000 Gold).
* T0 Uniques may remain at a high price point.

Sure, direct trading is still around but it is a mess. Sellers are constantly offline or just ignore you. On top of that, running a town is ridiculously expensive—with all the map runners, farmers, disenchanters, miners, and smelters, it can cost up to 110,000 gold every hour. That cost is insane and means players never get a moment to relax. We're basically forced to grind only gold-farm strategies that drop almost nothing else, or we have to buy gold runs for a ridiculous 7–10 Divines just to keep the town going and enjoy a few hours of normal mapping without worrying about Kingmarch gold drain setup.


F. King march runners- It is frustrating to see a map runner die due to the unavoidable 1% death chance, especially considering the effort and gold required to roll a truly low-cost runner (like a rare 1500 gold/hour find, while the average runner costing over 3000 gold/hour); therefore, implementing a solution like gearing up 18 runners with the requirement of 75% all resistance, including 75% Chaos Resistance, to achieve deathless status would not only provide this necessary protection but also help market with getting rid of unsellable items.

G. Uber Boss Encounters
Skippable Dialogues: All Uber boss introduction dialogues should be skippable after the first encounter. Alternatively, a skip button could be added to the bottom-right of the screen, allowing players to choose between keeping the immune phases or skipping them to save time.

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8️⃣ Uber Boss Improvements:

A. Remove Mandatory Phases: If a player is capable of reducing an Uber boss’s health to 0%, the boss should be defeated immediately. It should not return with partial health (e.g., 30–50%) for a mandatory phase. The Red/Blue Exarch one-shot mechanic sets an appropriate precedent: sufficient DPS should bypass forced phases.

B. Uber Shaper: The four corner mini-bosses at the beginning of the encounter should not have immune phases [e.g.,Arena Boss, Malachay Boss, Dark Forest Boss]. If they do have them, the "0% HP = death" rule should be applied, causing them to die instantly when their health is depleted.

🔄 Alternative Solution:
Skippable Dialogues: All Uber boss introduction dialogues should be skippable after the first encounter. Alternatively, introduce a 'Skip' button (located, for example, at the bottom-right of the screen) that players can choose to press. This skip option should remove the boss's immune phase or keep original phases state.

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9️⃣ Mapping, Endgame & Reward Improvements:

Loot Pool Quality:
The reward pools for several endgame mechanics have not been adequately updated and are out of sync with the economy and goals of high-tier players.

A. Ultimatum Rewards: Should not yield low-tier currencies such as Alteration Orbs, Orbs of Scouring, or Orbs of Alchemy.

B. Eldritch altars: On high-tier maps (T16/T17), these altars are a primary source of rewards. Their loot pool must be updated to remove low-tier currencies [e.g., Alterations, Chromatics, Lesser Eldritch Ichor‌], which are useless to players at this stage, or buff the amount drastically.


C. Map Tier16-17 8-Modified Rewards: The general loot drops within these maps should have a significantly adjusted loot pool that reflects the high investment and difficulty, removing junk currencies and other low-value items.

D. Expedition UI: Add a UI setting to highlight specific Expedition remnant modifiers (e.g., "Monsters have 100% chance to Avoid Ailments") for better visibility and planning.


E. All T17 boss loot should drop at once without forcing us to wait for 10 seconds, similar to how loot drops in the Sanctuary map.
Example of 12-14 seconds of waiting:


F. Yet, many players dislike Tier17 Idea, and wish it wasn't part of the core game in the first place. We still have some ways that may reduce the current negative feedback. Some of those ideas include:
* Remove the T17 drop restriction from T16 maps, and add them to T17 too, so people who run T17 can sustain their own maps without the need to purchase them or return to T16 to farm them.
* Completely reworking the mods to be more newbie-friendly and similar to T16's.
* Removing existing T16.5/T17 mods and using the default T1–16 mods instead.
* Fixing the Fragments' loot pool to specific maps. Currently, with the addition of Reverent, Traumatic, and Lonely Fragments to all T17 maps, the situation feels even worse.

G. Since the introduction of Eldritch currency, special implicit modifiers on Gloves, Boots, and Helmets are rarely used because they cannot coexist with Eldritch implicit modifiers; these items should be reworked to allow both their unique implicit and an Eldritch implicit, as shown in the attached screenshot, otherwise they are useless and Eldrich just beats them in any term.

Bases List:
Spoiler
Two-Toned Boots
Fugitive Boots
Dreamquest Slippers
Brimstone Treads
Spiked Gloves
Thwarting Gauntlets
Trapsetter Gloves
Fingerless Silk Gloves
Nexus Gloves
Apothecary's Gloves
Penitent Mask
Bone Helmet
Archdemon Crown
Blizzard Crown


H. Memory strands have an amazing overall idea, but they are barely usable because the Orb of Remembrance can only be used on normal items, which ruins the entire crafting process. The Orb should be usable on any rarity item and, instead of randomizing the resulting item, it should grant a random amount of memory strands. This would finally make the craft somewhat viable.

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🔟 Intrusive Map Objects:

Vaal Areas & Trials of Ascendancy: These should never spawn in the middle of a map, obstructing pathways. They should be relocated to map borders. Furthermore, their current relevance and reward structure should be reviewed.


Strongbox - Strange Barrel: The spider release animation is excessively long. This should be reduced to one instantaneous wave or a maximum of two quick waves.

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1️⃣1️⃣ Corrupted Items Modifier:

Historically (around version 1.8), this modifier was valued by both players and GGG because it offered significant upsides like a chance for a six-link, white sockets, or other valuable outcomes. These rewards, even minor bonuses, were considered substantial at the time. However, in the modern game state, the Corrupted Items modifier actively ruins the value of the loot drop, transforming it from a potential asset into vendor trash, all while the monster possessing the modifier gains a substantial power increase. This detriment vastly outweighs any potential benefits, especially for T16+ players.

A. Fractured Items: Corruption renders these items 100% useless by removing their crafting potential. The modifier should be reworked to not affect them.

B. Rare Items: Corrupted Rares are generally worthless unless they drop with at least 3-4+ T1 modifiers or an exceptional stat combination. The modifier should be adjusted to only apply to Rares that meet this high standard, otherwire, hidden on all lootfilters.

C. Unique Items: is generally successful, offering a valuable high-risk, high-reward mechanic, and should remain unchanged.



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1️⃣2️⃣ Acts & Character Leveling:


Repeating the campaign acts is a significant point of friction for veterans creating additional characters within a league.

Proposal: Introduce an alternative leveling method for alternate characters in a league. After completing the campaign once, players could access an "Endless Ledge" style map. Each subsequent zone would increase in level by +5, culminating in a level 65 zone where the player must defeat Kitava to complete the Acts and proceed to maps. This would provide a faster, more engaging, and less repetitive leveling experience for seasoned players.
🌟 The very first POE lootfilter
🌟 IGN: MENT
🌟 My filters:
https://www.pathofexile.com/account/view-profile/MENT-6466/item-filters
🆕Github Releases- https://github.com/ment2008/POE/releases
Last edited by MENT#6466 on Dec 10, 2025, 2:37:39 AM
Last bumped on Dec 10, 2025, 2:35:04 AM
I join the post of the previous speaker!!!
these are great suggestions imo
All great suggestions +1
Amazing suggestions!
Hope GGG monitoring this forum
1.
A. Reduce visual clutter from skills, sure. To see more loot? That's rather pointless since most of the time it's hidden beneath loot filter tags anyway.

B. A lot of the environment was not made with this in mind. Significant changes to a lot of the scenary would need to be made if this was ever considered.
-------------------------------
2.
B. The only issue with this skill is that you can be stun locked permanently in some situations and if you have enough defenses, you just stand there, effectively dead. Making someone immune for the duration would also be a buff instead of punishment for not evading it, so it makes no sense to make the character immune.
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4.
B. That's up for the player that designed them.

C. Same as B.

D. Same as B.

G. Not even sure they want that to be out to the public. A lot of extra work with no clear benefit for them.
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5.
Pretty sure they would never want to automate the game to that extent.
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8.
No. Those phases are exactly to keep glass builds in check. Skipping defenses because you have high dps is not a valid excuse.
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9.
The way they balance that is exactly with crap loot. Asking to remove them is effectively asking to get reduced loot overall. At this point i thought people would get that GGG's QoL is often followed by hidden nerfs by now.
"
1.
A. Reduce visual clutter from skills, sure. To see more loot? That's rather pointless since most of the time it's hidden beneath loot filter tags anyway.

B. A lot of the environment was not made with this in mind. Significant changes to a lot of the scenary would need to be made if this was ever considered.
-------------------------------
2.
B. The only issue with this skill is that you can be stun locked permanently in some situations and if you have enough defenses, you just stand there, effectively dead. Making someone immune for the duration would also be a buff instead of punishment for not evading it, so it makes no sense to make the character immune.
-------------------------------
4.
B. That's up for the player that designed them.
C. Same as B.
D. Same as B.
G. Not even sure they want that to be out to the public. A lot of extra work with no clear benefit for them.
-------------------------------
5.
Pretty sure they would never want to automate the game to that extent.
-------------------------------
8.
No. Those phases are exactly to keep glass builds in check. Skipping defenses because you have high dps is not a valid excuse.
-------------------------------
9.
The way they balance that is exactly with crap loot. Asking to remove them is effectively asking to get reduced loot overall. At this point i thought people would get that GGG's QoL is often followed by hidden nerfs by now.


Edited:
1️⃣.Visual Effect Clarity: Add a client-side option to significantly reduce FPS issues. This would improve performance, increase visibility, and enhance the overall gameplay experience—especially for players who prefer fast, juice-heavy maps.

2️⃣. This skill needs a rebalance. Appearing out of nowhere and petrifying the player within a few seconds is generally poor skill design.

4️⃣.
B.C.D. When most of these were originally created, they fit the standards of the time — but that’s no longer the case. GGG should preserve the original design philosophy, but update the actual outcomes to meet modern 2026 standards.

G. I don’t see any issue with that. They’re not ActiBlizzard, and there’s no logical reason for them to hide it.

5️⃣. With all that said, the majority of players need a solution for the 500+ clicks per map, as the current state leaves you exhausted after just 20 maps.

8️⃣. This isn’t accurate. Most glass-cannon builds can one-shot these bosses, while tanky low-DPS builds don’t really care since the fight takes forever anyway. This is more about skipping mechanics we’ve all seen countless times, which eventually becomes annoying and a waste of time.

9️⃣. Filling the loot pool with more and more useless drops — especially stuff that’s irrelevant at T16–17 — is already a nerf no matter how you look at it. Sure, let’s go all the way and add ID scrolls and Transmutation shards too.
🌟 The very first POE lootfilter
🌟 IGN: MENT
🌟 My filters:
https://www.pathofexile.com/account/view-profile/MENT-6466/item-filters
🆕Github Releases- https://github.com/ment2008/POE/releases
Last edited by MENT#6466 on Nov 28, 2025, 2:25:41 AM
This is one of the best suggestion posts I’ve ever seen — well-constructed, and exactly what many of my friends and I have been thinking or talking about on Discord.
+1
"
MENT#6466 wrote:

4️⃣.
B.C.D. When most of these were originally created, they fit the standards of the time — but that’s no longer the case. GGG should preserve the original design philosophy, but update the actual outcomes to meet modern 2026 standards.

That's not the point. It's player created content and should be preserved. Long term comitment has always been GGG motto. Some arbitrary "modern standard" shouldn't undermine that.

A clear example is Hall of Grandmasters. They rather phase out and keep optional instead of make it arbitrarily "better". Same thing with void keys.

"
MENT#6466 wrote:

G. I don’t see any issue with that. They’re not ActiBlizzard, and there’s no logical reason for them to hide it.

"
A lot of extra work with no clear benefit for them.


"
MENT#6466 wrote:
5️⃣. With all that said, the majority of players need a solution for the 500+ clicks per map, as the current state leaves you exhausted after just 20 maps.

Bit of a hyperbole on your part, but i guess area loot is the best compromise.

"
MENT#6466 wrote:
8️⃣. This isn’t accurate. Most glass-cannon builds can one-shot these bosses, while tanky low-DPS builds don’t really care since the fight takes forever anyway. This is more about skipping mechanics we’ve all seen countless times, which eventually becomes annoying and a waste of time.

This is a false dichotomy. Plenty of "in between" and high dps should never be the only one to get a free pass on mechanics.

"
MENT#6466 wrote:
9️⃣. Filling the loot pool with more and more useless drops — especially stuff that’s irrelevant at T16–17 — is already a nerf no matter how you look at it. Sure, let’s go all the way and add ID scrolls and Transmutation shards too.

I'm glad you agree.
Last edited by Z3RoNightMare#7140 on Nov 28, 2025, 7:22:54 AM

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