Solutions to Backtracking in Path of Exile (1 & 2)

Hey Exiles,

I want to open up a discussion about backtracking in maps.

You know, that soul-crushing moment when you realize you’ve cleared most of the map but still need to comb back through empty hallways or barren fields just to hit that last objective or map boss? It’s an experience that feels tedious and frankly un-fun.

Here’s the thing: I don’t mind putting time into the game. Path of Exile thrives on rewarding effort, but backtracking isn’t effort — it’s just walking... Slowly... Through empty zones... With nothing to engage me except the textures of grass or stone underfoot...

Why Backtracking Feels Awful

Backtracking boils down to retracing your steps through areas you’ve already cleared, often without encountering anything interesting. The game already challenges us to juggle mechanics, optimize builds, and master bosses. Why add a layer of “dead time” on top of that? At its worst, backtracking feels like filler — a time sink that doesn’t respect the player’s time or engagement.

How to Make Backtracking Less Miserable

If backtracking has to be part of the game for some reason (e.g., to extend playtime), at least make it entertaining. Here are some ideas to spice it up:

Dynamic Area Changes - If you backtrack into an area you’ve already cleared, add something new:
- Mob packs respawned in a different configuration.
- Low-level chests or loot caches where mobs once were.
- Temporary environmental hazards (think Delirium fog or a breach-like encounter).

Chance for League Mechanics - Give backtracked areas a chance to trigger a league mechanic:
- Random Heist doors, Delve encounters, or Blight spawns could appear in cleared zones.
- Even a Harvest patch or rogue Exile ambush could add some excitement.

NPC Encounters - Introduce wandering NPCs who could appear in backtracked zones:
- A trader offering minor items or currency.
- Lore-giving NPCs who share snippets about Wraeclast’s history or your current surroundings.
- Even just someone cheering you on (“Stay strong, Exile!”) could break the monotony.

Fast-Track the Fun - Let us teleport back to critical map points like bosses or objectives once certain conditions are met (e.g., killing 80% of enemies). This would eliminate unnecessary traversal while still encouraging full clears.

Reward Exploration, Not Backtracking - Reconfigure maps so objectives flow naturally without requiring retracing. For example:
- Linear or branching map layouts that prevent “doubling back.”
- Teleportation pads (akin to Delve nodes) that allow faster traversal across large maps.

Build the Time Sink Differently - If the goal is to “sink” players’ time, at least make it engaging:
- Add puzzles or mini-games in backtracking zones.
- Make objectives that pop up dynamically as we progress through maps.
- Introduce new crafting options or currency farming tied to these secondary encounters.

The Truth? Just Eliminate Backtracking

Let’s face it, the best solution is to design maps in a way that doesn’t require backtracking at all. We play PoE to slay monsters, find loot, and engage with cool mechanics—not to simulate a 2 mph stroll through emptiness. If time sinks are necessary, please sink our time in ways that challenge us, reward us, or make us feel immersed. Running through empty maps does none of these.

What do you all think? Do you have similar frustrations with backtracking? Are there other ideas you’d like to see implemented to make the experience more enjoyable? I’d love to hear your thoughts and brainstorm solutions together. Hopefully, this can be something GGG takes a closer look at.

Stay sane, Exiles.
Last bumped on Dec 11, 2024, 1:46:53 PM

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