Majority of Maps Being Small Corridors
I am not sure what your obsession is with small, confined corridor maps but it literally kills my interest in the system. It could just be the worst rng in history for me, but almost everything around me is, seepage, crypt etc that are all these small corridors, it's exhausting. You guys even did it with untainted paradise which was a nice wide open map in PoE 1.
I literally get my last rare and peace out because it's so exhausting to do these. When I do get a wide open map, probably in my 200+ maps so far I have gotten maybe 10-20 open maps, this is just so frustrating, especially with the size of these maps having to back track all the way if I missed a rare is just awful. Please randomize these maps a bit more or remove more of these small confined maps. Last bumped on Jan 9, 2025, 1:53:20 PM
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Bump! This is a big deal.
Not only is it about narrow corridors and (minions) getting stuck, but targetting often fails in these settings. More specifically in the Crypt map because of those stupid pillars. This map has a lot going for it. Dreamlike cathedral atmosphere. Actually the corridors aren't that narrow - it's the pillars causing a disaster. Luckily it is not nearly as large as Mire. Now if only you could just skip these maps? Ta-da! Enter design flaw. Towers randomize juice onto uncompleted maps. Either you have to complete them to eliminate them. Not fun! Or you can run them with juice. No reward except certain death! Last option is to just skip them. Boring. Solution! Suggestion: give players an option to block certain maps from the sight of towers. Much like Frodo was hidden from evil gaze, I would immediately block the following maps: Crypt, Mire, and Augury. If I was GGG then I would temporarily remove and redesign these maps. Save the endgame! I can live with Seepage, Decay, and Hidden Grotto for what they are. Vaal Factory though needs real monsters added because it's almost empty. Cheers! RUTHLESS LOGIN Last edited by hogmark#5124 on Jan 5, 2025, 3:28:28 AM
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The intention of this is to slow you down. It works too, the problem is that the current fast paced monster zerg fest is at odds with the map design.
I honestly like them and think that they are more interesting than just an open field where you can shoot 500 projectiles and wipe the entire map out. I am just hoping that they adjust the way mobs behave to keep that promise of the more slower and impactful combat that PoE 2 was mean to be, cause at the current rate in endgame it does not exist. |
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Bump, these are especially annoying in ritual or expedition, I can't tell you how many ritual sites I've seen where you have a 5x5 square you have to survive in, it's impossible.
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