Thoughts about Atlas skill tree impacting rewards from mechanics

With the atlas tree (and currently also with the idols), even though i enjoy them very much, is that with the existance of perks/passives that heavily boost the rewards of a specific maps mechanic, it indirectly nerfs all the other mechanics.

And when you encounter a mechanic you havent boosted via atlas tree/idols, it most of the time not worth to engage with it (which can feel dissatisfying to me).

It would be very interesting to see how gameplay would be impacted, if the rewards from a mechanic are not influenced by the tree, but it would increase the frequency much more and speed up the engagement in the mechanic, like:
Harvest -> speed up "opening" speed for plots, opening multiple plots at once
Expedition -> the "one big explosive" is already something in this regard
Blight -> faster monster spawns, multiple blight encounters per maps, more simultaneous lanes

And so on.

Just wanted to throw my thoughts into the ring. This approach might have other problems and can be argued that this would also change if its rewarding to engage with certain mechanics.


I would be very interested in a league, where instead of specialising, each point/progress would boost all the mechanics at once, so any mechanic you encounter is bigger/better/faster/stronger.

Like: A map has a "juice" level, and the higher that is, the beefier the mechanics themselves also are (not just the monsters, how it currently is)
Last bumped on Mar 9, 2025, 3:31:52 PM
Personally, I like being able to temper the mechanics via the atlas as it is know as there are quite a few I don't care to play at all. I like the idols as well but having the option to eliminate what I don't want to play and juicing what I do like makes PoE 1 worth playing.
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Personally, I like being able to temper the mechanics via the atlas as it is know as there are quite a few I don't care to play at all. I like the idols as well but having the option to eliminate what I don't want to play and juicing what I do like makes PoE 1 worth playing.


The idols still do that. All of the blocking-mechanic nodes from the atlas passive tree exist as unique idols you can find or buy.
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Personally, I like being able to temper the mechanics via the atlas as it is know as there are quite a few I don't care to play at all. I like the idols as well but having the option to eliminate what I don't want to play and juicing what I do like makes PoE 1 worth playing.


The idols still do that. All of the blocking-mechanic nodes from the atlas passive tree exist as unique idols you can find or buy.


Yeah, I'm aware.

Perhaps you misunderstood my meaning due to the placement of the modifying phrase in the last sentence.
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Personally, I like being able to temper the mechanics via the atlas as it is know as there are quite a few I don't care to play at all. I like the idols as well but having the option to eliminate what I don't want to play and juicing what I do like makes PoE 1 worth playing.


The idols still do that. All of the blocking-mechanic nodes from the atlas passive tree exist as unique idols you can find or buy.


Yeah, I'm aware.

Perhaps you misunderstood my meaning due to the placement of the modifying phrase in the last sentence.


If I misunderstood your meaning, it's because you said something which isn't true? You want to disable several different mechanics. Great, you still can. You want to juice the remaining mechanics. Great, you still can. To a far greater degree than you ever could with the Atlas tree, I might add.

High-end idol juicing is significantly more powerful for any given mechanic than the maximum possible juice you could get by allocating every single corresponding node in the entire Atlas tree, because idols allow you to take specific atlas tree notables more than once.
This thread is not about idol vs atlas, but more of a general discussion about Atlas tree impacting the rewards of mapping mechanics, so please lets not derail that.

Glorfindel, good point, i also like it, but sometimes i love to play multiple different mechanics (the multiple atlas trees you can have is a huge live-saver) but im sometimes curious how a different approach, would change the game feel, if there is still potential for changes, or if the current atlas tree implementation is the best form for.

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