Changes to Act 3 Areas in Path of Exile 2

funny things is they act like act 2 is fine OMEGALUL
https://www.twitch.tv/sage_mga
Fix base Physical Damage on spears or buff bleed skills
This is like being granted 3 wishes by a genie, but you get what you want through sordid ways...

GGG, when we say AREA IS TOO BIG, we dont want shortcuts, we dont want more soul cores.

What we are saying is: i'm spending a lot of time *RUNNING AROUND*

What we want: To spend less time in the same area *RUNNING AROUND*

Either make areas smaller, or give us more movement speed through adjusting weightings of the worst tiers of movement speed, or give us boots as rewards, or increase vendor's stock of boots, or give us movement skills, etc,etc.

Untill you bite that bullet you're gonna hear people complain about the campaign. People don't want to redo this crap for every character, for every league, specially if they're gonna play PoE 1 AND PoE 2. We want to enjoy the little time we have playing games with a powerful character, and while building it is part of the process, running through acts with 0/10 movement speed with underpowered characters is a complete SLOG.
Later in the campaign, when characters are powerful enough to one shot, monsters become the frustration. We want to locate the exits, but we are constantly blocked by monsters, chilled, frozen, hindered, maimed, PUSHED

TL:DR we don't want shortcuts, we want to spend less time in the campaign.
Rue has a cat
First step of going good direction.
If a zone is let's say 5 square km then we want it to be reduced to 3 square km or something. All maps are mazes and generates on a way for players to spend 10 minutes in each of them due to the correct way is always somewhere else.

Should just cut the dead ends all together and make longer corridors but ways that 100% lead to something useful. I don't know why would that be a problem.

What I mean by this is instead of a zone having 3 dead ends and 1 right way make 1 right way but 3 times longer but it 100% leads to somewhere you need to go and not waste times going back and fort 4 times.
Last edited by Ispita#4020 on Apr 8, 2025, 4:26:14 AM
I never thought the maps were too big but too hard to read so these are very good changes. Especially the cut content ones make a lot of sense.

One thing I still wonder.. guys, what are you doing in waterways that makes you complain about that map? It's really not that long and also the layout seems to be very similar if not exactly the same each time. Takes only a few minutes to get through there..
Honestly, I get used to the fact game is hard.

1) Please add more movement speed, character feels like he is walking in the bog all the time. I think +20% to the base movement speed would be enough.

2) This game really need more loot. Basically, we're playing this game because we can find a loot. When 5 rare mobs in the row drops nothing rare and you're accidentally find a rare from white mob - this feels weird.
For example, rare mob SHOULD drop at least one rare item. Magic mob should drop at least one magic item. Is it too hard? For example rare item from rare mob can be replaced sometimes with some chances to EX orb.
Who'd have thought that the game required thoughtful targeted changes instead of just OMG AREAS TOO BIG.

Drowned City and Apex are my personal favorite areas of the game precisely because of how oppressive they feel, thankfully you are trying to retain that. Keep up the great work.
Last edited by Obyrith#7888 on Apr 8, 2025, 3:29:31 AM
A step in the right direction.

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