Changes to Act 3 Areas in Path of Exile 2

Yeah this is pretty much what i think as well. Good points!
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disclaimer: I really like poe2 vision (slower, methodical gameplay with multiple buttons).

Regarding foreseen changes, I can already tell you that it's not going to be enough though. Act 3 will remain huge after those changes (relatively to player's movementspeed).

And to be clear, I believe that players' movement speed (including travel skills) is in the right spot atm. I'm sick of runnign with +120% MS in poe1, where you can't even see anything on the screen anymore but flashbangs...

I will quote myself:

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Imo GGG should just:
1. Shrink maps by 50-70% (act 2, 3 & endgame). Act1 should be considered a good example.
2. Buff loot during the campaign by 2-3x, including orbs. Probably in maps as well.
3. Decrease pack sizes by up to 40-50%.
4. Slow monsters down by 5-25%, depending on monster type.


On top of that I am confident that the entire campaign (acts 1-6, not a cruel thing) should take no longer than 15-20 hours for casual player playing w/o a "build" (and ~13-14h for experienced player with a build, ~10-11h with a twink). Current implementtion of act 1-3 normal takes ~18-20 hours (based on my own exp, fresh start) and THEN you have to work your way through Cruel...

GGG please take a look at act1 normal progression. It's almost perfect.
- You traverse the map where areas have the right size so you have the sense of accomplishment and progress every few minutes.
- The landscape is changing often and so is vibe, music and monsters.
- On top of that you are not swarmed by 30-40 monsters so you have TIME to think and react (more methodical gameplay)
- It continuously feel fresh, it's a pleasent journey.
- drops, even scarce as they are, matter. You upgrade your gear.


On the opposite side of the spectrum you have Act 3 (and maps), where:
- areas are LARGE (just large & repetetive),
- monsters density is through the roof (they are so many that they are bodyblocking themselves, it feels like a huge tide running at you, so the only response is to wipe them before they get to you). |
- There is no sense of progres if every zone takes 25 minutes and you deal with same landscape, vibe, music and monsters. It becomes repetetive and tedious to the point that you want to skip monsters.
- drops, even scarce as they are, don't matter. You barely upgrade your gear.


Act 2 is somewhere in between.

One more note from my end:
- nerf gear, buff skilltree = level ups should make a difference.

Anything that´s unrelated to elephants is irrelephant
Nooooo I loved the huge Diablo 2-esque areas
Please increase map discovery distance by at least 50%. A lot of backtracking issues come from points of interest not highlighting on the map and you just go past it. Current setting doesn't even map the whole height of the screen, leading to situation that you can see a checkpoint but it doesn't show on map until you make a few more steps.
Poe1 had a nice solution for this, why not copy paste it?
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On top of that I am confident that the entire campaign (acts 1-6, not a cruel thing) should take no longer than 15-20 hours for casual player playing w/o a "build" (and ~13-14h for experienced player with a build, ~10-11h with a twink). Current implementtion of act 1-3 normal takes ~18-20 hours (based on my own exp, fresh start) and THEN you have to work your way through Cruel...




Oh there's a new build that I want to try.. umm 11 hour campaign.. maybe next league....
Come on now GGG, don't be weak, don't give in, stay with the vision, believe in yourselfs!
Bigger areas, more struggles, less loot, even more combos, halved exp gained. The game will surely become profitable this way :)
You just wasted 3 seconds reading this.
Last edited by Tian_Yihao#4319 on Apr 8, 2025, 5:23:27 AM
Add a checkbox in the game settings so that monster corpses don't eat up resources so much! My FPS drops because of this
Last edited by МаньякGG#7092 on Apr 8, 2025, 5:29:56 AM
i'm too deep in it to quit just look at my badges, so please can you make axe and swords not terrible boring, bland and awful like every skill in poe2? i need an saving grace
Drop rates?

Buff for 90% of skills?

Monsters base action speed nerfs?

The fact a white mod can run me down ion 30% ms boots is ridiculous.

Please pay attention to what the community wants, as more and more are leaving and even if you change stuff at this point the current league is dead.

Going to need to reset it again to bring people back, as you are allowing streamers to showcase game bugs and unintended interactions that are ruining the economy for the majority. If they aren't banned and the economy squashed it will be the shortest league in history for PoE, in terms of engagement and player count less than a week in
Last edited by rrogan17#2926 on Apr 8, 2025, 5:28:56 AM
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Equandor#2698 wrote:
Please increase map discovery distance by at least 50%. A lot of backtracking issues come from points of interest not highlighting on the map and you just go past it. Current setting doesn't even map the whole height of the screen, leading to situation that you can see a checkpoint but it doesn't show on map until you make a few more steps.
Poe1 had a nice solution for this, why not copy paste it?


Please do this, seems like an easy change but would fix much of the backtracking problem.
It feels bad when after clearing almost the whole zone, a rare icon appears on the map just a milimeter away from what we have already discovered on the map before. Another quick idea is changing the map completion from kill all rares to kill all rares minus 1 or something, like how in poe1 we don't have to kill all mobs anymore, just most of them.
So, fairly new PoE2 player here. (Played a ton of ARPG/Dungeon crawlers since D1) Never finished cruel, just did like 10 characters and redid the first three acts to try out new builds and play styles in 0.1. Rinse and repeat. Still a lot of fun. Then came the new league and I was thrilled since playing as a Necromancer is one of my favorite archetypes and Witch got some new stuff.

But sadly, I must say that I am less excited for the 0.2 than the 0.1. Just as a ton of people have said, and I must agree, there are lots of things that seem far worse with the update.


Now I don't mind the map sizes. I explore them fully every time and clear them, and if I die I redo the map again.

But in order of annoyance:

Power fantasy is gone. As soon as you finish Act 1 you struggle more and more and for the same reasons.

- Lack of loot. Its a barren wasteland and bosses are stingy as heck. (60 bosses killed - no Unique loot)

You do get lots of shitty drops in Act 1, but since you are very weak each still feel meaningful as they matter more compared to the enemies. Rares are still far to rare and bosses barely drop much of those even. In Act 2 and Act 3 the lack of good drops turns everything into a slog in a bad way. I have so far played 0.2 a few hours daily since launch (at least 30 hours in total) and have as of yet gotten two Unique items. One every 15+ hours or so. That might be a good generalist drop rate, idk - but it feels like I got way more loot in 0.1 and also far better in general.

Also, I have now cleared out all the bosses in Act 1 and 2 three times in a row with the same character - a lot of bosses. Zero Unique drops despite having a 8-10% rare find afix on every possible piece of gear, which is as good as it gets early on in the game. ... not a single Unique drop from killing over 60 bosses. WTF? I have so far gotten 1 Unique from a rare enemy and one from a boss. (Act 1 Draven) Thats over three different characters. One of which I killed over 60 bosses and still... no Uniques. Sure, its only Act 1 and 2. But it is crazy that I can spend 15 minutes to kill one boss as they have insane hp pools now and afterwards I get one or two rares and some magic loot, perhaps some simple currency - and thats it. Time and time again.


- You are slow, enemies are the flash, on speed, with ADHD.

I feel significantly slower in the 0.2 than in 0.1. Might be due to poor loot, but it is annoying especially since every single enemy, even the white mobs of "zombie-like enemies" are faster than me as soon as you reach the end of Act 1. This then just continues to pile up. At the end of Act 2 there are no enemies that are not running paces around you, constantly jumping and swarming from the edge of the screen, often out of sight, straight onto you in a heart beat. There is no variation to this. See enemy - get swamped by enemies. If you are not melee- or have invested heavily into defense you also die in a few seconds, often one (!) with zero time to activate your three or more skills needed to deal damage to them. I am sorry, but this limits your build capability immensely. You have to build for mass damage, AoE, and out-kill everything on screen before they get to you - which again, they do in a heart beat. Meaning there is fewer ways to deal with enemies, or prioritize enemies based on their capabilities and functions. White mobs can kill you easily if they reach you - just as well as a magic or rare monster can - so it is always a case of kill everything or you die. In 0.1 with more than one build I could often jump in and out of combat and target one enemy at a time. This is not possible currently. And it sucks. Also you cannot run away from enemies that are three times as fast as you. So again, its fight or die and everything must die at once or you do.
Oh and your minions are slower than you are, get stuck on things and the Specters, while insanely cool, are often slower. Some also do not work at all. I have one that just stands still, screams like its being killed, and does nothing. I call it "Mr. Angst." It feels like its ready to pass on. But I won't let it.


These are my two main gripes. I am not alone with them. So far GGG doesn't seem to notice these complaints, but perhaps in time you will.

Last edited by Skalgrim_Fellaxe#0139 on Apr 8, 2025, 5:57:03 AM

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