**Movement Speed & Map Flow** << Remove bad maps like grotto or forge, please. >>
### 🚶♂️ **Movement Speed & Map Flow** The core of your complaint is simple but critical: **movement speed and map flow** heavily influence the enjoyment and pacing of a build. When shrine buffs give you a taste of that sweet, fluid gameplay — you suddenly realize how sluggish and punishing the rest of the game feels without it. * **Base movement speed is too low**, especially for melee or slower builds. * **Backtracking** due to poor layout or choke-point mechanics (e.g. forge/grotto) ruins flow. * **Map layouts** (especially Grotto, Maze, Cells, Core) actively *punish* movement. > GGG seems intent on designing around limitations and "danger through clunkiness," instead of letting builds feel *empowered and mobile* without shrine crutches. --- ### 🗺️ **Minimap Dependency** Your point about the minimap is also sharp — if the game is designed around exploration and immersion, why are players forced to stare at a grey overlay to not get lost or to avoid wasting time? * The **fog-of-war and terrain maze maps** like Grotto encourage staring at the overlay, not the gameplay. * If you stray from the most linear maps (like Savanna or Strand), you're punished with worse mechanics uptime, longer clear times, and less reward per map. --- ### 💥 **Endgame Mechanics Don't Scale with Terrain** This is a *huge* pain point. * **Breach**: Narrow maps make breaches stall early, with <10% of enemies spawning. * **Expedition**: You can’t place explosives in good chains due to terrain gaps. * **Ritual**: Monster density is so low in tight layouts that rituals give almost nothing. * **Legion, Abyss, even Delirium** can all be neutered by bad layouts. Endgame systems are tuned around **open layouts and density** — but then half the map pool makes them borderline useless. It’s no wonder most players just rotate the same 3-5 maps every league. --- ### 🗺️ What GGG *Could* Do (and probably won’t unless pushed) * **Buff base movement speed** and/or introduce QoL mobility options outside shrine RNG. * **Improve map density scaling** and pathing for core mechanics to not be terrain-blocked. * Let us **favorite even more maps**, or **blacklist** the worst offenders. * Rework **backtrack-heavy or tight corridor maps** like Grotto to be more efficient and engaging. * Scale mechanics like Breach based on player DPS + map layout, not flat timers. --- ### 🗣️ Final Thoughts You’re voicing a growing fatigue in the playerbase. When “good maps” feel 3x more rewarding *and* less frustrating to play, players will naturally avoid everything else. If GGG wants to keep the map variety meaningful, they need to make ALL maps compatible with core content and modern mobility expectations — or at least give us more agency in what we can run. In the meantime, you're right: **Savanna, Dunes, Strand, Jungle Valley, Cemetery** — all the open, smooth maps — are where the game feels best. Want me to help you build a target list of the 5–10 best maps to favorite and rotate for current league mechanics/meta? Last bumped on Jun 4, 2025, 12:39:55 PM
|
![]() |
This was well thought out and I've felt the same way about map layout since I started playing. Now I'm half way to level 98 and I'm still unable to keep breaches going on certain maps because I'm both moving too slow (I play warrior) and can't navigate around the corridors fast enough to keep up. It's really unfortunate.
|
![]() |
Forge sucks i try to always skip unless boost to good.
P.S
I am a Dog and i will just drop my load and leave on to the next post |
![]() |
the solution is simple.
give us poe1 map device back. and/or let us run the maps we want to run. like we did for over 10 years. this forced sextants w/ forced maps we dont choose is probably the worst thing they did in poe2. i could actually live, with literally everything else good bad or terrible in poe2, if i could just run the maps i wanted to run. i would be able to look past everything for the most part... if i could just run the maps/layout i wanted to run. when i want to run them. |
![]() |
Movement speed doesn't do anything to help the situations you mentioned.
We can get massive move speed in PoE1 and people still do the exact same things. Except it's exaggerated by each map completion filling a meter to fight a boss. It's awful. Scuffed league mechanics aside. Diablo 1 did it correctly from the very start. The difference between killing mobs and bosses was minimal. As result there were no Baal or Mephisto runs. You simply played the game. Generally going from Hell level 1 down to Diablo. GGG has an unhealthy obsession with their bosses though so they will always carrot & stick them against players. Fine but a boss should take nearly the same time to kill as many mobs. In other words shorten the spectrum of Kill Vs Time between mobs and bosses. Bosses can still be worth more but not to the extent of PoE1. It's not good ARPG design. "Never trust floating women." -Officer Kirac
|
![]() |
I actually like forge map. Its one of my favorites
|
![]() |
" This is what happen when you have points into the flawed boss tree, the +4 boss level you get on the way makes bosses have tons of HP to a point that unless you have a meta zoom zoom build, it's worth the much extra time to kill. If you play at +0, boss HP is low enough to feel like I'm killing a normal rare monster. Tech guy Last edited by Warrax#2850 on Jun 3, 2025, 10:16:19 PM
|
![]() |
Don't understand the decision of leaving some maps in the game after all the feedback. It's hard so skip them doing the atlas, so going through bs map design is a chore :/
|
![]() |
" Honestly if they doubled the width of the bridges of forge and the width of corridors in hidden grotto and mire.... the maps would feel better. |
![]() |
I remember one map where every time I hit a dead-end I saw a gold chest and a waypoint and it felt really good. I thought it was on purpose and thought it was a brilliant way to resolve the dead-end issue. Sadly the next few zones quickly taught me it was just a fluke but it does make me think that the game can easily have "dead-ends" that don't feel trash. If every option gives a reward than it won't feel nearly as bad choosing the "wrong" path. "Oh no I picked the wrong path, guess I'll take me free loot and than waypoint back to the split in the road and try again." Given how much PoE 2 is adding in special side content and such to the campaign I feel like adding some gold chests and waypoints to dead-ends would fit right at home.
As for move speed I like that the game is a little slower. If the issue is not having anything to do I think the solution is making sure you hit a pack/chest/extra content/whatever more frequently, not just letting you run past all the threats with ease. |
![]() |