Remove atlas mechanics base chance
I think it would be beneficial to remove atlas mechanics base chance to appear (~8%). Both for new players and for veterans. Because without investment in atlas and scarabs most of them don't give even 1 chaos profit.
For new players it overwhelming - i heard it many times and feel same too when start playing. Like you walk on map and suddenly Alva appears, and you need to learn how to build this big temple, what valuable things it contain. And the problem even if you read something, without investment you meet Alva only after ~ten maps, and by this time you already forget what you need to do. Same for Syndicate. Or you open Heist chest, take green contract and forced to do Heist, because you can't put this contract to stash. Even less complex mechanics like Abyss still require some investigation for new players, and time to complete too - but gives almost nothing in return. It's ok by introducing them in acts, but not in maps. And for veterans ofc they skip it, but it still annoying when you farm something and useless Expedition appears and take whole screen, or Ritual, and you sometimes accidentally click on it and need to wait until it finished. Last edited by felix0808#2550 on Aug 29, 2025, 1:29:33 AM Last bumped on Aug 29, 2025, 4:55:31 PM
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Not everyone skips the content they're not invested in. They're free extra mobs on a map and generally something you wanna kill for loot. That said, I wish GGG would expand on the "disable mechanic" passives to cover more things. I want to block forsaken masters like Jun or Einhar, give us back the ability to block Heist, let me block rogue exiles and tormented spirits, etc. That gives you the choice to avoid stuff and adds weight to it through costing passive points. PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley |
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" Yeah, I'd like them to expand on them as well. |
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I would rather move spawn chance atlas nodes closer to start, increase them to 100% in one wheel and enable a mechanic that i want to see, than spend 20 points to block everything in every my atlas tree.
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i think it is time to drop 'content' and 'master' division - only very, very old veterans understand why these two - functionally identical - things are treated differently
and once it is done I can block Einhar forever.. |
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Several reasons: 1. You can block a lot of the content via atlas point. (I would like to see more content block nodes available tho) 2. Extra content is not useless as you say. In a properly juiced map it is just an additional source of drops. (ex. I'm running risk scarab abyss in 16.5, but if a blight pops up in the map I will run it at the end of the map, as its fairly quick and drops a lot of loot. Or I having Jun pop up occasionally makes for a slowly evolving betrayal board without having to spec into it) 3. Arguing to remove something because it confuses new players is a bad argument. It is just another way of saying "Instead of learning how to play the game, I would like you to change the game to how I think it should be" “Freedom is what we do with what is done to us.”
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" +1 for this “Freedom is what we do with what is done to us.”
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" Do you have any idea how bad league start will feel? No abysses for free stygians, no kalguur for free logbooks and reset currency which is also few chaos. Also what you describe isnt a MANDATORY interaction, if a new player sees alva for the first time and thinks "oh yeah its probably mandatory to run" well it's their fault that they neither asked in global or did research on the game, that's the point of the game, you learn, they won't die if they skip something. |
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core game is in a good spot, the main thing that needs changing is unplayable skills need to be playable, seismic trap being one of them
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