i don't hate temple changes, but it needs.....

i won't overcomplicate this post, i will just explain where i am coming from and then throw in what i think would help.



if this is the direction you guys want ot go with the temple for the future, i think it's fine. but if there is one thing that would make a temple with this philosophy fun it would be the ability to build a temple fast and having the ability to try to build it in as many ways as possile "not in the sname strategy"

what i mean with that is that when building my temple , before i attempted the snake strategy i literally ran tens of temples sometimes to find a specific room. this is unrealistic considering we are playing poe "3-4 months leagues" no one wants to spend 2 days of the few weeks they want to play looking for a single room in the temple for example let alone if they want to build it "sim city style" for fun.

what should be done imo

the most exciting thing i've had happen to me while building a temple was dropping a medalian for usefull rooms or rooms i want. and the most frustrating was to never drop room medalians.

buildig the temple by DOING the temple is 100% more fun than what we currently have but we need the room medalians to drop much more often and we need an increase to medalian cap from 6 to 12 "at least" and 18 at most.
Last bumped on Jan 3, 2026, 10:17:16 PM
If you are not speedfarming the endgame, the number of visits to the temple is rather limited.

Why do some pieces connect to others, why can you place some rooms on some squares but not others? It is obtuse, ramdom and there is no guidance.

The random removal of pieces feels like constantly being bullied by the game. Sure, some rooms say they will be removed after one use because they are powerful, that I can get behind. Constant random vandalism by the game is not fun.

I can steamroll a T16 overrun by abyssal while delirium is active with no issue. What I cannot see, is how the temple adds positively to my player experience.


Sure, removing the ability to inflate one portion of the economy was right. But if we want to talk crafting, we need to talk the drop rate of all crafting materials. Especially the drop rate of items modifyng desecrations in relationship to the desecrations themselves is way off. I feel there are thousands of Omens of the Liege for every Jawbone that drops and that is off as well.
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If you are not speedfarming the endgame, the number of visits to the temple is rather limited.

Why do some pieces connect to others, why can you place some rooms on some squares but not others? It is obtuse, ramdom and there is no guidance.

The random removal of pieces feels like constantly being bullied by the game. Sure, some rooms say they will be removed after one use because they are powerful, that I can get behind. Constant random vandalism by the game is not fun.

I can steamroll a T16 overrun by abyssal while delirium is active with no issue. What I cannot see, is how the temple adds positively to my player experience.


Sure, removing the ability to inflate one portion of the economy was right. But if we want to talk crafting, we need to talk the drop rate of all crafting materials. Especially the drop rate of items modifyng desecrations in relationship to the desecrations themselves is way off. I feel there are thousands of Omens of the Liege for every Jawbone that drops and that is off as well.



while i agree with the frustration you are expressing. i still think we will have MUCH MORE FUN with the temple if they just allow us to get many more rooms so that we can experiment with it as a base-building game mixed with poe2 experience. that would mean i will have MANY ways to build the temple and try and have fun
I feel like the temple was sold as this roguelike, make your own dungeon thing. But if I don't do what streamers figured out, abuse exploits early etc. I miss out. Now the worst part of it is over I want to give the temple a try again with my limited play time I just feel like GGG is wasting valuable play time by making the mechanic so random and with no ingame guidance. I have to spend my time on youtube and using 3rd party tools to make the temple worth my time. I fear for the future of the game if the temple isn't completely redesigned at this point. There is no dungeon building or discovery with this mechanic at all. I have to fit everything together in intricate ways and get severely punished for doing it wrong, or just boss rush.

So many things about the temple is really offputting to the regular player. The amount of maps to run to get it going, the sheer randomness and unspoken mechanics of it that punishes you very heavily.

At this point a polished version of the PoE1 temple with the Quality of Life from the PoE2 temple (the turning rooms into currency party is brilliant) would make me super relieved.
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Reptyl#5808 wrote:
I feel like the temple was sold as this roguelike, make your own dungeon thing. But if I don't do what streamers figured out, abuse exploits early etc. I miss out. Now the worst part of it is over I want to give the temple a try again with my limited play time I just feel like GGG is wasting valuable play time by making the mechanic so random and with no ingame guidance. I have to spend my time on youtube and using 3rd party tools to make the temple worth my time. I fear for the future of the game if the temple isn't completely redesigned at this point. There is no dungeon building or discovery with this mechanic at all. I have to fit everything together in intricate ways and get severely punished for doing it wrong, or just boss rush.

So many things about the temple is really offputting to the regular player. The amount of maps to run to get it going, the sheer randomness and unspoken mechanics of it that punishes you very heavily.

At this point a polished version of the PoE1 temple with the Quality of Life from the PoE2 temple (the turning rooms into currency party is brilliant) would make me super relieved.


sure, this is EXACTLY why i said that i don't mind the changes because they are a step into the right direction where as you the difference of the "perfect layout" and a chaotic layout will be much smaller. so you won' feel giga left behind for building a chaotic layout.

with new changes having random rooms is gonna be as effective in some sense.

ONLY problem with all of that is as i mentioned in my post, we don't get nearly enough rooms per temple run to ejoy the "building experience" so if ppl got enough new rooms per run then they might be able to explore more with the temple and with the chnages, you are rewarded for having different rooms anyway "less dem returns for having unique rooms"

and if some rooms are "weak" then they can just buff their bonuses anyway.
Last edited by zaarakiekenpachi#0320 on Jan 3, 2026, 1:04:18 PM
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Reptyl#5808 wrote:
I feel like the temple was sold as this roguelike, make your own dungeon thing. But if I don't do what streamers figured out, abuse exploits early etc. I miss out. Now the worst part of it is over I want to give the temple a try again with my limited play time I just feel like GGG is wasting valuable play time by making the mechanic so random and with no ingame guidance. I have to spend my time on youtube and using 3rd party tools to make the temple worth my time. I fear for the future of the game if the temple isn't completely redesigned at this point. There is no dungeon building or discovery with this mechanic at all. I have to fit everything together in intricate ways and get severely punished for doing it wrong, or just boss rush.

So many things about the temple is really offputting to the regular player. The amount of maps to run to get it going, the sheer randomness and unspoken mechanics of it that punishes you very heavily.

At this point a polished version of the PoE1 temple with the Quality of Life from the PoE2 temple (the turning rooms into currency party is brilliant) would make me super relieved.


sure, this is EXACTLY why i said that i don't mind the changes because they are a step into the right direction where as you the difference of the "perfect layout" and a chaotic layout will be much smaller. so you won' feel giga left behind for building a chaotic layout.

with new changes having random rooms is gonna be as effective in some sense.

ONLY problem with all of that is as i mentioned in my post, we don't get nearly enough rooms per temple run to ejoy the "building experience" so if ppl got enough new rooms per run then they might be able to explore more with the temple and with the chnages, you are rewarded for having different rooms anyway "less dem returns for having unique rooms"

and if some rooms are "weak" then they can just buff their bonuses anyway.



The perfect layout for temple is the one that gives you maximum fun.
and the experience of building the temple for some people :p it's the same logic as how some ppl like to build their hideouts and some don't. i just would like that freedom for temple bulding so more rooms needed :o
In my opinion the temple was not self explanitory, I was confused so I just kept slamming rooms and it was definitely just the wrong way to do it.
It's not very fun to always have to go online and watch videos to learn a game.

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