Atlas Biomes as an Endgame Progression Layer
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Currently, the Atlas in Path of Exile 2 already contains biomes scattered across the Atlas, and I think this is a very strong design choice.
I would like this to remain exactly the same — biomes should stay distributed, and the Atlas should preserve its natural randomness. The goal of this proposal is not to remove randomness or to force a specific playstyle, but to support Path of Exile 2’s own identity, while adding more long-term endgame structure around biomes. 1. Biomes stay scattered – Atlas identity first Farming a single map in PoE1 is not a flaw, but a deliberate and well-established mechanic. PoE2, however, is clearly moving in a slightly different direction with its Atlas design. To preserve PoE2’s identity: Biomes should remain scattered across the Atlas. Players should naturally gravitate toward targeting biomes, not locking themselves into one specific map. Variety in layouts, bosses, and encounters should stay intact. 2. Light biome targeting via new Cartographer currency To reduce friction without removing randomness, PoE 2 could introduce additional Cartographer currency that provides light assistance when targeting a biome. Example: Cartographer’s Chisel / Cartographer’s Orb Used with a Waystone. Rerolls the biome of the map to a random different biome. For example: Savannah / Desert Biome → Bloodwood / Forest The player cannot choose the resulting biome. The same biome cannot be rolled again. This provides gentle steering, not deterministic control, and helps players engage with biome-focused progression while preserving Atlas randomness. 3. Avoiding forced metas and “best biome” farming It is important that: No biome simply grants more generic currency. No biome becomes the universally optimal farming choice. The added currency exists only to support biome access, not to increase raw efficiency. Randomness at the currency level should remain untouched. 4. Biome progression as a tracked statistic Each biome could have a tracked progression stat, for example: Swamp Biome: 37 maps completed Desert Biome: 12 maps completed This statistic: Is league-based and account-wide. Increases by completing maps of that biome. Does not directly increase generic currency drops. Its purpose is to reward commitment and variety, not to optimize a single route. 5. Biome-specific rewards and bosses Higher biome progression would unlock: Better chances to drop biome boss entry fragments Biome-exclusive rewards Access to biome-specific bosses and Uber versions of those bosses Each biome’s bosses would offer different, meaningful rewards, strong enough that players would want to engage with all biomes, not just one. 6. Biome-based special events Long-term engagement with a biome could also unlock rare events, for example: After completing 100 maps of a given biome: A stronger Rogue Exile may appear A biome-specific roaming miniboss A unique high-risk encounter These events would be: Random Not reliably farmable A way for the Atlas to react to player behavior 7. Summary PoE1’s single-map farming is a valid and intentional system. PoE2 can maintain its own identity by encouraging biome-focused play instead. Light assistance through new Cartographer currency helps players engage with biomes without removing randomness. Biome progression adds long-term goals without forcing a meta. Overall, this would act as a horizontal endgame progression layer that complements the existing Atlas, rather than replacing or simplifying it. Last bumped on Jan 7, 2026, 3:00:23 AM
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