The end of the snake should drop about 5 divs.

Hey,
Just as in the title, Temple is a great mechanics where you can scale it to the point where it feels really nice.
It's good for exp, it's good for crafting bases and getting currency for crafting or farming uniques, it feels like what should maps feel like.

But the scaling goes way too much even after nerfs.

Please keep the Temple core, but balance it to 4-6 divs per run at full builded snake in the Temple.
Also don't forget to turn off party loot buff in there.

It really is great and I had a lot of fun with it. Full grown temple needs ten of hours of constant farming and building or even up to hundred if you are unlucky, imo 4-6 divs would be a perfect spot for people to have consistent reward for their hard work.

You can also see how people had fun with something that gives a sense of progression.
Learn from it and add it to other mechanics, we love to have possibility of high currency drop that are not 100% RNG, but we also love to have challenge together with it.
Maps are too unrewarding and too easy even when full buffed (not talking about pits diff increase after each pit)

You probably think that giving players that much currency is bad? Not really, I had best time of my PoE 2 with the half buffed temple. I could craft, I could exp, I could do anything I wanted and it was constant dopamine boost.
And most importantly I was able to create my own place, where I knew where I want to go without "exploration" of empty map 20x bigger than it should be.

If you are afraid of inflation then give us currency sink.
Card decks, crafting table, anything.

Thanks and see you in 0.5 or 3.28.
Last edited by Avaruus#6657 on Jan 5, 2026, 1:04:38 PM
Last bumped on Jan 5, 2026, 1:01:36 PM

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