Temple Feedback – Centralizing the Payoff, Improving Clarity, and Preserving Temple Identity
|
Hello!
First, I want to say that I genuinely like the direction of the Temple system in 0.4. The room planning, tier upgrades, Vaal theme, and Atziri as a capstone all feel like the foundation of a strong long-term system for PoE2. This post isn’t meant as “this is how it should be designed,” but rather as player perspective feedback on where the system currently feels awkward to engage with, and a possible direction that might solve some of those friction points while preserving the intended difficulty and identity. --- Why I started thinking about this While running Temple, I noticed a few consistent feelings:
That led me to ask: " --- Core idea: Rooms shouldn’t be the reward — they should power the reward Instead of each room acting like an isolated slot machine, the Temple could feel more cohesive if:
This is inspired by the feeling of PoE1 Betrayal benches (like Guff/Tiny’s Trial): not the mechanics themselves, but the idea that the league mechanic gives you a focused, meaningful crafting window. The goal here isn’t to add power, but to improve clarity of payoff and reduce the feeling of “dead rooms.” --- The Architect’s Workbench (bench + stash as a cohesive interaction point) Part of what makes the current Temple benches feel awkward is that they’re scattered throughout the run and encourage carrying items around “just in case.” Instead of treating stash access as separate QoL, this could be framed as a cohesive concept: The Architect’s final area could contain:
This reframes the experience as: " Rather than: " This doesn’t make the system easier or more powerful. It simply makes the loop clearer and removes friction that doesn’t meaningfully add challenge, while making the Architect feel like a true end-of-run focal point. --- Currency rooms: cap stacking, reward investment through quality instead of quantity Rather than allowing infinite stacking of the same reward type, room investment could work more like:
This still rewards specialization, but avoids degenerate stacking strategies while keeping room choices meaningful. --- Chance Room idea (keeping it separate from the Architect) Chance Orbs don’t feel like they naturally belong on the Architect menu, but they’re still useful for progression. A possible approach:
This keeps system identity clean while giving early/mid progression players an additional incentive. --- Armouries should still just drop gear Not everything needs to feed into crafting. Armoury rooms continuing to focus on gear drops feels healthy for the system and supports players who prefer to engage with Temple primarily for loot rather than crafting. --- New Tier 3 room + Temple-exclusive currency: Orb of Erasure This idea comes from a specific pain point: PoE2 crafting can cause bases to feel disposable very quickly, but infinite rerolling is also clearly something the game wants to avoid. A Temple-exclusive currency could explore a middle ground: Orb of Erasure (Temple-only currency idea):
[/list] This keeps it:
This isn’t meant as “we need this exact orb,” but more as an example of how Temple-exclusive currencies could address crafting friction while preserving risk. --- Crystal itemization (making Temple progress feel more tangible) Currently, Temple progress (crystals / charges) feels mostly abstract. One possible improvement could be:
This doesn’t necessarily imply tradeability — it’s more about making Temple progression feel concrete rather than invisible. --- Tier 3 rooms should remain the main cash-out for non-crafters This feels extremely important for the health of the system. Tier 3 rooms should continue to be where players earn:
That way:
--- Atziri as the true capstone: risk tied to reward Atziri feels like the perfect place for the highest investment payoff. A possible direction:
Examples (conceptual, not prescriptive):
The key idea isn’t “add PoE1 meta-crafting,” but rather: " That feels thematically appropriate and reinforces risk/reward. --- How this interacts with layout optimization (“snake” meta) Players will always optimize — that’s healthy. The goal isn’t to eliminate metas, but to avoid one solved layout dominating everything. If rewards scale more with:
Then the optimal strategy becomes “build a good Temple” rather than “solve one layout and repeat forever.” Small incentives like diminishing returns for heavy repetition or minor bonuses for variety could support that direction without punishing player creativity. --- TL;DR
The overall goal isn’t to make Temple more powerful, but to make it feel more cohesive, intentional, and satisfying to engage with. Thanks for reading, and thanks for all the work that’s already gone into the system. Last bumped on Jan 22, 2026, 2:11:37 AM
| |
|
Benches feel awkward because I’m encouraged to carry items around “just in case”
You can just take the orb |
|
|
The problem is ITS SHIT content.
Streamers took advantage of the shit untested content to stream and make videos for theyr channels and that was it. Its garbage. I dont want to play it and i dont want to see it. The only coorect action here is remove it from this game and trow it into the trashbin. |
|


























