Plunder Island is terribly implemented atm. [and misc EA feedback]

The quest isn't even representative of expendition in mapping, at least as far as I've made it on my SSF char. In my experience if you have ressurects left on the map, you can keep going with the expedition if you die. Rerolled for trading on current league and got back to this quest. Died and the entire map wipes with no chance to retry and that's it, too bad.

I hope this is a bug and not intentional design because having people waste the time collecting parts a treasure map and get hype for a pay off. Only for them not be able to collect any of it if they die is just incredibly s*** as the player. If for some reason, I could only guess at, it is intentional, warn the player "hey if you get unlucky or are a glass cannon and die here, everything will be gone with no redo gl" instead of the player finding out after. I guess like temples now I've done a few runs, I'll skip over this in future chars until it isn't broken.

Actually the rest of my EA bugs/experience can go here to trim down on posts:
Spoiler

- Temples are buggy. Bosses run to the doors, blocking them even if you can dodge around them a bit you a stuck there, even when they back up slightly or jump. Door anims are broken, with you walking through them after opening but visually staying shut. Their generation is poor and some map pieces that have four lanes, don't allow other to connect to them.
- Somewhat related, Ghostmarch, which says you can dodge through enemies, frequently does not. Didn't free me from the above either.
- Map generation is buggy on multiple variants, notably campaign maps.
- Expedition in mapping once generated mobs that was impervious to damage. Chaos lich was deleting all mobs types essentially. The mob did not have chaos resistance and had multiple enemy variants.
- Too many bosses have 1HKO attacks in campaign, even when over leveled (for all the good that does for glass cannons), some with multiple. Lythara and Aurelian (spelling is wrong I'm sure) are notable examples.
- Good lord the aiming, both as ranger and witch, when an enemy is highlighted and cursor on them, will miss off to some other point. I thought this was due to accuracy stat, but tested a few times, by keeping my cursor in the same spot on an enemy who was stationary. Missed multiple times consecutively when close. Meaning the aim has locked onto the wrong spot/glitch. Happens with projectiles and spells.
- Not quite frequent but almost, lagging/warping around geometry/mobs.
- Dodge rolls/sprint will go in the wrong direct (towards mouse?) with mouse movement turned off. Both this and the above occurred with me attempting every different type of aiming option with mouse + keyboard. Very frustrating. This and the above have been the biggest source of frustration with PoE 2 so far.
- Totems occasionally don't attack or take a long time to attack valid targets (those taking chaos DoT for example).
- Multiple text/voice dialogues during campaign immediately close themselves on interaction? (Act 3 temple of filth, Act 4)
- Even with "while ES is active, your health cannot change" mob damage changed health with ES. Wells (in campaign at least) should replenish health despite this effect too imo.


For some positives, game looks great when running at decent FPS (which is common) and some of the set pieces/animations look fantastic. When the game work, it's a blast. Uniques aren't so infrequent as to be pointless as was my experience in PoE, most builds not using them end games aside. Gem/skills feel and looks better for the most part too in terms of implementation, UI, effects/animations. Really appreciate the error/lags to black screen being handled gracefully for the most part, with the game picking up where I was beforehand (though I did die once due to damage catch up from mobs when loading in); I don't think I have a CTD yet. FPS stutters (act 3 foresty areas for example) eventually recover and stabilise. VA for the majority of chars/NPC is solid (specifically excluding iron/bronze work temple boss).
Last edited by nate235#0399 on Mar 11, 2026, 10:47:07 AM
Last bumped on Mar 11, 2026, 11:20:29 PM
I skip it every time now cause I've never had it drop anything good at all. As far as I can tell it's just a waste of time.
It's been somewhat reassuring to see that been the reaction of a few people I've seen in regards to it tbh. I'll certainly be doing that going forward.
I loved Expedition in PoE1 but for some reason in PoE2 it feels super lame and also kind of half baked, Plunderers Point mission included.

I also don't like how it treats the map fragments. In your inventory and to turn it in it's labeled "third map fragment" even though it could be the first one you find and Mokoru and Player voicelines/dialogues are like "ohh nice only 2 fragments left" or something that makes no sense.

I am leaning on the half-baked feeling for it under the assumption that they have some plans to change up the Expedition mechanic sometime in the future but it's just not a "huge" priority right now. Maybe it will be done as part of the endgame rework in 0.5. Who knows.
Who am I to say anything, I don't respect my time either.
+1 I just wanted to harp on this

This map is too difficult for it's level.

The mod that makes mobs immune to damage is questionable and should be removed.

It is exciting to get the map for the first time, until you get let down at plunder island.

In a subsequent playthrough, that quest isn't exciting at all imo.

What makes it so difficult may be that the mods stack after each explosion.
Isn't that the case?
That map has a lot of explosives, so the mods add up?
It makes sense why it is pretty much expected to die on that map.
It shouldn't be the case, It's just not fun.

To get excited about finding Treasure, but then get griefed, it's a bad experience.

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