Temple is just fine
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High input, high output. Ok, it might be a bit over-tuned but I've put more time and had more fun in temple than any other POE2 mechanic to date. I even built a 2nd full-tech temple just to see small differences between different classes playing roughly the same build.
The problem isn't inflation and the temple, the problem is the rest of the game doesn't adequately reward my time. People are simple, if we put in the work we want the reward. Most of POE is endless grind for minimal or at best haphazard rewards. Unless you are the .001% who gets out front day 1, controls the market, controls the meta, and accumulates all the currency then without the temple you're going to be bottom-feeder scum the entire league. The temple levelled that playing field by making high end items and currency available to the general player base given enough time. I know GGG just does what they do. Look how long they stubbornly/stupidly fought real time trade without human interaction -- the BEST mod POE has ever implemented. Sure would be nice if they got to work fixing the myriad of bugs in the temple with half the vigor I expect them to use swinging the nerf bat. Last edited by msdunkel#4114 on Mar 13, 2026, 6:47:17 AM Last bumped on Mar 15, 2026, 3:19:43 AM
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SSF
I think the rooms are small and as a whole the temple is big. I thought the abyss underground was a little long, the temple is like... at least 4x more time, probly more? Whatever is fine, as long as its the same. Abyss takes 20 minutesish, temple takes 20minutesish, all the bonus content type stuff takes 20 minutes ish. Its just not that way at all. Generally everything is 5 minutes, then abyss is 15ish if you get an underground, and temple is... 40minutes to an hour? Average player here, not bug exploit builds where you just build aoe in your passive tree. One HUGE thing I agree with, and is- I offer MASSIVE, msdunkels point about risk/reward, work/reward- however you want to put it. Spot on. I did a post last week about this exact point. Although I will say about the temple that if you chart the whatever vs reward- early its AMAZING. You're getting exalts and shit, lesser jewelers orbs, its NUTS. Then it just scales down until you're getting exalts at level 70. I think its actually crazy bad. The room rewards become completely, absolutely irrelevent- I've made a post about this too, a bit ago. The experience is really good. You can get some levels in the temple! However its so good that it makes all other content experience feel like it just doesn't even matter. With the exception of a unique map node with like +340% exp. That still feels ok in comparison- thats how much exp you can get from the temple. Last edited by kazajhodo#6457 on Mar 13, 2026, 3:53:13 PM
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I like temple, but i still hope it doesn't get implemented to the base game. Or if they decide to implement it, then just remove the lock medallion and it should be balanced compared to rest of the endgame.
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I joined the league late after latest patch and I didn't get to see the whole fiasco of bugs, so I got something fresh. That said, I got to lvl 100 and imo temple is by far the best mechanic on poe2 or even poe1
You build it how you want, what you want, and it gives you exactly that. If you want a straight line to the boss with just few rooms to unlock it, you can. If you want a massive rarity temple, same. If you want to brain off and build random stuff by just putting rooms there, it still works. etc Not to mention it's a breath of fresh air from running maps. Just for the fact I don't have to run maps except for getting crystals (which sometimes you find right out of the portal), it's already a blessing Maybe if they made maps less obnoxiously annoying I wouldn't feel as bad when doing them, but right now when 9/10 of the maps are horrible, I'd rather not do them There are still some things I would improve in the temple though. Example: 1) Let me undo after I put a room somewhere to prevent breaking my layout so I don't have to open a 3rd part website just to test stuff. Just a "do you accept the changes?" after putting rooms would already do it 2) Make it more clear for new players how it works 3) Remove paths, give only rooms as cards 4) Remove some medallions that barely do anything like the reroll of unique rooms after they're placed And some other stuff I'm forgetting now Last edited by iHiems#0168 on Mar 13, 2026, 4:42:57 PM
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" This is sorely needed whether they want to make big changes to the overall format or not. This isn't something you can quickly trial and error in a play session. It's days to weeks of effort that can be wiped because you guessed wrong. It's especially frustrating that certain placements will show you how it's going to connect to adjacent rooms and others are just blank. They should just do the math to adjust the room mods so the reward is toned down to the point it doesn't invalidate the rest of the game. Shouldn't be a hard fix, maybe hard cap certain mods like effectiveness or rarity, or just make spy master rooms 100% for medallion drops only with no other bonuses. I do generally like the temple anyway, despite the hate it gets from some. It's nice to have something persistent and buildable in the endgame. Last edited by Skutz123#5377 on Mar 13, 2026, 5:50:22 PM
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SSF
The removing paths is a good idea, paths are just annoying. Although that change, changes everything about temple layouts. Still, think its a move in a good direction. The doors need to go. Remove all the doors. Do something different, anything but those fucking doors. Every single room is the same shit, run through a tight passage, try to not get killed by blue balls. That is all. Thats a high percentage of temple rooms- not getting killed by fucking blue balls. Just that stupid little ball, does massive damage compared to everything else. One laser can one shot, and there are like... fuck at least 10. Theres already no room in the rooms. Its honestly such a fucking annoying late-game experience. I think people that have suffered with shit experience in poe1, people that praise this temple thing, are pretty numb to suck. Its ok at best, absolute best. If the temple didn't provide massive experience, the annoyance easily outweighs any sort of reward for me. Then players say stupid shit like, oh all you have to do is know how to do these 20 things to blah bler ble blah, its easy. Yeah, don't get me wrong, I like the complexity in the passives- the gearing is ok. Theres honestly just a lot of shit in this game that is terribly designed. Resistances on gear. Its dogshit. The more you need resistances, the more difficult it is to update gear. It creates a natural block in gear progression for no reason. Same with other massive stats that are CLEARLY imbalanced on gear. Everyone knows. +x to levels. It shouldn't be on gear, even as an implicit it just bricks. Same with movement speed, same with resistances. Its SHIT design. You don't have to think about it for very long to be like... oh, this has some major issues. Its crazy we're in 2026 right now and this still hasn't been nailed down to at least a solid base. |
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I hope they will remove temple altogether.
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" It's definitely going core as it's Jonathan's pet project. The only question is how it will look after that, because it might be completely different |
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I don't like temple.
Too big. Too buggy. Too complicated. Takes way too much time. Hope it doesn't become core. |
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I was starting season one month later and exploring Druid, one-two more weeks with leveling getting gear (working and have wife-kids).
Heard that Temple is the best source for Currency, so looked for a Template layout without the Russian Tech to allow quick build up. Was waiting for 3-4 rounds even to just for the right starting room, then coming some more, very slowly. Always put down bait rooms to center while. Sometime chain was falling back when not got Lock, other time could put down 2-3 rooms again, another time not got any new room to continue the chain. Finally got a few Spymaster room, built up the chain with around 12-13 rooms and once room after 8-10 rounds not got that room need for the chain. I stopped following template at this point, thought that better to have more rooms than strict to the template, what bad could be happening. Managed to grow the chain with another 10-12 rooms with many more rounds. Then come the problem when needed to go back parallel with my chain without making short circuit. No room came that could be attached only the way back, not the old road. Tried to go back and allow to destroyed room at the corner to put down different for better result. Then tried to use up room from Medallion, but those method not showed that new room would be connected to the chain making a short circuit. I thought that never-mined it will put down some more rooms around the corner and will try building up with different rooms. Now Poe1 season started with several DCs, resulting to turn my 30 rooms chain to a cheese with several holes. This was a disaster and was enough to me playing 0.4 altogether. Seeing my several weeks of hard work falling apart in 5 minutes? Not again. I did not got any Lock medallions when this DCs happened with 4-5 Spymaster rooms, so it happened. On top of that I thought that I will bt happy to gather up some Divine Orbs from my beginner temple, but best I got from 30-35 rooms (with bait rooms) was 6-7 in a run with 123 Rarity on Gear. No idea when I was supposed and how to get much more, but with this result and falling apart in a few minutes game was over to me. So no idea how Temple will be viable for even some new player, never played Poe2. I am faar from a good player, but was reading after the Temple a lot. Guess what will happen to even more casual players? Some more drops from smaller Temple would be better I think or reduce the different from a fully optimized and Medium sized runs. With 15-20 minutes investment Trial of Chaos can result much more Divine Orbs from Fate sellin than running Maps and medium Temple after. So with this not giving players the hope, one day Temple will be better than Trial of Chaos runs. Last edited by Kobor#5819 on Mar 16, 2026, 4:11:35 PM
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