The guidance system in the new league is rather amusing
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The path guidance is designed similar to exploration mechanics in open-world games, being extremely inconspicuous. For new players who never check any guides, it is very easy to miss these hints. Instead of simplifying map progression during the storyline, these guides have become an extra learning burden.
Why can’t the guiding markers be highlighted clearly? From official showcase videos, most guidance signs are not noticeable enough, and the overall logic is confusing. Some hints are tied to boss lore and backstories, yet brand-new players have no way to know those hidden settings on their first playthrough. Admittedly, players who learn relevant mechanics beforehand can benefit from this design, but the whole guidance system still feels awkward and poorly structured. Last bumped on May 15, 2026, 1:58:46 AM
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Not that I should teach anyone how to play the game, but new players should just chill and enjoy the campaign, exploring areas and discovering things on their own.
These hints are meant for those who played the campaign over and over, to speed it up a little bit. Last edited by FrancescoV#3462 on May 14, 2026, 2:26:45 AM
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" I’ve been playing this game since version 010 up until now. I’m certain I would never have found all the guidance hints without looking up walkthroughs. To me, the existing in-game guidance is practically a hint within a hint. If guidance mechanisms are already implemented, why not make them clearer and more straightforward? Let me paint a picture. If I recommend this game to a friend, they will constantly get lost amid the vast maps. As an experienced player, I tell them there are guiding markers on the map. They will be utterly confused and ask, Guidance? Where are the guides? The map just looks dark and empty! I then send them guide pictures marking hidden hints in every area, and they instantly say no one could ever figure these out without reading guides. I’ve leveled up seven or eight characters myself, so I’m used to the game’s design philosophy. But it is incredibly tough to bring new players in and keep them engaged. | |
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I've found every single thing from the first time playing by ploughing every corner of each map. It was interesting because novelty. Were you not? Is that not a normal thing to happen? I might be an exception. I think for a new player the novelty factor is doing all the lifting, or at least it seems to me that way so surely the guidance ought to help. Maybe not mushrooms and camps pointing, but still.
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" --- Let's be real — this is a **loot-based ARPG**. Killing monsters and hunting for loot are the most attractive features of the game. There are probably tons of players who’ve been playing for years and still have no idea what the story is about. If I recommend this game to a friend for the sake of "exploration," why wouldn't I just tell them to play *Baldur's Gate 3* or *Elden Ring* instead? I can’t honestly tell a new player: *"Hey, the exploration in the campaign is really fun, just take your time and enjoy it. Don’t rush into killing monsters and farming loot — that’s not what you should be focusing on right now."* Let’s face it — exploration is **not** the main hook of this game. Don’t get me wrong, the exploration elements are well-made, but they should never become a barrier that stops players from getting to the real core: slaying monsters and looting. The learning curve for a new player is already **massive**. But that’s also part of the appeal — it’s the design philosophy GGG wants, leading players into a state of *flow*. But think about how much a beginner has to learn: - Gear mods - Skill gem combinations - Passive tree - Map strategies …and so much more. I’m not saying that’s a bad thing. In fact, once you master all of it, the game reveals its true brilliance. But please — **don’t make players work too hard on "exploration"** in a game that’s supposed to be about farming loot. The real essence of the game is in the **endgame**. The exploration in the story mode should never overshadow what players actually came for. | |
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Missing a hint is fine. exploring zones blindly until the entire area is revealed will always lead players forward anyway. knowing them is not required and I dont see how its more burdensom then having less options to navigate by.
From the examples they showed I didn't see any I'd consider inconspicious. Players are also pretty good at following any random weird lines given to them, sometimes unintentionally. Please GGG, I need my sparkly crown MTX in PoE2.
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The environment would need to be much more engagung. Some might be inclined to full clear areas as if they were still playing D1. D1 back then was more engaging then PoE2 campaign areas are now, and that is part of the issue. It is 2026, repetative same color tilesets are not cutting it.
Amenhotep Apothecaries Sisyphus
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" Yeah, exactly. GGG should just make the game a retro, hardcore, ultra-difficult challenge. Games shouldn't evolve with the times — just turn it into a "classic masterpiece" that only a few old-school veterans truly appreciate. If other people can't get into it, it's obviously because they lack patience and brain cells. PoE2 is the greatest! |



























