Ruthless Atlas Tree Balance

With me being done on the 3rd Ruthless League we had I would like to discuss the The Atlas Tree Balance, all of this is just my opinion, feel free to contradict.

Keep in mind I haven't played the bench league after Ruthless has been a thing and I'll never will (until poe2) because I think it's a vastly superior game mode than normal poe, still I think the Atlas Tree Balance is in a pretty bad state, while on non-ruthless you can just pick the mechanics you like, here you just can't and you are forced to pick certain things and never picking others because they are that bad.

Without even going into the single mechanics I would like to divide the atlas like this:
- Map sustain nodes (map chance, higher tier, seventh gate, kirac mission)
- Master mission (alva, einhar, delve, jun)
- Bonus content (breach, meta, blight, abyss, expedition, legion, heist, grove, ritual, delirium)
- Extra content (strongbox, rogue exile, ghost, harbringer, shrine, lab, beyond, essence, corruption)
- Endgame nodes (eater, exarch, synth, elder/shaper, conqueror, maven, juice via scarab and sextant)

Everything on this list apart from Bonus content have nodes that give extra chance to appear, so you can focus into one with no consequences. This make actually Bonus content feel really bad, you can't just invest into one, even with all the increased chance to appear they still compete with 9 other nodes, so blocking them it's the only way to the bonus content you choose to feel optimal and not wasted, not a thing you can do until you have tons of bonus completion.

Now we actually have frequency of bonus content scaling with map tier, once you do tier 16 maps you actually see them once every 3-4 maps so it can feel great to block the rest.

With this in mind I would change how Bonus content work and replaces the "increased chance nodes" to extra % like the other mechanics and how it work in non ruthless, while keeping the nerfed % we love and scaling with map tier:
- Your maps have a 50% increased to contain xxx ---> Your maps have + 1% to contain xxx (scaling with +0.05% for each map tier) to a total of 1.75% at t16 - Your maps have a 125% increased to contain xxx ---> Your maps have + 8% to contain xxx (scaling with +0.4% for each map tier) to a total of 14% at t16

Considering that most bonus content have like 6 small nodes and 1 big, it you pick them all you would have from +14% to +24.5% at t16, making it so you roughly will find it at the same rate as it is now at 16 while blocking the rest, maybe the numbers are a bit high but it can be tweaked with data I don't have access and most bonus content rewards are heavily nerfed anyway.
Not going to say much about balance of the single ones, I haven't tested all them, I can say to buff expedition, ritual and blight maps (blight that appear in your maps are actually in a good spot)

Now talking about Map sustain nodes , this league we got the seventh gate that made a bit of diversity but still the "one legged man" https://i.imgur.com/uXfHhAw.png

is still mandatory as very minimal way to have a chance to not get stuck, 37 mandatory points to have 5% kirac, 17% map chance and 24% higher tier.
I think there is a lot to be done here, map sustain shouldn't be as forced as it is now, I wouldn't even mind to be heavily removed from the atlas tree and making the bonuses baked directly on map completion (slow progression still need to be there).

Master mission feel great, you can get extra chance to have them, they appear way more frequent on red maps on their own and bonus on the tree are all pretty good, still they are far from being balanced:
- Einhar is good for autoflask, talisman very bad, monster from red maps shouldn't be able ro roll white or magic.
- Jun seem balanced, they give extra quality, scarab and crafting (if you like tiny trial), I just think safehouse chest need a big buff or allow them to drop scarab as well
- Not much to say about Alva and Delve, they are just too good compared to anything else, they need to be toned down.

Extra content, I like the concept of them as they are just some extra content that can appear in your maps without interrupting your map flow, they just need to be better, some word on what I tested the most:
- I played Strongbox with all nodes on all 3 leagues from start to finish, they are fun but not worth it at all, they need to increase the chance of special strongbox to appear, this league I reached lv 91 and never seen an Arcanist or a Cartographer Box (I specced into them very early.
- Ghost apart from some very very rare mods that drop unique, vaal stuff or currency, the rest didn't even seem to have an increased rarity, not good considering how deadly they can be.
- Beyond this league just don't drop tainted currency unless you spawn the boss

Endgame nodes seem fine to me, you get them when you solved your map sustain as most of this nodes work only at t14+ maps.
Last edited by MeVe#6970 on Sep 19, 2023, 3:13:30 PM
Last bumped on Sep 19, 2023, 3:11:34 PM
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