Ideas how to make mapping in endgame a bit better

Now that I've also arrived at the endgame, I understand some of the criticism, but I also get the "1-portal" approach GGG made.

In general, I think that approach is fair as it is implemented currently, meaning that dying in a map doesn't block the path in the atlas and you can try it again with a new waystone and that it's also possible to complete the map, then attempt additional content like breach or ritual and don't fail the map if you die during that attempt.

The only problem with that procedure is that it requires the player to backtrack to those points and this is quite tedious, considering how large the maps are.

I think this could be mitigated either by introducing waypoints at those sites and at certain places around the map or, even better, allow players to set up a certain number of "internal" portals around the map themselves, so they can go back to those places. It just shouldn't be possible to cheese out during a fight that way, obviously.

In addition, I think the entry portal system could be reduced to just one portal by changing the way the loot in a map is handled. I think it would be better if all the loot from a map would simply drop out after it is completed akin to incursion or blight in PoE 1, so you don't have to go in and out several times to sell and/or store away the items.

Regarding mapping in co-op: I think it's pretty bad that you can't resurrect your teammates, but I also understand why they chose to do it. There should be a compromise, though, e. g. by generally granting a party a certain number of re-entry portals to be used by teammembers that died and that can be set up under certain circumstances (e. g. no monsters nearby). Maybe "playercount - 1" would be fair.

Alternatively, the party-leader could use an item that would allow X numbers of re-entry portals or resurrects if it's added to the map together with the waystones. If a group successfully completes a map, they get one extra portal "point" added to that item, if one of the teammembers dies, they can chose to either use up a portal point or wait until the others have finished the map.
After a map is done, they can remove the item to use it for the next map and so on.

This item should probably be limited, e. g. by binding it to the party or the party leader and also limit the "charges".

What I completely agree with is that one-shot mechanics should be significantly reduced and telegraphed better. I get it that people are supposed to take a more careful approach, but some of the deaths I've seen in videos really weren't fair.
Last bumped on Dec 22, 2024, 5:58:13 AM

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