idea: player-placed checkpoints in endgame maps...

Some are of the opinion maps are too big.

I wouldn't mind the size of maps if there was just a way to get around them a little better. However, introducing insane zoom-zoom speed doesn't seem like a great answer.

Idea: player-placed checkpoints.

The campaign taught players to use checkpoints. Now we can be given the strategic choice of where to put them, to try to have options for moving around the maps as we complete them.

I'm not sure how the quantity would be addressed... perhaps 2 or 3 regardless of map size?

Last bumped on Jan 10, 2025, 10:52:36 PM
I posted about that idea a few days ago, so yeah, I agree...

https://www.pathofexile.com/forum/view-thread/3658339/page/1#p25720627
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KuroSF#6521 wrote:
I'm not sure how the quantity would be addressed... perhaps 2 or 3 regardless of map size?



At least 4. I would place one for each Ritual site and there is usually 4 of these per map, let alone if there is Expedition, Breach (some have 10 breach hands)

Honestly having the game automaticlly place a checkpoint for each Mechanic location would be simpler.
"Got to admit it's getting better, getting better all the time" - Paul McCartney, John Lennon

I hope so, after 400 hours.
It could be interesting to have this as a skill gem that only drops from endgame content, like POE1's Portal.

Drop ideas: Do Corrupted monsters have any unique useful drops (im not sure)? Maybe it could drop only from Lost Towers areas, to make them more interesting?

Quantity of checkpoints idea: scaling off of the number of unused gem sockets, with 20% quality giving an extra? It would start with 3, and scale up to 7 with high investment.

Having this functionality as a skill gem would potentially cause issues with checkpoints in the campaign... on the other hand, placable campaign checkpoints could add a new dimension to twink/party leveling?

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