Rare Monsters Should Appear On Minimap On Sight

The current mechanic:
To complete a waystone map, all rare and unique monsters (bosses) need to die. Once a certain percentage of the monsters are dead, rare monsters appear on the minimap to help players hunt them down to complete the map.

The problem:
Path of Exile has always pushed for a "kill or be killed" meta when mapping. The community answer to this is speed. Run along maps, killing quickly as you go. But what happens when one of those monsters is left behind alive, and happens to be rare? The player gets toward the end of the map only to realize they need to backtrack toward the start of the map to kill the missed monster and complete the map.

The solution:
Rare monsters should behave just like during the campaign when quest objectives are in proximity or sight of the player. An icon is added to the minimap to make the player aware of a nearby objective. Imagine if quest markers only appeared in a campaign act map when a certain percentage of the monsters were eliminated first. Having a rare monster appear on the minimap when in proximity of the player would reduce idle backtracking.
Alternatively, implementing checkpoints to fast travel between notable map areas would reduce backtracking, though personally, I'm not in favor of such a mechanic on Atlas waystones.

Thoughts?
Last bumped on Dec 29, 2024, 11:30:29 PM
There is a lot of ways they could do it. They could just show all the rares immediately instead of "in grace". They could do something like they do with breach, (similar to Elden Ring) have visual effects leading to the rares from the start.

In my opinion, this "kill the rares" thing kind of sucks. Especially when there is already mechanics or a boss on the map. Why not just make maps that have mechanics/ bosses, complete upon finishing those?

Another thing, is they are making maps so long with this way of doing things, and also forcing us to run layouts we don't want to run, to get to towers and layouts we do.


With all the forced gameplay of things you don't want to do, it kills replayability, which is what lategame should be all about.

They are gonna have to make this "kill the rares" thing better if it's gonna stay, and they are also going to have to give us a way to guarentee layouts we want to actually run, and ways to always juice them. Which just turns it into PoE1. All because we ABSOLUTELY HAVE TO KILL THESE RARES THAT COULD BE ANYWHERE (on giant maps with garbage layouts).

Again, it just absolutely murders replayability having to do hours of pathing through massive and bad layouts to kill randomly placed rares, to then be able to run the layouts and mechanics you want, but still have to do the same thing. It's too much forced gameplay, when we are out of the campaign and want to customize our experience.
Last edited by AverBeg7#1689 on Dec 29, 2024, 11:36:15 PM

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