Can't progress anymore
" Yes it's intended, and if you learn how to use waystones properly you'll be swimming in them. I have multiple quad tabs full of waystones. Always make them rare, aim for waystone drop chance, pack size, more packs, etc. Make sure your atlas tree is setup correctly for waystones, increased quant/rarity does NOT affect waystones (only nodes that specifically say waystone do). Mob boss nodes will drop 3-5 from the boss alone if you run your maps correctly (ie high waystone drop chance). I aim for at least 300% to use on my boss maps. Don't use T15 on nodes that have nothing you want to run, use a lower tier. I generally use T13-15. If you have deli points, those low level ones that drop with influence are awesome for crap travel nodes (or failed nodes) because they get bonuses like 60% increase chance to drop tablet. Use the towers, boost for waystone drop chance if you need more. Make sure you hit all towers in range before going after the juicy nodes and boss nodes. |
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" See my other post, I gave a breakdown of how to sustain. |
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" Backtracking has always been a feature in challenging games, I really don't know what you're talking about. Of course it will be very rare for you to backtrack into Acts. But oh boy indeed if you need to backtrack from T11 to Acts you did something very wrong, like idk, trashing all waystones under T8 and then dying in all T8+ |
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" It isn't "challenging". It's bad game design. Maybe games from 3 decades ago were like that lol but this kind of design is actually hilariously bad in the current year. Ain't no way I'm ever doing a lower tier waystone, if the drops are so bad that I can't sustain them by just playing the game and I am unable to move to higher tier ones then I'll just uninstall and go play an actually fun game that allows the player to progress instead of making them softlock just to inflate playtime and engagement metrics. You know, the kind of stuff Blizzard does when they timegate content in WoW for example. It's a cheap and horrible way to extend a game's playtime artificially. It's just bad lol |
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" I was a PoE1 veteran about 3 years ago, and map drops even in PoE1 felt awkward, clunky and i had severe difficulties in self sustainment, too. But back then, EVERY little thing in PoE1 felt like improvised gameplay and not like a finished product. Now with PoE2, i thought GGG would have learned from their PoE1 confusing and overcomplicated patchwork design and would have adressed the issues demotivating players with a clean PoE2. It's kinda disturbing how many flaws have been re-imported to PoE2. And not keeping up map sustain while atlas is maxed out and towers are fully spiced, this simply makes no sense: it's utterly bad game design, as you said. There are so many flaws with the game right now, i quit playing PoE2, cause i miss having fun. |
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" Yeah they seem to have un-learned every lesson they should already know from making PoE 1 leagues for years. All the bad design choices, lack of qol and so on in PoE 2 shows that they were just making a pretty-looking campaign for 6 years with no actual substance in the game, systems aren't fleshed-out or good at all. And UI is also horrible in some places. This game was far from ready for an Early Access launch lol What's even more sad is that this sustain issue could be fixed with 1 simple change: make waystones drop only at the level of the zone you're in. So it would be impossible to drop anything less than t10 in a t10 map. Boost the droprates a lot, remove all the waystone drop atlas nodes and make the atlas tree actually interesting like in PoE 1 and there you go endgame waystone progression and sustain is fixed while also not making players spend like half their skill points on waystone drop chance nodes. |
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It gets better once you have +2 to boss levels and get the waystone drop chance. then doing a T15 map with high chance for waystones usually drops 2-3 T15s, and it's enough to sustain.
The problem is, before then, you are literally running reduced XP maps making no prog or buying the next tier on trade so you can prog. |
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" So your "simple" solution is to make the system.....way worse? "make waystones drop only at the level of the zone you're in": what does this accomplish, if you give it even the slightest bit of thought? It bricks your entire progress in the blink of an eye. Finding lower tier maps/waystones is crucial to the game. This is an incredibly stupid idea on its own. It also assumes a complete zero percent failure rate which is unlikely. You critically ignore all the things needed to make such an idea work: all lower tier maps need to be freely accessible at all times, because the second you challenge above your station you are suddenly completely and utterly locked out of the entire endgame otherwise. This devalues every single map below the maximum tier for everyone. At that point, just remove maps entirely and implement a torment-like system. Secondly, you would need to also limit the upper tier that could drop to only 1 tier higher, because if its any larger than that at ANY time.....you risk locking a player completely out of the endgame completely by accident because they can't complete the harder map, nor can they EVER find a lower tier map. The real "simple" solution that makes sense is to just guarantee 1 map within 1 tier of the map you are clearing. Everything else stays exactly the same. That way, it isn't just "guaranteed" that you 100% get better and better maps, but you ALSO have an incredibly high chance of progressing forward. While not opening up the entire endgame to ridiculous lockouts. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Jan 1, 2025, 10:22:24 AM
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" +1 Thanks. |
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They need to double it or add a Kirac like system.
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