The #1 unsolvable problem that's ruining PoE2 endgame for me

I see a lot of complaints about the endgame that are solvable with gear, play style, or simply getting better at the game.

However, the biggest frustration for me are the ABSOLUTELY HORRENDOUS map layouts of PoE2 maps.
- tons of dead ends
- narrow corridors that are horrible for league mechanics
- my character gets stuck on something every 3 seconds
- these bad layout maps are unskippable because of maps being tied to biomes

They are even worse than the OG nightmare dungeons of D4.

Idk how this can be fixed without removing or completely changing 70% of the map layouts, keeping the 30% that have good layouts.

How the heck did these level designs get approved? These are some of the worst layouts I've seen in any video game. A lot of them seem to have been designed to be as annoying as unfun as possible. Who thought it would be engaging to run from one end of an empty map to the other end to kill that last rare monster, running into 15 dead ends and getting stuck 30 times on the way?
Last bumped on Jan 2, 2025, 7:15:20 PM
I would add one other thing, but maybe this is just me.

- There are maps that look wide open in spots, but you can’t go to the side area and when you open the overlay it’s just a small corridor of useable space. Countless times I’ve attempted to move or roll to what looks like an open space, but it’s not even in the map.
"
I would add one other thing, but maybe this is just me.

- There are maps that look wide open in spots, but you can’t go to the side area and when you open the overlay it’s just a small corridor of useable space. Countless times I’ve attempted to move or roll to what looks like an open space, but it’s not even in the map.


Yup, absolutely.

And even in open maps like blooming field - there are obstacles that section off parts of the map from one another. So you either have to walk around all the way or have blink on weapon swap to get past.

There is no legit reason for putting stuff like this in the game, it's just annoying and achieves no other purpose
Yep, maps on average are pretty bad

- The lack of clarity of what is walkable area (blooming field, decay, backwash, sump, steppe, burial bog, riverside)
- Too confined spaces, too many obstacles. (crypt, willow, spider wood, caverns, grotto, vaal factory, augary, deserted, sun temple)
- Doorways/pillars are too narrow (towers)
- Too mazey (vaal factory, deserted, seepage, many others)
- Player collision against pointless clutter, like ankle height vases.

Maps I think are ok: steaming springs, savannah, forge, slick, oasis, sandpit, mineshaft, hive
Something everyone seems to have forgotten.

The intention of the developers was to SLOW YOU DOWN. They don't want you clearing an entire map in 5 spell casts, this is why they have twisty turny maps.

Yes I know they screwed up, as we have this half baked version of what they wanted. But stop asking to go back to PoE 1 open field maps.

Personally I was looking forward to the more complex and intricate gameplay that PoE 2 was promised to be.
Yes, this is one of the biggest issues with endgame for me; most of the maps have horrible layouts full of clutter, narrow passages, dead ends... even outdoors 'open' maps are filled with clutter in form of trees. At least 75% of maps are really tiring to play...
When night falls
She cloaks the world
In impenetrable darkness
Very solvable and I'm sure they are working on it. This feedback has been heard and noted. The devs are playing the game themselves also. It'll change.
+1. Mire the worst map ever created by GGG. While at it, add some flavor to Simulacrum layout. Boring, way too small areas for mechanic dodging. Import POE1 maps and Simulacrum layouts into POE2, problem solved.
Last edited by Denyla#1375 on Jan 2, 2025, 6:23:16 PM
This is spot on.

Should be able to run/roll through Urns + they need a semi-transparent border that becomes clearer the closer you get to the map edge (or at least an option to turn it on - see "Heroes of the Storm" for an example) to make it visibly clear where you can path in this game. A number of deaths due to getting stuck in a place a normal person could easily traverse.

As far as tight corridors, I imagine the best solution to that is balancing around fewer mobs (*cough* strategic game play *cough*), allowing for us to easily avoid mob body blocks (seems counter to their intention & I'm fine with that if they make other changes), and/or removing excessively punishing mechanics for tight corridors (rat tornado rituals on the Act3 lever map is the most cancerous thing I've experienced in this game).
"
I would add one other thing, but maybe this is just me.

- There are maps that look wide open in spots, but you can’t go to the side area and when you open the overlay it’s just a small corridor of useable space. Countless times I’ve attempted to move or roll to what looks like an open space, but it’s not even in the map.


Don't you dare step on those flowers!

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