Why do y'all revere the atlas so much?

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A micro progression system that gives some value to every untouched map, encouraging wider play rather than just hammering the same map over and over, combined with a system that allows each player to sculpt what sort of experiences they want?

What's to dislike?


It does beg the question: What "improvement" over PoE's Atlas do the Devs think they have made for Path of Dodge Roll? =0[.]o=
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Am I the only one who finds completing the atlas really boring?


It's not about completing it. It's about the freedom you have once it's completed. You can run whatever map you want - forever (if that's your thing). You can make it so that you favorite map is the only one dropping. You are never 'forced' to run something you don't want to run.

You have freedom and agency over your own experience. That's where PoE2 fail, and to me, the PoE2 endgame just doesn't seem suited for repetitive gameplay.
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I am a Blight enjoyer, I really appreciate the fact that I can block other content that I don't like and run Blight a lot.
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Atlas isn't really a part of "progression", although its definitely a required part of most endgame farming setups.

When we refer to progression in a fresh start we usually mean getting our build ready for yellow maps,red maps,t16, t16 corrupted, t17, etc etc.

I usually delay the atlas to farm currency and make a build that complete red maps easily, then burst through atlas when I make a path to an endgame strategy.

Unless u plan to run specific content like delve, heist or bossing you absolutely need a 120+/132 atlas and scarabs nowadays. However its kinda only needed in the endgame, and since you burn through randoms maps at the start, it kinda feels you save time while completing it at the same time. Plus,what other people said, help you run content you like, block what u dont like etc.
What I enjoy about the atlas is, from a certain point on you can play the maps you want with the mechanics you want, and block everything else. Just have fun and do the things (maps and mechanics) I want.

I deeply despise most of POE 2's maps. They are f...ing awful (the optics are top, but the layouts are awful). But I am forced to play them, in order to reach the things I want or need for progression. And there is no point in the game where I can say, I just like this kind of maps, I'm going to play these. There will always be a Mire on the way to the next tower.

Additionally, the atlas tree in POE 1 is meaningfull. It allows you to customize your game pretty early and try different strategies.

In POE 2... 5% more waystones, 6% more packsize - you're done. And the "special" trees (Delirium anyone?) are hidden behind hard encounters. Way worse than POE 1.
You fail to understand where the game used to be and where it is at now. For us long-time players the Atlas literally saved the game by allowing us to do more of the stuff we enjoy and less of the stuff we hate. It is that easy.
Last edited by MrWonderful99#4612 on Sep 16, 2025, 12:51:19 AM
Atlas is a rich source of player agency, yes min-maxers distil it down to effect nodes and copy pasta a tree (which is fine) but it also functions for everyone else who doesn't care about being inefficient.

PoE2 has none of this, the agency is miniscule its also accessible for every mechanic simultaneously, there isn't really much fun and its very basic. Infact you could just bake in the poe2 atlas passives and it would scarcely change anything they are bones thrown to appease us rather than actually offering defined options.

So basically i really don't think revere is the right word, the PoE1 Atlas is the best endgame system presented so far IMO by a fairly substantial margin. Is there better out there? I'm sure there are better ideas waiting to be implemented for right now its the standard by which others get measured.
This is from Final Fantasy and many old players like the sphere grid.
For me it's like copying FFX.

As a lot of people have mentioned, the love for the Atlas is mainly focused around what it allows for in the end-game farming, not the process of completing it.

Few bullet points:

1. Atlas completion task are not end-game content.
2. Atlas completion is not mandatory, most strats can be run decently with ~100 passive pts
3. Atlas passive tree + void stone map tier conversion to T16 is the real gem of the atlas.

“Freedom is what we do with what is done to us.”
Last edited by Piousqd#0073 on Sep 16, 2025, 1:53:53 PM
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A micro progression system that gives some value to every untouched map, encouraging wider play rather than just hammering the same map over and over, combined with a system that allows each player to sculpt what sort of experiences they want?

What's to dislike?


It does beg the question: What "improvement" over PoE's Atlas do the Devs think they have made for Path of Dodge Roll? =0[.]o=


At this point, I don't think they've been aiming for improvement.

It seems they're just trying to reinvent the wheel for the sake of it.

My honest opinion is that a certain somebody feels it's necessary to differentiate himself and his vision from the giants that came before him and that's the sole motivating force behind this current iteration and other aspects of design in POE2.

New, but not better. I think that pretty much sums up POE2.

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