PoE2 Map Attempts Would Fix PoE1 Endgame

We need a fundamental change to make endgame feel exciting and meaningful again in PoE1, and adopting the map attempt system from POE2 could be exactly that. Most players are already familiar with the game, so the idea is simple but powerful, lower tier maps would have six attempts by default, decreasing as map tiers rise, down to a single attempt at the highest tiers and juice, just like in POE2.

Of course, players could leave and rejoin their maps at any time without losing an attempt, which also makes party play feel much better. If someone crashes during intense action or gets disconnected, they can simply rejoin the fun as if nothing ever happened.

This system would restore real risk versus reward to mapping, which has been completely eroded by power creep and corpse rushing that makes even supposedly high-tier content trivial.

It would also revolutionize loot management. Players who want to hoard everything with unoptimized loot filters could continue to do so, while players with better filters could grab far more drops than they normally could, exceeding the usual limit of six full inventories, even in party play.

Sure, it’s often not necessary to grab more than six inventories, but who knows, some players might enjoy sweeping through all the items most players hide and turning a map into a one-hour treasure run. Personally, that’s not how I would play, but there’s likely an audience out there who would be thrilled by something like this.

Endgame could finally feel tense, strategic, and rewarding again instead of the same boring routine that everyone already complains about but nobody seems willing to fix. If implemented, this change would make the game feel like it was actually designed for challenge again, not just mindless farming.
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Last edited by VoidWhisperer42#5989 on Dec 22, 2025, 3:17:27 AM
Last bumped on Dec 22, 2025, 3:17:12 AM

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