Suggestions to fix temple

The problems as I see them and my ideas for solutions:

-Crystals take too long to get, people are circumnavigating this by building their temples on lower level characters and resetting their xp continuously to be able to farm crystals very quickly from low level zones.

Solution: Give more crystals per map, eg 1 crystal from t1 scaling to 6 crystals from t15.

-Early temples are very unrewarding.

Solution: Temple needs a stronger chance to high roll on early temple builds without necessarily a stronger baseline to scale. The simplest solution I see is make crafting benchs have a reasonable chance for perfect currency. Its like how even in a low level abyss you can get GG omens you should be able to occasionally get something good from early build temples.

-Full build temple outscales everything else in the game for currency generation

Solution: Significantly nerf alchemy labs and other sources of rarity in endgame temple builds. You should still be able to get 5-10 raw div per run in a perfect temple but 50+ is too far away from all other farming strats that it warps the game around temple building.

QOL improvement ideas from comments and myself:

-Give us an undo button for last placed tile
-Treat rooms from medallions like the rooms you get in your hand and show all the same information
-Make hover over close temple show which rooms could potentially destabilise.
- Give us a room explanation key in game that shows how rooms can connect to eachother along with a note explaining path decay prevention.
-Portal out warning misleads the player that they won't be able to re enter, change or remove this
-The meta of long chains of rooms can make checkpoints feel too infrequent, more checkpoints would help
Last edited by Moistmoistmoist#3514 on Dec 30, 2025, 2:27:33 AM
Last bumped on Dec 30, 2025, 2:24:02 AM
It should be max 5x5 and easier to build. There are way too many rules about positioning and adjacency.
"
It should be max 5x5 and easier to build. There are way too many rules about positioning and adjacency.


imo the difficulty with positioning and adjacency that you have to navigate to create a good temple is what makes it fun. Information about what rooms connect to eachother should be in game though along with an explanation of path decay prevention.
Bump
"
"
It should be max 5x5 and easier to build. There are way too many rules about positioning and adjacency.


imo the difficulty with positioning and adjacency that you have to navigate to create a good temple is what makes it fun. Information about what rooms connect to eachother should be in game though along with an explanation of path decay prevention.


It is true, but some mechanics themselves are too punishing. The temple is destroyed too much, and the tax you pay for running it is frustrating. The only way to prevent it is by using randomly dropped medallions AND building the temple with "chains". Yeah, screw that. I want to place my rooms, but I want them to connect to one another. If they just add that function, you can no longer protect your temple from being destroyed, and can't control what parts of it will be destroyed. It needs to be fixed.
I'm fine with building the temple. I'm not fine with it removing the most valuable rooms after every 1-2 runs. I'm not fine it reseing after killing Atziri or the Architect. And I'm not fine (and NEVER will be) with it destroying the similar amounts of rooms I build per run for big temples.
It's a minor thing, but porting from the temple is also very obnoxious. Not only is there a warning that gives the impression it might get closed or unenterable after porting away, but there are not enough checkpoints either, and porting back also does not take you to exactly where you ported out from, but rather back to the entrance.
My early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3639607

My Witch early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3632153

My 0.3 https://www.pathofexile.com/forum/view-thread/3850769
Last edited by Morghus#4174 on Dec 30, 2025, 1:15:03 AM
"
Morghus#4174 wrote:
It's a minor thing, but porting from the temple is also very obnoxious. Not only is there a warning that gives the impression it might get closed or unenterable after porting away, but there are not enough checkpoints either, and porting back also does not take you to exactly where you ported out from, but rather back to the entrance.


Good points I'll add them to my op
"
golanov#0674 wrote:
"
"
It should be max 5x5 and easier to build. There are way too many rules about positioning and adjacency.


imo the difficulty with positioning and adjacency that you have to navigate to create a good temple is what makes it fun. Information about what rooms connect to eachother should be in game though along with an explanation of path decay prevention.


It is true, but some mechanics themselves are too punishing. The temple is destroyed too much, and the tax you pay for running it is frustrating. The only way to prevent it is by using randomly dropped medallions AND building the temple with "chains". Yeah, screw that. I want to place my rooms, but I want them to connect to one another. If they just add that function, you can no longer protect your temple from being destroyed, and can't control what parts of it will be destroyed. It needs to be fixed.
I'm fine with building the temple. I'm not fine with it removing the most valuable rooms after every 1-2 runs. I'm not fine it reseing after killing Atziri or the Architect. And I'm not fine (and NEVER will be) with it destroying the similar amounts of rooms I build per run for big temples.


I think what you're asking for might be a part of a larger redesign of the temple going forward. I don't think they could deviate too far from the current mechanics without a new league. It's cool that you can save your rooms with smart building but now that it's completely solved they will have to try to create avenues for a new meta going forward that's not entirely making snakes of rooms or pure atziri farming.

Report Forum Post

Report Account:

Report Type

Additional Info