If temple isn't nerfed into the ground than what would be the point of 0.5

As much as we all love how juiced out we can make this place its fairly easy to tell its out of hand but even than if ggg doesn't go full obligation on temples with nerf is there any point too 0.5 as thats all we will be running again ?

An again that will bag the quest if it does get nerfed too the point we're not wanting too run it than whats the point of the content?

I dont see a way that this works out well
Last bumped on Feb 10, 2026, 1:31:08 PM
Yeah, good questions. In the past with PoE1, league mechanics that went core often went through many nerfs and buffs over a long time. I imagine the same would happen to temple, if it even goes core. Recently in PoE1, mercenaries were considered quite busted, so the mechanic did not go core. They said mercenaries will be reintroduced, but it's not clear when or how.

As for why do it, well, just because it's fun for some people. For example, I do expedition, because I find it fun, even if it might not be the most optimal farming strategy. Not everyone likes it, and that's okay. They don't have to do it. Same with future temple. Everyone will have different tastes, and a fleshed out, popular Path of Exile needs to offer different things for everyone's tastes.
It will 100% be nerfed. It will be so bad it wont be worth running. GGG balance team always over nerfs shit and completely ruins a mechanic before its eventually barely adjusted several leagues later making it not completely terrible but most will still not bother with it.
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All GGG has to do is to remove the lock medallion and temple is fixed for patch 0.5

Although on my personal opinion, i hope they just remove the temple from the game and intruduce it later with more polished versio and more new player friendly.
Last edited by Taistelija#5483 on Feb 9, 2026, 3:53:09 PM
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All GGG has to do is to remove the lock medallion and temple is fixed for patch 0.5

Although on my personal opinion, i hope they just remove the temple from the game and intruduce it later with more polished versio and more new player friendly.


If it was up to me I would keep it exactly the same, remove the lock medallions, and make it so the mechanic to gain shards is rarer. That way it’s a longer term grind to build a temple. I’d also make the rarity a little tuned down for obvious reasons.

Temple would be a great way to reward the long term thinkers and planners with a mechanic in game.

A cool way to do it too would be to lower rarity a bit and increase gold that way that longer grind to temple is like a much better gold reward to compensate for lower rarity and longer time to set up
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Last edited by Lore#3772 on Feb 9, 2026, 7:11:57 PM
GGG doesn't know how to balance. The temple will either become shit or be deleted
Obviously the temple was never designed to be played the way it is now in the first place.
Yes, it will get nerfed into the ground and then some, unless Jonathan is unable to actually come up with something that a 5 year old cannot break, in which case it'll probably be removed until further notice.
The entire "snake" mechanism that's responsible for the incredible rarity/boosting in temple right now rests on the lynchpin of being able to prevent destabilization using Juatolotli medallions obtained from Spymaster rooms.

You need to build the snake chain up (painfully) until you get a "critical mass" of Spymasters where you are reliably getting at least one Jalapeno medallion per run, so as to be able to continuously build up/maintain a customizable continuation of the snake, instead of having it lose rooms on destabilization when you close the temple or kill architect.

Once you have that "critical mass" Spymaster chain, your temple is basically indefinitely customizable within the rules of the "snake" regarding how rooms connect and destabilize. You can go for rarity, xp, atziri, a blend, etc., you just always make sure any terminal ends of your "snake" that you want to keep always get locked before you close the temple.

All this needs to be nerfed is a removal/significant drop reduction or a change to the design of Juatolotli medallions to make sure that they work differently.

A change to the drop rate would likely mean no one would ever be able to reach the point of being able to build and/or indefinitely maintain a set temple layout, snake or not.

A change to the design of the medallion, or to how destabilization occurs - we'll see how it goes, however, the outcome will likely be the same:

The temple will be changed so that it's rewards are more aligned with the rewards found across other core content within the game.

As it is now, a fully "snaked" temple is just way too rewarding in general, and compared to the rest of the game.

Read further for my Temple rant.
Spoiler
There's no reason you should be able to boost someone from level 65-96 in one hour just by having them stand behind you in a temple, while at the same time, the loot scraps that the "runner" is filtering out at this point in order to maintain space in their inventory for all of the divines and perfect orbs and to be able to have some semblance of visual clarity, are basically an order of magnitude or two higher in volume and rarity than what the "leeching" player would find leveling from 65-96 in a conventional manner. They can literally exit at level 96 with 50M gold and few hundred chaos orbs after an hour - orbs that the runner never even realizes have fallen on the ground.

I've also seen people get level 100 while having as low as ~250k /kills, doing the level 97 --> level 100 run in an evening. That said, their temple was built over many evenings on the way to lvl 97. I still don't think that compensates for this.

My personal advice is to enjoy the Temple while it lasts - because I think it's getting taken out back behind the shed and put down after the league is over.

I think they will leave it so that if you really want to, there'll still be a way to build it up to get goodies - but it won't have a reliable or at least indefinite layout maintenance/building capability, which I think will be what puts a practical ceiling on the rewards we can obtain from it.

As for some potential snake-poison RNG destabilization mechanics - just off the top of my head, give the architect a chance to move every time you close the temple, whether they are defeated or not. And also give it the potential to "overwrite" any existing room if it lands on an occupied square - where it immediately connects to any and all neighboring rooms to that square.

They could also make it so destabilization has a chance to randomize room types instead of removing the room - including the ability to change rooms to/from hallway squares, and maybe also include an ability to randomize room entrance locations.

Maybe using a Jalapeno medallion will be what causes the randomization events.

Whatever they come up with - goodbye snakes! lol
If you’re not able to build it out there would be no point in the mechanic.

Really depends what they do but if they create a big area like we have now and you could never make anymore than 5-6 tiles it would be a pointless mechanic


Think it is mostly fine, we’ll get something new to play with next league
Mash the clean
I guess it will be extra content. You wont be able te gain crystals every map. Thats one way to balance things out also if you want to focus on temples you will run prolly tablets and heavy atlas spec into it. If they do things there. I think thats one aproach.

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