My biggest issue with mapping in POE2 is the sheer amount of ground effects and on-death effects that are, either or both, ground effects & explosions.
I feel like 90% of the monsters in POE2 poison or degenerate players. About 70% of monsters have a ground effect, 80% have an on-death effect, and 75% have an on-death effect that is also a ground-based poison/degen.
That holds true for the campaign too. But you ate only fighting these things in waves one type at a time.
In maps, I can run up against those little blood pool gremlins that leave a ground degen, the water hags with a seeking degen, the mortar launching mushrooms that do poison on hit and leave a poison ground effect, on top of a Abyss with green ground fire, poison ground cobras and lich creating tornados that spit out bees... all at once.
How can you make something so unfun AND visually cluttered. Have mercy if your own ground effects are in top of monster ground effects.
This endgame is ass.
I still can 1-tap most of the screen in POE2 as well. Just the 8,000 monsters I kill are all on-death/vomit puddle garbage in a narrow hallway with 16 doors that lead to a blank wall, some pots, and a lever.
Very poorly designed. Whoever made the POE2 maps, I wish they would not. Just, like work on something else.
I was so glad I got my Tactician poison/shock immune pretty early, made dealing with at least some of the constant ground effect spam everywhere tolerable. Dumping degen ground everywhere during Abyss encounters, especially on the chests, is sure a choice, too. Still waiting for them to acknowledge Deli fog is one of the dumbest things to carry over and that it just makes every Deli map a visually vague mess but oh well.
Chilled ground maps are still insta-nope, though. Not sure why that mod even exists in PoE2.
The game continues to feel like a weird hybrid where they originally wanted it to be the slow, tactical game that PoE was when it was just the first few act but mashed together with modern PoE design speed, density, and sensibilities.
Really, endgame without big clear in your build feels like hot dogass too.

Gonna be honest, I don't know what half the stuff does in PoE2 and the only reason why I know some stuff happens is because others researched it for me and tell me about it in youtube videos.
I would've and still mostly have no idea what each damage type actually is.
For example, I'm constantly getting one tapped by a very specific Breach monster. (seems to hit me with several tentacles or something)
I have no idea what it does, only that I die when I leap into it. 100% guaranteed.
Whenever I see Abyss breaches, all I know is that I have to leap in and roll back out because there are ground effects that are impossible to see that rapidly drain my HP.
Even if the enemies are killed in an instant, the lingering effect basically demands that I do so.
And then there are these Abyss "Elites" that wield 2 spears or something like that, that often get invulnerable and can't be damage. They are not elusive and don't have this proximity thing, and not that invulnerble-for X Second modifier either, yet I don't know what happens other than the fact that I will not damage them for 10 seconds and then kill them in the next.
I really dislike the endgame experience.
During the campaign, everything feels more "in order" and less crazy.
It being slow and tactical is what I expected and experienced when I first started playing this game. It was nice.The game continues to feel like a weird hybrid where they originally wanted it to be the slow, tactical game that PoE was when it was just the first few act but mashed together with modern PoE design speed, density, and sensibilities.
I remember writing in this very thread that I hope it would remain that way, but that hope faded already.
Last edited by KrayZ33; 2025-09-09 at 04:59 PM.
POE 2 is slow and tactical. It's just that playing at that speed feels bad and is a waste of time. Defense options save one, ES, are terrible. Massive damage is your only defense, and it's the only way to make the pacing feel pleasant.
If someone tries to stand around blocking, rolling, and single-target down a white mob, it will take 20 minutes and probably burn 3/4ths of one's flaks. Forcing that player to go back to town and click The Well.
We can absolutely play POE2 like that; the game's pacing supports this directly by design. But it's fucking stupid to play that way. Even a slight understanding of how ARPG mechanics work tells you this is a waste of time.
Are you really going to dance around Jamanra or Arbtier in the endgame playing grab ass; or are you better off jumping on the rhoa and spamming LR/LA?
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Ugggh. I built my Stormweaver wrong. Why did I try to make Arc work for so long? What a waste of time. I take back what I said about Spark a few days ago.
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Jucing maps is a waste of time. This endgame needs an overhaul. It is somewhat amusing to me that I find POE2's campaign more enjoyable than the endgame. The exact opposite of POE1.
POE2 endgame has a long way to go still.
I didn't even get to yellow maps on my merc, though partially because I was not enjoying my crossbow build options. Maybe next league will be a better endgame for me. Campaign feels WAY better and some of the other improvements are great, but endgame overall just ain't it for me. At all.
edit: man i'm thinking back to the comments last year before launch about how GGG threw together the endgame because they could do it quickly and had all this experience doing it and it was so easy and lawl.
Last edited by Edge-; 2025-09-10 at 04:08 PM.
POE1 update
https://www.pathofexile.com/forum/view-thread/3850458
Merc league is over at the end of October. More news to ome about rhe next league.
I hope Mercs go core. Running without a Merc boost feels like walking through knee deep mud.
I am okay with not gearing the mercs. To be honest, it kinda got to be a pain at a certain point. Also, Doriyani's, obviously. As aura bots/plinkers/cullers- wonderful. They were the Act 2 D2 merc perfected.
https://www.pathofexile.com/forum/view-thread/3851277
Changes and Improvements
There is now a short grace period at the start of a sprint where being hit will not heavy stun you. This is equal to the minimum sprint duration, so you can now never be stunned out of an accidental sprint. The minimum sprint duration has been increased slightly to support this change.
The Undying Will Monster modifier no longer affects other Rare Monsters with Undying Will.
Players can no longer revive if they die while having a stolen Kurgal's Last Gasp modifier.
The duration of the ground effects from the Infested Cadaverand Blackblooded Proboscite Abyssal Monsters has been halved.
Zelina, Blood Priestess no longer heals from her attacks that hit player minions.
The sorcerers surrounding Torvian, Hand of the Saviour's arena now have visuals indicating when they are actively empowering Torivan.
Various skills used by The Prisoner are now red-flash abilities.
Improved how the Vessel of Kulemak's cold beams function in party play.
Draiocht Hengestones, Karui Beacons, and Temporal Tether all now dynamically spawn near the player on Map completion.
Many Act Four Monsters can now be bound as Spectres.
Ancestral Warrior Totem now uses the weapon in the Weapon Set it has been assigned to, and no longer disappears if swapping to an invalid weapon or Weapon Set.
The Gemling Legionnaire's Integrated Efficiency Passive Skill now actually applies by modifying each skill, which means those modifications also apply to minions from those skills. The description has been updated to clarify that the bonuses also apply in the case where supports and skills are socketed together in meta gems.
Chance to not consume crossbow ammo stats found on Ammo Conversation support gems and the Passive Skill Tree now roll their chance per ammo spent instead of once per skill use, meaning they interact correctly with the Hailstorm Rounds skill. Their wording has been updated accordingly.
Volcanic Fissure's fissure limit is now displayed and can be modified by sources of + to limit.
Toxic Domain now requires a Bow, Spear, or Crossbow to use.
The His Scattering Calamity Skill granted by The Unborn Lich Unique Staff now has "Duration between Launching Wellsprites is 1.2 seconds", which can be affected by modifiers to Skill Effect Duration.
The Turn the Clock Forward Notable Passive Skill once again provides 20% increased Projectile Speed.
The Fairgraves' Curse Unique Bow can once again be obtained.
Added a button to the character selection screen to have your character be logged into town/hideout instead of the last area. This is identical to the existing behaviour where you can Ctrl + Click on the login button.
Boulder Ants are no longer considered beasts, and have been temporarily disabled as a Spectre.
Updated the wording on Omen of the Sovereign, Omen of the Liege and Omen of the Blackblooded to clarify that they can only be used with Weapons and Jewellery.
Updated the Molten Shrine world map icon to indicate that it provides a permanent bonus.
Improved the performance of some Abyssal Monster skill effects.
Improved audio telegraphing for some Abyssal Monster skills.
Improved the performance of some Abyssal Monster modifiers.
Improved the performance of the Benedictus, First Herald of Utopia boss fight.
Improved the telegraphing of Benedictus, First Herald of Utopia's maze skills.
Improved the visibility of The Seven Pillars world map icon for Qimah.
Improved stash and stash settings navigation when using a controller.
The Hostile Takeover Quest can now be completed by speaking to Ange in any of your Hideouts. Previously, this quest could only be completed by speaking to Ange in Shoreline Hideout specifically.
The Stash and Guild Stash in The Ziggurat Refuge have swapped locations.
Dodge Roll Effects and Level-up Effects are now listed under their own sections in the 'Extra' tab of the Cosmetics panel.
Re-enabled the Demonfire Ember Fusillade microtransaction.
Time of Need's audio no longer plays in hideout areas.
Bug Fixes
Fixed a bug where you could be unable to dodge roll out of sprinting with the "Keep Sprinting While Moving" option selected.
Fixed a bug where you could not target objects while sprinting.
Fixed a bug where Crossbows occasionally jammed and ignored reload/shoot inputs when the reload button was released too soon.
Fixed a bug with Herald of Plague where anything that caused the ongoing buff to recalculate, such as changing the reservation amount, caused it to add the base spread radius to itself again.
Fixed a bug with Berserk where anything that caused the ongoing buff to recalculate, such as changing the reservation amount, caused it to add the base stats to itself again.
Fixed a bug where the Feast of Flesh Skill was not granting any recovery on consuming a corpse.
Fixed a bug where the following skills were not scaling with modifiers to area damage: Toxic Growth, Magma Barrier, Whirlwind Lance (whirlwind only), Freezing Mark, Voltaic Mark, and Bloodhound's Mark.
Fixed a bug which caused Blasphemy to become indefinitely disabled in a weapon set after you failed to meet the Spirit requirements for it.
Fixed a bug where leech applied to you by totems via the Font supports was much higher than it should be due to not being affected by enemy leech reduction.
Fixed a bug where leech applied to you by totems via the Font supports did not account for level scaling in party play.
Fixed a bug where Living Lightning Support was not triggering correctly after the explosion of a Poison Cloud.
Fixed a bug where Rapid Casting III was not providing increased Cast Speed for each different Spell you had Cast in the last eight seconds.
Fixed a bug where triggering some skills while moving could reapply movement-speed penalties from previously used skills. This was most noticeable with the Corpsewade Unique Boots.
Fixed a bug where Ancestral Warrior Totem using Molten Blast would deal no damage if you are dual wielding Maces.
Fixed a bug where Perfection Support's buff couldn't accumulate more than one stack and wasn't being removed properly.
Fixed a bug where Encase in Jade didn't consume Jade stacks if it didn't grant any Guard.
Fixed an issue where too much Area of Effect could prevent Shield Wall from being used with the Ahn's Citadel Lineage Support.
Fixed a bug where the benefits provided by Quality on Banner Skills were not functioning correctly.
Fixed a bug where allocating the same weapon for each weapon set with the Giant's Blood Keystone allocated could cause your second weapon set to become invalid after area transitions.
Fixed a bug where charges gained because of the Combat Frenzy skill weren't considered to have come from that skill, and thus were not affected by some Supports applied to Combat Frenzy that affect charge gain.
Fixed an issue preventing Orb of Storms and Solar Orb from being supported by Unleash. These skills are still unintentionally unable to be supported by Spell Echo and Spell Cascade — this will be fixed at a later date.
Fixed a bug where Sealed Vaults could sometimes fail to spawn an Idol of Estazunti nearby.
Fixed a bug where the Boar, Fox, Ox, and Rabbit Talismans could not be obtained.
Fixed a bug where Essences that can be applied to Armour could not be applied to Foci and Bucklers.
Fixed a bug where the Essence of Hysteria could not be applied to Bucklers.
Fixed a bug where one of the arena blockers in the final Act 4 boss fight wasn't being disabled at the correct time.
Fixed a bug where the final Act 4 boss could fail to progress the fight after knocking the player down.
Fixed a bug where you could skip the Torvian, Hand of the Saviour boss fight by skirting around the edge of the area.
Fixed some cases where Diamora, Song of Death could fail to return to her arena after diving into the water.
Fixed a bug where the visuals of the Vessel of Kulemak's triple beam could become incorrect when slowed.
Fixed a bug where Krutog, Lord of Kin, could lose aggro during his stomp skill.
Fixed a bug which caused some terrain in the Flotsam Map to sometimes be inaccessible.
Fixed a bug that sometimes prevented players opening the Derelict Mansion and Sacred Reservoir Maps.
Fixed a bug where the Wisps leading to the Derelict Mansion sometimes did not display correctly
Fixed a bug where it was not possible to reach the final part of the Vessel of Kulemak fight if a player had died and revived during the fight.
Fixed a bug where active blocking the snowball created by Rakkar, the Frozen Talon could sometimes fail to prevent the damage.
Fixed a visual bug where effects in the Slick Map area could become over-brightened.
Fixed an issue where players on Xbox could lose sound effect audio, which persisted until relaunching the game. We're still investigating similar issues for PlayStation users.
Fixed a bug where Navali would show up in your hideout uninvited and refused to leave your waypoint.
Fixed an issue where The Hammer of Kamasa was unobtainable in Standard (or the Standard version of a league) on a character that had died in the Hardcore version of that league.
Fixed an issue that prevented you from completing The Grand Quest (quest) and from obtaining your first 2 Expedition Skill Points if you had held a Logbook before talking to Dannig and obtaining your rewards.
Fixed an issue where Respawning at Checkpoint after opening a chest that dropped a Torn Map Piece didn't drop that quest item in the new instance.
Fixed a bug where opened strongboxes would not visually appear open after respawning at a checkpoint.
Fixed an issue where if you entered Act Four underleveled from normal the Vendors wouldn't have any Act Four items available for purchase.
Fixed a rare issue where players could get stuck behind The Hooded One in the Ziggurat Encampment.
Fixed an issue where you were incorrectly told that Alva has completed one of your Currency Exchange orders instead of Ange. Ange deserves the credit for her hard work!
Fixed a bug where Map Node and Waystone descriptions were not displaying increased Experience or Gold gain when applicable. These were still applying, just not displayed.
Fixed an issue where killing some Map Bosses counted as killing their campaign variants, causing some Map Pins on the World Area to be marked as if you had killed them in the campaign.
Fixed a bug where modifiers to minion duration would not be correctly reflected on the skill information panel. This is purely a display fix, as they were already being applied correctly in practice.
Fixed an issue where Magma Barrier had an outdated, misleading Duration tag.
Fixed an issue where some small Passive Skill names had not been updated to the new function they have in 0.3.0.
Fixed a bug where the dynamic culling for the King of the Mists' pustules effect was too aggressive.
Fixed a bug where the dynamic culling for the Amanamu's Void ground effect was too aggressive.
Fixed a bug where Rog constantly invited you to come visit his shop sometime.
Fixed a bug where the stash user interface could extend off-screen in some aspect ratios when using a controller.
Fixed a bug where you could fail to use skills near a Tempest Bell on controller if the skill was bound to the same button as interact.
Fixed a bug that caused you to be unable to apply Skin Transfers when using a controller.
Fixed a bug where some microtransactions that are unavailable to be purchased directly could show up in the Microtransaction Shop's 'New Items' section.
Fixed a client crash that could occur with the Steward of Kulemak Abyssal Lich Notable Passive Skill.
Fixed 5 other client crashes.
Fixed 4 instance crashes.
I wonder if Necro league was how GGG intended mapping to be. Because all the prep and steps to juice & run maps in POE2 suggests Necro league was a test bed for their ideas.
I read someone on Reddit suggest Tablets should be scarabs. At this point, I agree. Even if you rework towers just for vision, it doesn't get around all the jucing prep. Removing towers would just make the atlas less toxic/exhausting.
Last edited by Fencers; 2025-09-13 at 04:24 PM.

I really feel like they should sort their bug fixes probably with more categories.
This is so random and jumps from skill changes to the most random thing, just to fall back to a skill change or skill bugfix 10 lines later.
It is just really, really tedious. I am actually enjoying the gameplay in PoE2 now, I didn't hate the campaign apart from how long it took, but manipulating the atlas is not fun at all. I spend more time analysing whether I am "wasting" maps, what tower is worth taking or not, the shortest possible route to the two or three towers that overlap than I do actually running the maps, and any map that isn't triple tower juiced with your ideal content feels like shit AND feels even worse if you haven't maxed out your tree for that mechanic yet.
It just flat out takes too long to run a map in the current system. All of the above + the delay to open the atlas in the first place + the click to open the node, click to put your waystone in, click to open the map, click to open the portal, loading screen, THEN you get to run a map which 8/10 times is a stepping stone towards the area of maps you actually want to run.
At the very least if they're set on this awful delve x LE echos endgame they need to have something like the map device stash from Merc league in PoE1 that you can fill up with 'fuel' (waystones) for each node, rather than having to put the waystone in individually every time you click a node. If the atlas were generated in chunks and each "chunk" could have some number of tablets applied, rather than hoping that a bunch of towers spawn, that would be an improvement. If you could shift-click and queue a series of nodes with pre-prepared waystones and then ctrl-click your map device to open the next one in sequence immediately without opening the atlas screen, that would be an improvement. They could even do something like old PoE1 atlas influence where towers "push back" the influence of some bosses, and if you don't do towers then after xyz number of influenced maps the boss arrives and you fight it, to give some gameplay to just ignoring towers vs playing for the maximum tower+tablet impact. Just almost anything else would be good..
Honestly I think they should scrap the atlas the way that it is right now, but there are improvements that could be done without too much effort to make it substantially less shit imo. Having the exact same mapping system as PoE1 ain't it for the longevity of the game just as much as this ain't it though, so I'm in two minds
Just reading a description of running the Atlas is exhausting. There really isn't anything more to say than that.
Infinite Atlas is a classic GGG: "This idea is great... on paper!" See: Sextants, Forsaken Masters dailies, Metamorph, Perandus league, Kalandra league, Nemesis.
I don't feel too strongly about bringing POE1 mechanics to POE2. However, the crafting bench and the endgame are the two things from POE1 that should never change from game to game - they perfected those two systems. No notes. Put 'em in POE2, POE3, POE4, etc.
I'm mostly fine with the Atlas (it does have issues though), but the gap the crafting bench has left in PoE2 is felt pretty hard early game and starting in maps. I've consistently hit lvl 80 on a char and still don't have resistance cap across the board when I play without trade, let alone during the later part of the campaign when you start taking resistance reductions. If resistance cap didn't matter that much, it wouldn't be an issue, but with how defensive layers are in PoE2 right now it can be pretty deadly to not be at least resistance cap. While sockets help a bit, it's no replacement for slapping a suffix onto an item with non-rare currency to fix resistance issues... especially if you have to do a gear shuffle.
If anything, I think the philosophy should be that if something is considered baseline mandatory, it should be easy to acquire... but the game is lacking in this department. The lack of a crafting bench is probably the worst offender here. Another offender would be the removal of alteration orbs since they were a relatively easy way to fix gear issues (like resistances) early game. While there was still RNG involved with alteration orbs, it could be considered way more deterministic that want PoE2 has in early game crafting... which is basically just luck.
To be fair, I'm not against the removal of the crafting bench and alteration orbs in PoE2 as long as the rest of the crafting systems in place can maintain a decent QoL. However, the QoL is just not there yet up through early mapping.
“Society is endangered not by the great profligacy of a few, but by the laxity of morals amongst all.”
“It's not an endlessly expanding list of rights — the 'right' to education, the 'right' to health care, the 'right' to food and housing. That's not freedom, that's dependency. Those aren't rights, those are the rations of slavery — hay and a barn for human cattle.”
― Alexis de Tocqueville
I totally agree in an SSF sense. The new crafting options and trade rework do solve some of this by the endgame. Yet one can still have gaps depending on build, and SSF is still like pissing up a rope.
It has the side effect of white bases, 1 mod base, and no-alt slam being tedious. Chaos and Annul aren't plentiful enough for get-me-overs, IMO.
They desperately need to remove/rework/give us a toggle for Deli farm, too. Lord I don't know why they're so committed to that truly awful visual effect that makes every map look boring and samey, comes with a pointless performance cost, and generally contributes to the games already existing problems with screen clutter/visibility.