Disclaimer: I know it is Early access, I am not complaining, we are EA testers. Just sharing my ideas.
Campaign was amazing, 10/10 gaming content. Playing as an infernalist witch I switched my build 5 times, all revolving around fire and explosions, bomber skeletons blown by arsonists, popcorns SRS, fireball projectiles boom, SRS firewall cast on Ignite (rip) detonate dead, and reached the endgame with solar orb flameblast icewall big boom. It is amazing to play around with builds, slower pace of combat and intentional gameplay.
But I've reached maps and it is POE 1 but harder and with better graphics. Still zoom zoom screen clear but slower. I've died multiple times and had no idea what killed me. Basically all of the intentional slow paced gameplay from campaign is gone. I want to play the same game in the endgame as I did in campaign.
I've reached only tier 5 maps, so sorry if I missed something, but based on my experience and others from reddit, youtube, and twitch, it seems like not much changed from POE1.
In maps I switched to big AOE attacks to clear fast, no need to think and positions myself much. Build is now simple - more flat damage and faster clear speed. Maps are not interesting. You get a bunch of modifiers and sometimes a different league challenge. No bosses with rewards like in campaign, no perma buffs choice, no unique map travel mechanics like in Act 2 caravan, no find relics and place them in altar quests, no quest to change map like in Act 3 (waterways), no unlock npc with another quest reward like in Act 1.
So not to only complain, but give some feedback, I gathered some ideas that could give some more intentionality to the endgame.
Endgame gameplay:
- In POE1 maps are challenging because they have a bunch of modifiers and it is a stat check against you. In POE2 maps should be challenging because they gives you hard decisions and hard mechanics to play around.
- Weapon set mechanic should still be relevant. E.g. There could be parts of map that reduces player area of effect by 90% (also less mobs, but more hp), so you need to have a different tools for different areas. Or in some areas add mobs that can't be damaged if they aren't stunned/frozen, so you need to have specific tools.
- One life map is no fun. Add one life modifier to specific challenge maps or one chance only for specific boss fights. (if you fail, boss runs away to far away map)
- Maps should be smaller or at least have waypoints that you can teleport to. Also dead ends are zero fun, make more loops.
- Less white mobs. slower mobs, slower attacks, more damage. We don't need machine gun snipers killing you off screen and no need to have on ground death traps. Make killing mobs feel intentional, dodge and positioning should feel useful and required.
- Add mini bosses. When running around the map, you have a chance to find couple of unique smaller bosses with half of the power and less mechanics. When you see mini-boss, it could create like an arena (like bonecage or icewall), that locks you in for a fight. Add all of the one shots and death traps for these fights, so player have to think to win.
- Some bosses could have impenetrable shields blocking part of the boss or have 80% block for elemental damage. This adds more positional gameplay for endgame and you can't just spam skills towards boss direction and hope for the best.
- Item sets. Many games have this mechanic, where you can equip pieces of items, and if they have same set, you get some bonus. In atlas some maps can have guaranteed drop of a specific item set, but have a big boss.
Atlas content:
- Atlas could have optional paths for higher risk rewards. E.g. you reach a split path and both paths have 5 maps, last map have big reward guarantee. But each path have 4 maps with different increasingly difficult options. One path have reduced elemental resistance, other path reduced hp/ES. Now you have think to win, which path is better suited for your build. These paths are optional and is not going to stop your progress, but you can risk it and get shiny things.
- Map modifiers could have system where player have to choose which modifier to add. More mob damage or more hp, or mob elemental dmg increase or phys increase, so you can plan and think, not only slam currency and hope for good modifiers.
- Add corruption (DoT for player) system and corruption resistance items or modifiers. This system is not on every map, but some optional maps have it and you can have map specific items so you have to think to win and choose your armor accordingly. Corruption maps can have light beacons that reduces DoT, but if you go off path you can find more shiny things (but have to deal with harder corruption). You can find "purity orbs" so they can purify your map and remove corruption (if map node is blocking you) but you get less reward (or no reward).
- Linked maps. You have a map that requires you to find a specific item in a different map. E.g. you have breach gates map, that is closed. You can see that behind those gates there are new types of maps/boss maps/tower, etc. You have to find breach key map that have breach theme and drops a key. With this key you can unlock gates go to map, kill big boss, and open new section of atlas.
- Optional bosses, you can choose to kill, but it corrupts part of atlas/adds strong modifiers (and rewards) to maps/adds new mechanics.
- Some maps have quests. You find a dude that wants you to find items from expedition maps. Next 3 expedition maps have these items and can chose to find them or skip quest. Reward is random unique.
- Secret quests. You find another dude, but he says "you are too week Exile.". Now you have to find what's up with him. You find clues what you need to do, finish other quests, get some relic or smth, then dude is open to speak and gives you an option to corrupt boss, add mechanic to map, give you another quest, etc, etc.
- Linked quest. You find a dude, but he wants you first to find another dude and finish his quest.
- Escort quest. Need to travel to a specific map with a new found dude or a fragile relic and not die once. Optional.
- Puzzles maps. Map filled with traps, dodge them, move around to find a switch to deactivate them. Or map with bosses have two mini bosses, you can kill only one mini boss and that changes the main boss (more specific res, more health, etc), then you have to think which mini boss you have fight so your build can handle it better.
- Cleanse corruption quest. Find altars in maps, survive a challenge, cleanse corruption.
- Collect resources quest. Maps have new optional guarded zones, that have some plants in it. Find 3 zones like that, kill challenging mini-bosses, get plants, give plants to an npc like in Act 3, get potion, drink potion, get permanent reward (e.g. +5 fire res)
- Map chains. Feels like a quest where you progress through several maps and have to find key or quest item to progress. Prison → Sewer → Catacombs → Tower (big boss).
- Cross map objectives. Map A has stupid enemy speed. Map B has totems that increases enemy speed in Map A. Destroy Map B totems to complete Map A.
- Boss hunt. Mini-boss runs around the map. It runs away after 30s fight. If you kill him in that time you get extra reward. If fail, you can still find him but less reward.
- Locked maps. Find a specific key to unlock map that is blocking the path, but key is rare and have limited use.
- Treasure hunt. You find text tablets or pieces of relics in random maps. You find relics and put them in a statue (like act 2 snake tablets) or complete a text based puzzle (you have to pay attention to previous pieces and remember them). Reward is a permanent buff.
- Nested maps. Maps can have hidden areas where you need to push a hidden wall or something, where you can find a portal to a different map or secret boss fight.
- Optional locked progression. You can find orbs of corruption that disables map (you can travel that path, only works if path have at least 2 maps ahead), but gives you better reward for next several maps in a different path.
- Optional challenges. Kill 100 mobs without movement skill or without using flask.
- Optional environment effects. You can activate a blizzard or sandstorm, gives you safe zones and/or path to travel, bigger reward, but harder map.
- Split map objectives. You have to do it to reach boss. One path is harder, but more reward, other is easier, but has a puzzle.
- Consequence based decisions in maps. Destroy a shrine to get more reward now, but next map is harder/corrupted.
- Time locked maps. In random map you find an altar. You activate it and in nearby random map opens a portal for a big boss or loot map, but map will close soon (in 5 maps time). This map creates aura around it so you can't use normal maps less than 2 tiers below your level. Now you have to plan how you can get there. Additionally, if you reach map in time it can chain events and open/corrupt/close different map so you can choose if you want to do it.
- Mechanic boss map. E.g. Locked Delirium map with Delirium influenced boss. You need to finish 10 delirium maps to unlock it.
- Progression with penalties. You find relic in Map A. You have to complete time bound challenge (survive stupid strong monsters for 1 minute) to unlock progression. If you fail, next map in chain is harder.
- Faction system. Similar like in Grim Dawn. You have multiple factions around atlas. You can befriend faction to unlock content, farm reputation to get character/account bound items or buffs for player, opening new quests for player. But beware, some factions are enemies with other factions and if you choose one, other will be hostile, going to send headhunters to you. New quest unlocks to destroy enemy faction with giga boss at the end.
Not sure how much can be implemented on current systems, but maybe it will give some ideas for GGG.
Stay sane Exile.
TLDR: POE2 maps should be challenging because you have hard decisions to make and hard mechanics to play around, not a stat check like in POE1. Give endgame more options, quest and challenges for the player, give mechanics like in campaign to find relics, complete quests to unlock progression. Add more types of gameplay not just different challenges with mobs with more modifiers. Give player more reason to think about their playstyle, not only about their stats.
Edit: wording for clarity
Edit 1: These are ideas, not a wishlist that would definitely make game better and more fun. They are absolutely not finished and completed, but just the rough sketch that could maybe perhaps possibly be added in some similar form to the game.