Path of Exile 2 – Low Monster Density Mode
Path of Exile 2 – Low Monster Density Mode
Enhanced Campaign Feel: Every fight matters. Encounters feel more like the campaign experience, with tactical positioning and meaningful decisions. Improved Performance: Greatly benefits low-end PCs, allowing more players to enjoy endgame content without lag or stuttering. Balanced Difficulty: Fewer enemies, but tougher and more rewarding battles—each one becomes a proper challenge, especially with improved monster behavior and new mechanics. Optional Mode Features: New Visual Indicators: Clear visual cues on monsters (like enhanced auras or markers) help identify what you’re up against at a glance. Unique Rare Monster Mechanics: With fewer enemies, rare monsters could be upgraded with new and interesting mechanics to keep fights engaging. Why I’m Proposing This: I’ve reached endgame twice—once with my Witch summoning 35 minions and over 700 spirits (first season), and now with my Smith whose totems hit like a truck. While both were fun, the current meta can overwhelm low-end PCs, If the action doesn't feel smooth and readable, you lose the sense of control and power that makes PoE so enjoyable, especially when you boosting those t15+16 maps. I can play it, but it’s a struggle. I’m proposing this mode not as a nerf, but as an alternative playstyle—one that makes gameplay more strategic, enjoyable, and accessible, especially for players who want to avoid the chaos of high-density fights. (And yes, what I mean is playing the endgame like the campaign, not starting a new character and play again the campaign.) แก้ไขล่าสุดโดย Decimus012#0134 เมื่อ 16 มิ.ย. 2025 23:56:58 ขุดครั้งสุดท้าย เมื่อ 21 มิ.ย. 2025 09:59:43
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people play endgame to increase pack sizes and juice maps and you want to lower mob's density?
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I agree with the initial post.
Fighting fewer monsters that do more meaningful things I need to respond to in distinct ways sounds a lot of fun as does increased challenge. |
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+1
Except this should just be the default for the entire game. This captures the "meaningful combat/slow & methodical combat" vision much better than the current state. It also opens the game up to things like damage reduction curses/debuffs, hazards/traps, ground effects, wall creation, slows, active blocking, etc. being actually useful/tactical mechanics, as opposed to the current gameplay iteration where blowing up the entire screen instantly is pretty much what every build ends up doing/has to do. If people want to zoom and blow everything up instantly they can play PoE1; PoE2 is supposed be a different experience, not the same one but worse at it. แก้ไขล่าสุดโดย SplashKing#6352 เมื่อ 21 มิ.ย. 2025 10:02:32
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