Temple has a lot of potential...
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Preface: I’ve spent 120+ hours in the Temple and even built a planning tool for it:
https://sulozor.github.io/#/atziri-temple This feedback comes from liking the mechanic and wanting it to succeed. # What GGG is trying to fix - Performance issues from scaling - Perceived lack of Temple variety (even though most players seemed to like the previous version where you could effectively optimize in many different ways, or just straight farm Atziri...) ## What works The loot nerf / diminishing returns were probably necessary. The gap between bad and perfect Temples was too large. ## What doesn’t Removing difficulty scaling at the same time kills one of the main reasons to push character power. The Temple is the only scaling endgame system in PoE2 which requires an actual strong character. # Lock medallion change (Tier 3 only) is a mistake It kills Temple building, which is the fun part. You now need a lock medallion AND have a Tier 3 room to progress. That’s excessive and totally unnecessary medallion pressure. Lock medallions ARE mandatory, which completely removes player agency. High-end players aren’t affected. Mid and newer Temple runners are. This change doesn’t solve the problem it targets. # Better solutions ## Remove lock medallions from Spymasters Keep them as high-tier medallion rewards but with a much higher weight instead. This removes Spymaster pressure and restores real choice. ## Rework destabilization Random progress loss feels terrible. Add Temple tiers based on room count and room tiers Higher tiers = more rewards + more difficulty on top of their inherent bonus. Destabilization only happens when moving between tiers This makes progression intentional instead of punishing (do you want to save locks for when you destabilize which will make your temple building slower, are you want to push despite the risk?) ## Limit portals by Temple tier Infinite retries remove danger, hurt performance, and make defenses irrelevant. # Critical QoL missing - Draft mode to plan Temples before committing - Show vulnerable rooms and number of rooms that will be destabilized - Fix room connection medallion display - Allow using medallions inside the Temple (already possible by going outside) - Add checkpoints at branching points # Bottom line The Temple is very close to being one of PoE’s best mechanics. The core loop is good. The current changes reduce player agency and punish the wrong players. TL;DR: Lock medallion Tier 3 restriction kills Temple planning and variety. Destabilization feels bad. Remove lock from Spymasters, make destabilization tier-based, add basic QoL. The Temple has huge potential — don’t let it die. If you want any more opinions/ideas, don't hesitate to get in touch with me directly :) แก้ไขล่าสุดโดย suloz#1822 เมื่อ 4 ม.ค. 2026 16:27:00 ขุดครั้งสุดท้าย เมื่อ 4 ม.ค. 2026 16:38:59
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I'd like to see more interactions like generators that use paths and room combos that require more than one connection. If they want to shake up the chaining meta there needs to be cool and powerful interactions with rooms that chaining cannot access.
Hover over close temple should show which rooms can potentially decay. I agree with most of your ideas and we need more good suggestions to push ggg in the right direction and less whining. |
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" I think this is an excellent idea. Similar to the player agency that is already present in maps: you choose which tier waystone and how much difficulty to add to it. 0.4 SSF: Thunderstorm and Minions, work in progress: https://poe.ninja/poe2/profile/DistributedAutomaton-5739/character/CrystalController
0.3 SSF: Evasion-only melee challenge character: https://poe.ninja/poe2/pob/119e9 |
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