If Delve 2.0 were to come to POE, how would you like it to be ?
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Hi team, I'm a delve enjoyer and while I was delving I thougth to myself how would delve 2.0, Hek Delve in POE2 would be like ?
Here are a few point that I'd like to see in an upgraded Delve mechanic. - Every biome would have an unique boss - More biome or at least each new addition to the game would bring new biome. E.g. Maraketh ruins whit mirage incursion at random in those nodes; Harbinger biome; Shaper/elder/eldritch bosses touched biomes (though unlikely because they care about the atlas in the lore); Beast or Belly of the beast like Biomes/nodes that would have corrupted or unique crafting bases. Imagine having a bone/fleshy sword bases with a life leach or poison implicit - Itemized sulpite that Delver could buy to non delver. More profit for mappers, more Delve for Me. - More unique that would interact whit the darkness/light radius mechanic (I don't know all of the current one so I'm trowing that here but they don't look like they are used a lot) - Less reward noise. E.g. normal Weapon/armour/jewellery node that too often feels like a waste of time. Overall I'd like more delving on my Delve whit some more delve on the side. Right now delve feel like a good side mechanic but I somewhat wish for more. What do you think about a new/revamp Delve ? Last bumped on Apr 2, 2026, 2:11:00 PM
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I am a delver myself. I would like to see a huge overhaul for delve that targets all the "unofficial" kinds of delve there are. I like to farm around 1.500 depth for the unique fossils. So i would like to see more nodes that give those unique fossils like Crystal Spire, Molten Cavity etc. I also like deep delving for testing my sanity, that should also be rewarded in some way. Others dive into the darkness to farm the corridors, that should be increased.
Right now if I go looking for crystal spires or molten cavities, I might do a journey of 500 depth, but in parallel, and only find 2 or 3 tops while I have to pass some weird and/or difficult pathing and face difficult nodes that makes it to worth even less than already does. Right now delve is profitable if you get lucky with pathing and nodes. And when we say profitable it is nowhere near than simply alch and go maps. I like standard.
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" That is an exxageration and not true but yeah in some cases like ambush scarabs all it takes is 5 scarabs worth less than 1c each to beat Delve. That however is not alch and go. alch and go means zero investment just click the rare map, no scarabs at all and that is very very bad, especially with the league mechanic. just wasted potential and you will make a lot more in delve due to high fossil prices. |
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" I do more or less the same but I stay around 350 depht as I play RF. This is really low investement due to the valdo maps being not that pricy. I also go up and down to investigate abyss, fire and sometime ice biome when the fossil is worth more. Note that i'm making adecent div/hour selling all the fossils and stuff I pick along the way. I do also most of the side area. Bosses are also nice the blind architect drop a 18 div map. |
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Ok, so my theory for path of exile 0.5 is that they're going to be getting master crafting and the masters each direct them to different portions of the atlas, which are basically just finite knockout cards not entirely dissimilar to what is available in path of exile as astrolabes except a little bit bigger, and completing areas of the atlas gives you access to crafting materials that you can use at your crafting bench.
Sort of like a mashup of astrolabes and harvest. If we do get a new delve, like maybe a steep dungeon as opposed to the current deep dungeon, you're going to get itemized knockout cards and completing the cards is going to let you increase the difficulty of successive knockout cards. IGN : Reamus
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" I do like the idea of the atlas being more of a concrete semi open world to farm and gather but hell no for the steep dungeon. It's feels so mobile game to have to grind a tower for loot. Not the SAO type of tower but any generic mobile game has a tower like that. I mean Delve right now is really solid but not enough to be a standalone kinda mech. Poe 2 atlas need some change anyway. 66% smaller maps is mandatory, 20% more map drop to compensate and more diverse node (that will come whit the future) |
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I'm a poe1 noob and don't know much about fossils. Are they intended for a good starting craft and to remove the chaos orb spamming? Asking for a friend that uses 10k chaos orbs a craft.
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" kinda cool to use that many chaos orbs as intented ;P Fossils offer a much better chance to roll certain mods if you know what you want. Check out craft of exile to learn what mods you can roll and to calculate chances and costs. Poe is loaded with different crafting(gambling)options and fossils is just a niche thing to do. Sometimes it's the best option, many times you craft without them. Last edited by Strickl3r#3809 on Mar 30, 2026, 4:38:40 AM
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First and foremost, the CRAFTING needs to be reworked entirely. Such garbage QOL, unstacking resonators, filling fossils, blah blah blah... ho lee SHIT, dude.
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" Fossils used to be a good starting option but the things they did really well early on have been replaced by the Faustus blackmarket, Rog and the breach tree. Right now fossils are mostly for mid to top-end crafts with some niche exceptions which their price reflects. I'd start with a mix of fractured bases (bought/dropped, not self-made), essences and the basic harvest reforges followed by eldritch currencies and veiled chaos. Memory strands can be an option but they require a bit of fiddling and more knowledge/planning ahead which I feel like isn't suitable for a starting point. Lastly I'd stay away from recombs because of the high time and knowledge requirements. |
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