There are discussions within the gaming community about Path of Exile 2 potentially implementing additional checkpoints as a temporary solution to significant gameplay challenges. These challenges, which have been recognized for detracting from the overall campaign experience, are particularly evident in certain areas known for their extensive traversal, contributing to a sense of monotony. This issue isn’t solely a consequence of the newly released patch 0.2.0, which has introduced its unique challenges, ultimately leading to the game’s mixed reviews on Steam.
In response to widespread community feedback regarding patch 0.2.0, Grinding Gear Games (GGG) has acknowledged these concerns. They are actively working on enhancements for the Dawn of The Hunt expansion, focusing on various aspects, with the size of certain game areas being a critical point of consideration.
Will Additional Checkpoints Alleviate the Lengthy Experience of Act 3?

Players often find that some zones in Path of Exile 2 extend far beyond the typical ARPG experience of short distances between safe zones. While areas like Ogham Farmlands in Act 1 are reasonably sized, locations such as Mawdun Quarry and Spires of Deshar in Act 2 elevate the inefficiency to an alarming degree. However, it’s in Act 3 where this concern becomes unmistakably evident.
Estates like the Matlan Waterways may not be exciting but fulfill their purpose; in contrast, traversing the vast expanses of The Drowned City and Utzaal can feel unnecessarily drawn out. Instead of presenting engaging challenges, these lengthy journeys result in frustration and boredom.
GGG has indicated they are investigating notable outliers, even as the primary issue appears to lie with the two Act 3 maps in question. Their proposed solution of introducing more checkpoints may provide some convenience.
But would additional checkpoints genuinely resolve the situation? The answer could be yes, particularly for those frequently facing defeat. Nonetheless, this approach does not address the underlying issue: the areas are excessively large relative to their gameplay purpose.
The Drowned City serves as a connection point to two significant locations, one of which features an optional boss named Mektul the Forgemaster. Meanwhile, Utzaal contains several quarters offering loot, such as gold tokens that often yield disappointingly low value. Even if these areas were complemented with richer content, they could still feel tedious, especially since players must repeat them during the Cruel cycle.
Currently, navigating through Path of Exile 2 offers little alternative route optimization. Apart from increasing your Movement Speed, there are no shortcuts to ease the prolonged journey through the dilapidated city ruins—a stunning environment, albeit one that highlights the game’s pacing issues.
It’s also important to mention that the recent inclusion of Rhoa Mounts in Path of Exile 2 hasn’t significantly improved the speed of travel. These extensive Act 3 maps seem to have been designed during a time when the Quicksilver Flask was more prominently featured in gameplay, and it’s unclear when or if that perception will shift.