Guild Hideouts Need Purpose — Why Would Members Even Show Up?
|
Guilds in PoE2 currently have a fundamental issue: there's no compelling reason for members to gather in the guild hideout. Every function a player needs — stash, trading, crafting, the personal Ange market — is already available in their own personal hideout. Personal hideouts are actually more feature-complete than the guild one.
Even grouping with a guildmate doesn't require anyone to be in the guild hideout. That's fine on its own, but combined with everything else, it means the guild space is essentially a ghost town. The honest question: Why would a member ever go to the guild hideout? Right now, there's no good answer. Guild-exclusive hideout objects with leaderboards — Objects like a Borrowing Bramble Bash or a Map Device with internal guild leaderboards (e.g. the Eternal Incarceration Map Device) would give members a reason to show up and compete friendly against each other. Small internal competitions go a long way for engagement. Bug / QoL issue: I transferred my Eternal Incarceration Map Device to the guild. It now only works for the guild owner — and I can't get it back. This kind of one-way transfer with broken functionality is a real problem that needs addressing. Group-only atlas maps and encounters — Adding specific maps or multi-boss encounters that are mechanically designed around a group (solo = impossible or severely penalized) would create a natural incentive to play together. The design space here is enormous. Guilds feel like a social label more than a gameplay system right now. With a few targeted additions — leaderboard objects in guild hideouts, group-required content in the atlas — you'd create a real pull toward playing together rather than always in parallel. This would make the guild system feel meaningful rather than cosmetic. Thanks for reading, and keep up the great work on the game. Last bumped on Apr 10, 2026, 11:34:25 PM
|
|
|
The compelling reason is the play with friends. Maybe they just don’t want to play with you? Seriously though, adding a “compelling reason” would make people feel compelled to join a guild when they otherwise wouldn’t.
|
|
|
most i'd want is them to make it so party play automatically warps everyone to the guild hideout (if everyone is in the same guild)
|
|
|
Path of Exile 2 does a great job of making group play genuinely fun — playing with friends feels rewarding and engaging. That said, it would be even better to have guild objectives or group activities to do together.
We're about ten people in the guild and we'd love to have additional group goals beyond just doing the same endgame content — but with more people. Which ties back to the point about adding small internal guild competitions and shared objectives. Or.....Wouldn't it be awesome to have a map in the atlas with bosses that are only beatable as a group because they're just that brutal? Kind of like the deadly bosses, but even deadlier ^^ |
|
" Not gonna happen bc of ssf |
|















