I didn't expect Path of Exile 2's endgame talk to pull me in this hard, but the new "Grand Projects" idea sounds like the kind of change you feel every single session. It's not just a fresh coat of paint on mapping; it's a rethink of how you move through regions, how you set goals, and how much busywork you're stuck doing between fights. If you're already planning your stash tabs and thinking about PoE 2 Currency for early upgrades, this system matters because it shapes what you'll farm and how quickly you'll get there.
Towers become the backbone
In PoE1, a lot of endgame momentum dies in the menus. Click this, slot that, repeat until you forget why you opened the UI in the first place. Grand Projects flips that by making towers the baseline. You clear a tower in a zone, and it's not just a checkbox achievement; it opens the whole region's maps. That one change cuts out the "admin" feeling. You're not feeding tablets into every little structure like it's a chore list. You push forward, finish the job, and the game gets out of your way so you can focus on the part that actually matters: running maps, dodging nonsense, and watching loot explode.
Terraforming Tablets and player taste
The wild card is the Terraforming Tablet. This isn't a small tweak where you reroll a modifier and move on. It lets you swap a biome, and that means the maps you'll see and the monster pool you'll fight. If a tight, claustrophobic layout drives you nuts, you're not stuck grinding it because the region "decided" so. You can change it into something you enjoy. Wide open spaces, different enemies, different pacing. And after a few hours, you'll notice the bigger deal: your endgame starts reflecting your taste, not just your tolerance.
Planning, not autopilot
There's still that classic PoE brain-work underneath. Tablets aren't something you'll want to waste, and towers look like they'll become real strategic anchors. Most players will probably do three things: pick towers that unlock the cleanest route through a region, use Terraforming to steer toward layouts that suit their build, and shape monster types around what they're trying to farm. Do it well and your map flow tightens up. Do it poorly and you'll feel it, because you built the problem yourself.
Keeping the grind feeling fresh
What I like is how personal it could get over time. Two players might reach the same endgame, but their regions won't look or play the same if they've made different calls. That's the kind of long-term hook PoE has always been good at, just with less friction. And when you're gearing up for that next push, it's nice knowing there are reliable places to top off essentials too, like U4GM offering game currency and item services when you'd rather spend your time mapping than bartering.