Tower Adventures

Some ideas for endgame adventure.
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- After clearing a tower the tablet powers should be activated and stored in an item you equip in a lower left inventory slot like the Heist Thief Trinket.
The "Tablet Trinket" can store up to 9 tablets simulating the power of a 3 tower setup. "Tablet Trinkets" decay with use depleting all charges after a number of maps have been run (10 charges?).

- Mods stored in "Tablet Trinkets" can affect any map even when outside tower radius applying to the player.

- Towers do not empower maps in area instead capturing a tower allows the player to freely jump around and run any map within that radius. This way a player can choose whatever favorite map they want and even speed up travel and exploration as they can capture a tower then instantly run a map on the edge of the radius on the way to the next tower.

- Collected Mods stored in charged "Tablet Trinkets" can be sold. Allowing people to hunt for towers and create specialized combinations of mods for endgame farming.

- Capturing a tower and being able to run any map within radius makes sealed boss maps more attractive since you can pick the best 3 surrounding maps in order to break the seal.

- Map progression is normal if you haven't captured a tower. Capturing a tower rewards you with free movement within surveyed radius. This creates a healthy mix between having to travel normally and being able to freely jump once you map normally to a tower.

- There can now be less towers and no need for them to overlap. Even when further away you can now jump to the edge of a captured tower radius and travel normally to the next one. (Sometimes you are lucky and they overlap allowing you to instantly run the other unclaimed tower within radius.)

- Completing league mechanic objectives in maps subtracts the number of rare kills needed to complete the map. Giving you a comfortable choice of objectives + some rares or avoiding objectives and killing all rares.
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This way after acquiring many towers and creating many different "Tablet Trinkets" with mods you now have the option to swap them out depending on farming mood and situation not bound to a specific area but there is still a sense of work and navigation required to acquire and create them.
Towers are cool. They don't need to be scrapped. They just need a little tweaking to grant choice, more freedom and faster movement.
Towers are tall they let you survey the land you should be able to pick any spot within that surveyed area and travel onwards from there.

I understand this is a delicate matter because if it's made too easy it will just cheapen the adventure and wonder of a unexplored landscape. A mix between normal mapping and free movement within conquered areas seems like a good flow where doing objectives rewards with some freedom that speeds up progression.
Dernier bump le 17 sept. 2025 à 19:30:26
Has some valid ideas, but I think my biggest problem with the current endgame is that the extra content is on the maps. This will always kind of force you to path towards the good maps, your tower capture idea takes away some part of it but still leaves to base mechanics on the map from how I understood. Also, since the worldmap is infinite — at some point it just feels overwhelmingly huge — waypoints and such don't help that.
Your ideas might improve it and fix the overlap issue, but there are more imo.
Dernière édition par KäsePizza#3007, le 17 sept. 2025 à 17:04:50
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KäsePizza#3007 a écrit :
Has some valid ideas, but I think my biggest problem with the current endgame is that the extra content is on the maps. This will always kind of force you to path towards the good maps, your tower capture idea takes away some part of it but still leaves to base mechanics on the map from how I understood. Also, since the worldmap is infinite — at some point it just feels overwhelmingly huge — waypoints and such don't help that.
Your ideas might improve it and fix the overlap issue, but there are more imo.


Yes the maps would still have some extra randomly generated content on them naturally then they are boosted by this "Tablet Trinket" idea that would apply Irradiated effect and more mechanic juice that comes from Tablet mods.
The crux of it all is middle ground since some people don't mind running "annoying" maps, I'm one of those ppl. I don't find most maps that annoying and will run juiced maps even if they have maze like structures. Because I think overall the map variety and new map layouts are pretty good and the majority are pretty comfortable. I think ppl whine too much when they have to run 1 or 2 maze maps now and then. There are not that many "annoying" maps forced upon you and the free movement within captured tower radius would allow those people to dodge most of the maps they dislike.
Just like the atlas has changed in PoE1 it will continue to change in PoE2 but I still think they have a cool thing going on and don't want to see it ruined just because people want to run the same comfy maps over and over like PoE1.
PoE2 is sometimes "good with the bad", PoE1 is often "good with the good".
The PoE2 map is intentionally huge because it has a lot of visible valuable things on it for those who pay attention. You're supposed to miss stuff and later rediscover it when you look closer. I think of PoE2 endgame like a loot filter where you learn to recognize value through time and familiarity, you stumble upon special Lineage Gem boss maps and you know you potentially have 10 divine loot if you just clear 3 maps around it.
We'll see what they'll do.
I agree with detaching tablets from towers.

That said, I believe they are putting a focus on endgame in the next patch, so we'll have to see how they solve this problem first.
Dernière édition par kumogakure#7381, le 17 sept. 2025 à 19:32:11

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