Tower Solutions

From a fun perspective there are a few things I see that could have been addressed better. Primarily people were excited for the patch because the potential to juice every map easier, but in the end it didn't turn out that way. Towers seem to be a constant issue and now they seem even worse than before, lacking any form of useful drop, and still feeling lack luster. Can we also just all agree that the fact that we need 70+ Quantity is a problem all on its own? Maps feel horrible without it and that's what makes this change feel increasingly bad from a fun perspective. Leaving Quant as is these are a few solutions I think potentially help the problem.

How I think the Tower problem should be solved with two solutions. These solutions assume towers can no longer overlap.

Solution 1: Towers can once again have a single tablet put in after completion. Depending on number of mods on the map you get a 25/50/75% increase on tablet. The Tablet effects X maps in range (personally I am fine with all.) Along side this change tablet ranges for quantity needs to be increased to 15-30%. I see no reason to have reduced this, if the goal is a fun then reducing quantity is never going to be good. This brings us to a better position over all, yes the potential quantity is higher, but the end goal here is to make towers VALUABLE, but not in a way that means your only looking for a triple overlap yada yada.

Solution 2: Towers no longer affect maps in any way, however when completing a tower (depending on mods again) they now will upgrade up to 3 tablets at 6 mod to Rare, multiplying your existing values by 1.5 and adding an additional modifier. I would recommend using new tablet modifiers for this maybe having +1 addition monster level, Rares on maps are duplicated, Mobs explode for gold, all strong boxes can be opened twice idk have fun with it. Again quantity on tablets needs an increased range 15-30 because this is still a generic problem. However this also will give an intensive to run towers they will feel interesting and good to do.

As a side note Rares on the map... what was the reason we removed a QOL item, like in a previous interview you already know that's what we want to kill, lets not make that harder for no reason. Also bosses, I know this was a heavily debated topic, right now bosses don't feel valuable enough. The unique map bosses I think are perfectly fine, but generally bosses have not felt that impactful in a game where currency is king and loot is a slot machine maybe having a few dedicated currency slots would be nice but maybe that's bad somehow. Let me know what you guys think would this make you content running towers?
Dernière édition par Apex#2052, le 2 oct. 2025 à 00:17:01
Dernier bump le 2 oct. 2025 à 16:10:51
Why does it need more quant though, wouldn't it better if loot was just better? Are we walking trash cans or what? What's the point.

I can see that some of that scarcity is intended though and quantity is a mistake as an affix, base game should be rewarding without it.
I think that was my point, as I said there is a problem with quant as it is. That is likely an overhaul on how currency works in the game and is a completely independent problem. Given that its unlikely we see that change, this was my alternative solution to the current issue. I think we all also need to keep in mind they did say that they wanted to let us "test" this change which is what we all were asking for as far as mid league changes go. The devs are trying something out, its not working, so lets see what we can do to change it, I am 100% sure that they are aware that quantity is an issue and need an over haul but short of just giving flat 50 quat to every character idk what the solution is.

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