*GGG DEVS* A NEW TOWER SYSTEM for PoE 2: True Vertical Progression & Meaningful Encounters
[Suggestion] Reworking the Tower System for Path of Exile 2: True Vertical Progression & Meaningful Encounters
Introduction The current tower system in Path of Exile 2 presents an interesting concept but feels underutilized in terms of player engagement and mechanical depth. Instead of simply being a "map-like" area with a trigger point at the end, what if towers were redesigned to be actual vertical challenges—structures where players ascend floor by floor, making meaningful choices along the way that affect the final battle? This proposal aims to transform the tower system into a dynamic and strategic experience, incorporating lore-driven mechanics, risk-versus-reward decisions, and a more immersive sense of progression. Concept:The Towers of Sealing These towers were originally constructed by an ancient civilization—possibly the Vaal or an undiscovered precursor society—to seal away dangerous entities, eldritch forces, or corrupted knowledge. Over time, the seals have weakened, and as an Exile, your goal is to ascend these towers to reclaim lost power and re-stabilize the region. Instead of running through a standard map layout, players must climb the tower, facing layered encounters and engaging with mechanics that alter the final battle. Tower Structure: True Vertical Progression Rather than a simple run-through, towers become multi-stage challenges featuring: A spiraling staircase, segmented floors, or an elevator with floor-based encounters. Four interactable "Sealing Stones" (or Sigils, Catalysts) that modify the final battle based on player choices. A climactic battle at the summit, where a unique Guardian awaits. The Four Sigils of Power (Buffing the Final Battle) Throughout the ascent, players encounter four sigils. Each sigil represents a different power aspect and can be activated in distinct ways, determining how enemies at the top of the tower will behave. These sigils introduce a risk-reward system, where players must decide whether to make the fight harder in exchange for better loot. The Blood Sigil (Ferocity Modifier) Activation Method: Sacrifice Life or deal excessive damage near it. Effects: Grants enemies increased attack speed, frenzy charges, and lifesteal. Reward Boost: Higher chances for high-tier weapon drops. The Shadow Sigil (Corruption Modifier) Activation Method: Defeat a shadowy elite enemy that appears upon activation. Effects: Buffs enemies with extra projectiles, phasing, and chaos damage. Reward Boost: Increased drop rates for unique amulets, rings, and high-tier gear. The Arcane Sigil (Eldritch Modifier) Activation Method: Solve a brief puzzle or channel energy into the sigil while under attack. Effects: Grants enemies spellcasting abilities, mana leech, and elemental resistance. Reward Boost: Higher chances for spell-related gear, wands, and currency. The War Sigil (Dominance Modifier) Activation Method: Defeat a mini-boss guarding the sigil or spend rare currency. Effects: Enemies gain increased armor, endurance charges, and crowd-control abilities (stuns, barriers). Reward Boost: Increased drop rates for chest armor, shields, and exalted orbs. Final Battle: The Guardian of the Tower At the top of the tower, players face a unique Guardian, a powerful entity bound to the tower itself—potentially a long-forgotten exile or a construct infused with ancient magic. Dynamic Difficulty: The Guardian’s abilities and mechanics change based on which sigils were activated. If multiple sigils were used, the fight becomes a terrifying hybrid challenge. Lore Integration: The Guardian’s existence is tied to the ancient civilization that built the towers, providing new insight into PoE’s deep lore. Reward Scaling: Defeating the Guardian with more sigils activated grants better loot, rare currencies, and key fragments for unlocking further maps. Reward Expansion: Strategic Control Over Map Outcomes Instead of towers only serving as a barrier to inserting precursor tablets, players who fully engage with the tower mechanics (activating sigils, taking on tougher battles, etc.) could actually gain control over the surrounding map nodes. At the end of a tower, based on how many sigils were activated and the difficulty of the final battle, players could be granted a choice of enhancements for the adjacent map locations. These could work similarly to precursor tablets but with added player agency. For example: Fully clearing a tower with max difficulty could allow players to choose a rare modifier for the surrounding maps (e.g., increased currency drops, unique monster spawns, corruption-themed mechanics, or even a small chance for a mirrored item drop). Skipping or doing a minimal clear would still allow placement of precursor tablets, but without extra control over rewards. This would make towers more than just an obstacle—it would turn them into a high-risk, high-reward strategic tool for shaping map progression. Players who engage fully get a real reason to do so, beyond just loot from the final boss. Why This System is Superior It Feels Like a Tower – Instead of a simple "run-through," players experience a true ascent, making every step feel meaningful. Meaningful Choices – Players decide how difficult the final fight becomes, adding layers of strategy and replayability. Lore Integration – Towers become more than just map extensions—they tell a story, deepening the world-building of Path of Exile. Better Rewards – A structured, scalable loot system based on player choices makes towers rewarding rather than just another obstacle. Conclusion This proposed revamp of the tower system would create a more immersive, strategic, and rewarding experience in Path of Exile 2. By making towers feel like actual vertical structures, integrating player-driven difficulty scaling, and tying the system into the lore, this change would enhance both gameplay depth and player investment. Would love to hear thoughts from the community and GGG on whether something like this could be considered! Notice: Everything mentioned above is subject to change and does not reflect final decisions, commitments, or obligations. All aspects of the tower concept, including design, layout, and features, are provisional and may be revised or updated as written development progresses. Last edited by MoreBatteries#6948 on Mar 6, 2025, 8:05:59 AM Last bumped on Mar 6, 2025, 8:44:30 AM
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As a stand alone activity this could be interesting to implement. But not if it's still a necessity to deal with the tower to insert a precursor tablet afterward. Since most people would just try to skip it as fast as possible anyway and not enjoy the full intent behind this mechanic. Unless the reward is astronomical (Like higher chance of mirror or at least few div drop on full difficulty or even chase uniques).
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Great point! I totally get the concern about players just trying to skip through towers quickly if they're still just a necessary step for placing precursor tablets. So what if we added another layer of choice to the rewards?
Instead of towers only serving as a barrier to inserting precursor tablets, players who fully engage with the tower mechanics (activating sigils, taking on tougher battles, etc.) could actually gain control over the surrounding map nodes. Reward Expansion: Strategic Control Over Map Outcomes At the end of a tower, based on how many sigils were activated and the difficulty of the final battle, players could be granted a choice of enhancements for the adjacent map locations. These could work similarly to precursor tablets but with added player agency. For example:\n\n- Fully clearing a tower with max difficulty could allow players to choose a rare modifier for the surrounding maps (e.g., increased currency drops, unique monster spawns, corruption-themed mechanics, or even a small chance for a mirrored item drop). Skipping or doing a minimal clear would still allow placement of precursor tablets, but without extra control over rewards. This would make towers more than just an obstacle—it would turn them into a high-risk, high-reward strategic tool for shaping map progression. Players who engage fully get a real reason to do so, beyond just loot from the final boss. What do you think? Would this make towers feel more impactful while also giving players more incentive to engage rather than just rushing through? **EDIT: I'VE MODIFED THE ORIGINAL POST TO INTEGRATE THE IDEAS SEEN HERE.** Last edited by MoreBatteries#6948 on Mar 4, 2025, 2:31:07 PM
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Or... maybe as a reward for activating more sigil, we could be allowed to put more precursor tablet... maybe?
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Personally, I like your idea. I don't mind if something takes longer or is "less efficient" for super juicing or whatever and your system would work pretty great with my "token system", but... I guess most ppl would not like this because they only care about "doing things as fast as possible" to get juice.
Something I hoped would lower with PoE2, but you can't really change the mindset of ppl. |
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Thanks, I really appreciate that! I totally get what you mean—efficiency and speed are always going to be a big part of PoE, but I’d love to see more mechanics that reward engaging with the content instead of just skipping past it.
Your “token system” sounds interesting.. If there’s a way to combine it with this tower revamp, it could be an even better fit. Maybe if enough of us push for more meaningful mechanics like this, GGG might take notice. Either way, I’m glad there are others who’d enjoy a deeper and more strategic approach. Hopefully I can get some traction going in the right direction, and GGG takes notice. |
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Here, I copied the "token" section from my feedback post:
" A token that would synergise with your new towers is kinda easy to come up with. Turning normal towers into your versions, or being able to select a specific one or whatever. |
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Very cool! I really like the travel tokens a lot.. I brought them together.
This is a version that incorporates your token system into my tower system: Reworking the Tower System for Path of Exile 2: True Vertical Progression & Meaningful Encounters Introduction The current tower system in Path of Exile 2 presents an interesting concept but feels underutilized in terms of player engagement and mechanical depth. Instead of simply being a "map-like" area with a trigger point at the end, what if towers were redesigned to be actual vertical challenges—structures where players ascend floor by floor, making meaningful choices along the way that affect the final battle? This proposal aims to transform the tower system into a dynamic and strategic experience, incorporating lore-driven mechanics, risk-versus-reward decisions, and a more immersive sense of progression. Concept: The Towers of Sealing These towers were originally constructed by an ancient civilization—possibly the Vaal or an undiscovered precursor society—to seal away dangerous entities, eldritch forces, or corrupted knowledge. Over time, the seals have weakened, and as an Exile, your goal is to ascend these towers to reclaim lost power and re-stabilize the region. Instead of running through a standard map layout, players must climb the tower, facing layered encounters and engaging with mechanics that alter the final battle. Tower Structure: True Vertical Progression Rather than a simple run-through, towers become multi-stage challenges featuring: A spiraling staircase, segmented floors, or an elevator with floor-based encounters. Four interactable "Sealing Stones" (or Sigils, Catalysts) that modify the final battle based on player choices. A climactic battle at the summit, where a unique Guardian awaits. The Four Sigils of Power (Buffing the Final Battle) Throughout the ascent, players encounter four sigils. Each sigil represents a different power aspect and can be activated in distinct ways, determining how enemies at the top of the tower will behave. These sigils introduce a risk-reward system, where players must decide whether to make the fight harder in exchange for better loot. The Blood Sigil (Ferocity Modifier) Activation Method: Sacrifice Life or deal excessive damage near it. Effects: Grants enemies increased attack speed, frenzy charges, and lifesteal. Reward Boost: Higher chances for high-tier weapon drops. The Shadow Sigil (Corruption Modifier) Activation Method: Defeat a shadowy elite enemy that appears upon activation. Effects: Buffs enemies with extra projectiles, phasing, and chaos damage. Reward Boost: Increased drop rates for unique amulets, rings, and shadow-themed gear. The Arcane Sigil (Eldritch Modifier) Activation Method: Solve a brief puzzle or channel energy into the sigil while under attack. Effects: Grants enemies spellcasting abilities, mana leech, and elemental resistance. Reward Boost: Higher chances for spell-related gear, wands, and currency. The War Sigil (Dominance Modifier) Activation Method: Defeat a mini-boss guarding the sigil or spend rare currency. Effects: Enemies gain increased armor, endurance charges, and crowd-control abilities (stuns, barriers). Reward Boost: Increased drop rates for chest armor, shields, and exalted orbs. Final Battle: The Guardian of the Tower At the top of the tower, players face a unique Guardian, a powerful entity bound to the tower itself—potentially a long-forgotten exile or a construct infused with ancient magic. Dynamic Difficulty: The Guardian’s abilities and mechanics change based on which sigils were activated. If multiple sigils were used, the fight becomes a terrifying hybrid challenge. Lore Integration: The Guardian’s existence is tied to the ancient civilization that built the towers, providing new insight into PoE’s deep lore. Reward Scaling: Defeating the Guardian with more sigils activated grants better loot, rare currencies, and key fragments for unlocking further maps. Reward Expansion: Strategic Control Over Map Outcomes & The Token System Instead of towers only serving as a barrier to inserting precursor tablets, players who fully engage with the tower mechanics (activating sigils, taking on tougher battles, etc.) could actually gain control over the surrounding map nodes. At the end of a tower, based on how many sigils were activated and the difficulty of the final battle, players could be granted a choice of enhancements for the adjacent map locations. These could work similarly to precursor tablets but with added player agency. The Token System: Expanding Map Control A new Token System could complement this approach by providing additional ways to customize surrounding nodes. Tokens would be a separate currency for the Atlas, obtained by defeating the Tower Guardian. Different tokens could provide unique map manipulation options: Token of Consumption – Absorbs mechanics from adjacent nodes to funnel them into a selected node, creating highly specialized farming areas. Token of Choice – Allows players to reroll the map layout of a node within the same biome, avoiding undesirable maps. Token of Travel – Connects a node to another finished node, solving dead-end generation issues. Token of Completion – Instantly completes a node, allowing progression without replaying an empty area (useful after death or for bug fixes). Token of Creation – Transforms a node into a pre-completed Tower, preventing tower-stacking abuse while adding flexibility. By merging the Token System with Towers, players gain far more control over their Atlas progression while keeping engagement levels high. This would make towers more than just an obstacle—it would turn them into a high-risk, high-reward strategic tool for shaping map progression. Players who engage fully get a real reason to do so, beyond just loot from the final boss. Why This System is Superior It Feels Like a Tower – Instead of a simple "run-through," players experience a true ascent, making every step feel meaningful. Meaningful Choices – Players decide how difficult the final fight becomes, adding layers of strategy and replayability. Lore Integration – Towers become more than just map extensions—they tell a story, deepening the world-building of Path of Exile. Better Rewards – A structured, scalable loot system based on player choices makes towers rewarding rather than just another obstacle. Atlas Customization – The Token System allows players to further shape their experience, providing more control and strategic depth. Conclusion This proposed revamp of the tower system would create a more immersive, strategic, and rewarding experience in Path of Exile 2. By making towers feel like actual vertical structures, integrating player-driven difficulty scaling, and tying the system into the lore, this change would enhance both gameplay depth and player investment. Would love to hear thoughts from the community and GGG on whether something like this could be considered! Notice: Everything mentioned above is subject to change and does not reflect final decisions, commitments, or obligations. All aspects of the tower concept, including design, layout, and features, are provisional and may be revised or updated as written development progresses. Last edited by MoreBatteries#6948 on Mar 4, 2025, 4:19:17 PM
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+1
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Here's my idea. The abyss tower. Basically delve, but you go down a near-infinite dungeon instead of a mine. This dungeon gives certain benefits to the atlas the further you delve into it. Maybe add a story of the insane trying to reach the bottom.
Or the reverse. Mountain of god. Maybe the last remnants of a previous culture now in ruin after the world was scorched. |
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