More Dungeon Crawler, less Bullet Hell, less Vampire Survivor
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Endgame system, revamped Tower mechanic
- Dungeon Crawler - focused on fighting monsters 1 by 1 - each floor is a dungeon with a randomly generated layout - each Tower has its unique theme based on the biome it's in - emphasis visceral combat, visibility is limited, and ranged attacks have a damage multiplier penalty based on range, fuck ranged - each floor has a mini boss - a unique and strong boss awaits the player at the rooftop, an arena - choices you make in each floor will influence the final boss fight - dungeon monster variety and damage type is based on the biome - comes with an Arsenal system - you craft multiple kind of gear in your hideout, and can store X amount of gear (based on X amount of biome in the game) - you pick your gear before entering the Tower - dying in a floor puts you back on floor 0 - dying may destroy your gear forever - killing the final boss gets you access to its forge, you may enchant your gear (from the arsenal) with powerful unique modifier that influence your skills, again, themed around the current biome How to enter a tower? you hunt down a General inside the biome, he may drop a Key (he'll be accompanied by his army), you need to find clues and hire Rogue Exiles to help you (they may refuse and try to kill you instead) ![]() Last edited by ryuukk33#4998 on Aug 15, 2025, 3:24:49 AM Last bumped on Oct 30, 2025, 12:52:22 PM
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" I'm game if we make it turn-based and get a similar UI to: ![]() |
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" Emphasis on moment to moment 1v1 / 1v4 combat doesn't mean going turn based |
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HAHAHAHHAHAHAHAHAHAHAHHAHAHAHHAHAHAHAHAH
https://news.blizzard.com/en-us/article/24243142/sanctuary-ignites-with-itemization-systems-changes#Tower Good thing that they still don't get it |
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Interesting take
https://www.youtube.com/clip/Ugkxf41EkWY8Vb8D75XaQrVtqDXVLVLi19PY |
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If this gives the player the option to affect all future maps by placing a few tablets at the end of the area, I'm in. They really should bring back the old tower mechanics, but they also need to lower the tablets' effect to the 1%-2% range (1% chance of getting ritual events etc.) and make them global with some limitations so the towers at least make sense and I don't have to micromanage all these stupid s* tablets like a virtual slave every time I need to open a new map.
Neden yaşıyorsun?
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" The way i envision it is much simpler, the tower doesn't affect your traditional mapping activity (it could, but harm is done already, and i don't think the majority of player base would like it), it's a mechanic on its own for people who are not interested in braindead map blasting An endgame activity that solely focuses on dungeon crawling and moment to moment combat, there is no notion of packs, the selection of encounters within floors is tailored for maximizing combat, aesthetics and ambiance Think Delve or Heist, but meant for taking advantage of PoE 2 combat and the atlas/biomes mechanic, if you don't want to engage with it, you can just ignore it and it will never impact your progress It takes advantage of the atlas because i have other plans for the atlas, i think it has potential for becoming a live ticking board game full of activities to chase and explore, instead of forever rewarding brainless blasting, but that's a story for a different post Last edited by ryuukk33#4998 on Oct 30, 2025, 9:22:11 AM
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" Some people like mindless blasting and one-click gameplay. I'm not one of them, but we all know they have just as much right to get what they want as we do. So, the only way to create this kind of content is to not force players to complete it. But we all know that if GGG makes a dungeon crawler, they'll put a "ascend" bs at the end, just like the trials. They probably see their players as mules with a carrot. Neden yaşıyorsun?
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" Hence why i said it's a mechanic that lives on its own, just like Delve and Heist But i get it, GGG doesn't have the balls to create the best ARPG ever, they'd rather milk zombies |
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My first ever tower zone in poe2 way back was the abandoned spire that you climb upwards level-by-level and my immediate assumption upon entering it was that it being a distinctly "special" kind of zone on the atlas would mean this area was kind of special itself.
I was imagining that it might have some similarities to what you mentioned, in that each level would have it's own unique "twists" or events, and a boss awaited me at the top. Turns out I was way wrong and it was just a tiered area for no reason other than to be tiered and there wasn't even a boss because it was just rare monsters and I touched the thing at the top - which at least made a cool noise. And I did think that every "tower" was going to be somewhat similar just different according to it's biome location - like jungle, ice, ruins, desert, etc. all with their own boss. Turns out some of them weren't even towers. I guess a Mesa might look kinda like a tower. But then there's the one that's basically "Jungle Deshar" and another is climbing up a mountain ledge. Maybe these guys should have their own biome versions too, just like the tower idea. Climb up an ice mountain instead of the jungle mountain. Do Volcano Deshar instead of Jungle Deshar. Anyways I think a lot of your ideas could be used to revisit the "tower" concept they abandoned in the atlas. |
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