Competitive idea for the atlas and Towers.

Imagine this!
You’ve spent hours perfecting your tower layouts, aligning four towers just right, optimizing every corner for efficiency, and now it’s yours—permanent, persistent, and ready to defend.

Instead of endlessly rebuilding, your hub becomes a living, breathing center of activity. But here’s the twist: the world is vast, other players roam, and challenges can appear near your hub at any time. Massive PvE encounters will test your guild’s strength—cleanse the corrupted towers first, and lock them down. Fail, and rival players could claim your perfected layouts for themselves!

Want a more social angle? Picture a group passing by your hub asking to farm your layouts for a small (or massive) fee. Invite them in, earn passive income, and make your hub a hotspot for trading knowledge and resources. Map layouts can be run as many times as you like, sold, or shared—giving rise to a player-driven ecosystem that rewards strategy, creativity, and teamwork.

Welcome to Tower Hubs, a next-level idea for PoE2’s endgame.

Dear GGG Team,

I hope this message finds you well! I wanted to share this idea that could significantly enhance the endgame experience in Path of Exile 2 by evolving the current tower system into something more persistent, dynamic, and socially engaging.

The Core Idea: Persistent, Player-Interactive Tower Hubs

Instead of rebuilding towers from scratch each time, players could establish a permanent "hub"—a settled location for their towers and layouts. These hubs wouldn’t just store progress; they would become a focal point for collaborative and competitive PvE activity across the atlas.

Imagine having to protect your hub from other venturing players—not in a traditional PvP sense, but through large-scale, emergent PvE challenges in the form of contested corrupted towers, where hordes of monsters intersect the challenge to claim their lost territory. When a challenge is triggered near your hub, it becomes a race: the first players to cleanse corrupted towers secure them, and your guild’s efficiency in protecting surrounding layouts directly impacts your success.

Perhaps your hub contains unique-boss map layouts alongside popular “zoomy” setups that many players seem to love. Rival players might attempt to claim your perfected four-tower alignment for themselves or pass by asking permission to farm there for a fee of your own choosing. By granting access, you can earn passive income, turning your tower layouts into a valuable resource—making every hub a living, strategic center of activity.

Key Benefits:

Retention of Progress: Players retain tower upgrades, layouts, and defenses, allowing for long-term planning and strategic growth.

Social and Collaborative Play: Hubs invite other players to collaborate, compete, or interact, adding depth and emergent storytelling to the endgame.

Dynamic PvE Challenges: Towers can be contested through massive PvE encounters, creating meaningful consequences for success or failure.

"Reduced" Grind: Eliminating repetitive rebuilds keeps gameplay exciting and rewarding. (while still retaining a less repetitive kind of grind)

Player-Driven Economy: By allowing map re-runs and the sale of perfected layouts, hubs encourage creativity and community engagement—similar to some of the most beloved systems in PoE1.

I believe implementing persistent, interactive tower hubs could transform Path of Exile 2’s endgame into a vibrant, strategic, and highly social experience. It’s not about replicating PoE1, but taking inspiration from what players loved—empowering them to create, protect, and profit from their unique tower setups while fostering meaningful interactions across the atlas.

Thank you for considering this suggestion! I’d love to see how such a system could be integrated into Path of Exile 2 to create a more engaging, player-driven endgame.

Best wishes o7
Last edited by daniolio90#4121 on Sep 26, 2025, 2:18:03 PM
Last bumped on Sep 26, 2025, 4:20:58 AM
That sounds like an interesting concept—allowing players to compete against each other's strength progression through some form of map farming or clearing mechanic. However, polishing it to a shippable state within the game would be far from a small undertaking.
Yea, that would be something of a re-haul and I'm not expecting any of these changes. But it's an interesting concept indeed in my opinion. I've love if they made changes in this direction.
Diablo 3 had the best end game through Greater Rift system.
Atlas is shadow of that.

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