Towers were completely fine, the community was wrong

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The community wasn't wrong. The community just didn't agree with your personal preferences.

This game is fundamentally still a hack-and-slash, not a strategy or simulation game. So it's only natural that not a lot of players enjoy spending time considering and solving for an optimal pathing through a map.

Imagine if the devs of a Civilization game had made people manually do every battle by controlling their military units like an action game, whacking at enemy units in the battlefield; it would be engaging, challenging, and maybe fun, but it would be considered stupid design for a Civilization game.

Towers aren't as bad as that analogy but it absolutely is making players spend too much time and effort doing something that most people do not look for in a hack-and-slash game.


Is it though? A passive tree with a million different nodes. A crafting system so complicated you need multiple outside resources to understand what the game doesn't tell you. All adding up to a system of mechanics so complex the only real, efficient answer to "is this an upgrade to my build?" is downloading a third party program and importing your character.

But you can't figure out how to path to a tower following predetermined nodes. Huh
lmao tower juicing is (soon to be was) just an insanely stupid mechanic. what a garbage take tbh

"Towers added and engaging, challenging, and fun experience"

engaging -> no, you sit in town rolling tablets to hit something good for like an hour a day to get 7% quant + affix instead of killing monsters

challenging -> yes, very. it's a massive drag. i want to play, not be forced to hunt triple tower setups and then spend 20 minutes crafting tablets to play said triple tower layout

fun -> just no bro
Last edited by tdonov5#2743 on Sep 26, 2025, 4:30:01 AM
I don't think Towers necessarily inherently sucked, they just didn't fit well with a sort of infinitely branching endgame where you need to explore around to find specific things.

Like, to find Citadels you need to go looking, and to do that you need to keep moving. But Towers incentivized you to stay in in an area and clear out all the nodes there, because you got to juice those nodes.

That's the biggest issue. One part of the endgame wants you to keep moving, the other wants you to stay where you are. It was a bad matchup mechanics that just felt bad to play. Towers would be fine in an atlas where you didn't need to move around to new places all the time, but that would require a fundamental rework of the entire endgame. So it's better to just get rid of Towers.
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Is it though? A passive tree with a million different nodes. A crafting system so complicated you need multiple outside resources to understand what the game doesn't tell you. All adding up to a system of mechanics so complex the only real, efficient answer to "is this an upgrade to my build?" is downloading a third party program and importing your character.

But you can't figure out how to path to a tower following predetermined nodes. Huh


This is what I call a bad faith comment.

I said it already. It's preference. People couldn't be bothered to engage with towers because they don't want to, not because they can't figure out how to.

The popularity of build guides, crafting videos and guides, and whole websites presenting builds show that there is literally a whole market for people who couldn't care less about figuring out the passive tree, skill links, and crafting system themselves.

Do you actually think people who don't play strategy games are because they can't figure it out? No. It's because they don't find it fun.
Current tower system is highly undesirable. It is repetitive, tedious and gets boring fast. They knew it and introduced a quick workaround. Towers are now redundant. We still need innovative overhaul for the endgame.
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the Atlas was fine, and GGG did a good job


Not even GGG thought that was the case, only you. Jonathan said multiple times he also thought towers were bad
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tdonov5#2743 wrote:
lmao tower juicing is (soon to be was) just an insanely stupid mechanic. what a garbage take tbh

"Towers added and engaging, challenging, and fun experience"

engaging -> no, you sit in town rolling tablets to hit something good for like an hour a day to get 7% quant + affix instead of killing monsters

challenging -> yes, very. it's a massive drag. i want to play, not be forced to hunt triple tower setups and then spend 20 minutes crafting tablets to play said triple tower layout

fun -> just no bro


Oh really smart guy, so, instead of "sitting in town rolling tablets" to infuse 22 maps for a potential stacking quant of 60%+. We are going to roll, the same tablets, for a quantity max of 21%, for only 10 maps.

So you're going to need MORE tablets, for LESS quantity of items, for the exact amount of maps you're STILL GROING THROUGH.

So +7% Quant tablets will possibly triple in price, and now you will have to "sit in town rolling tablets" for more than double the amount of time.

Standing ovation for you my friend, good to know my take was garbage
Last edited by DragonSixZey#5163 on Sep 26, 2025, 5:00:03 AM
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I don't think Towers necessarily inherently sucked, they just didn't fit well with a sort of infinitely branching endgame where you need to explore around to find specific things.

Like, to find Citadels you need to go looking, and to do that you need to keep moving. But Towers incentivized you to stay in in an area and clear out all the nodes there, because you got to juice those nodes.

That's the biggest issue. One part of the endgame wants you to keep moving, the other wants you to stay where you are. It was a bad matchup mechanics that just felt bad to play. Towers would be fine in an atlas where you didn't need to move around to new places all the time, but that would require a fundamental rework of the entire endgame. So it's better to just get rid of Towers.


That is a really good point and it explains very well why it is a flawed system, I can see why people want them removed.
I hope they can implement a mechanic that is good and fluent to move through the Atlas while being engaging and fun to interact with.
Welcome to the "vision" Path of Exile 1, lol. Yeah, i see no future for this game.
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I don't think Towers necessarily inherently sucked, they just didn't fit well with a sort of infinitely branching endgame where you need to explore around to find specific things.

Like, to find Citadels you need to go looking, and to do that you need to keep moving. But Towers incentivized you to stay in in an area and clear out all the nodes there, because you got to juice those nodes.

That's the biggest issue. One part of the endgame wants you to keep moving, the other wants you to stay where you are. It was a bad matchup mechanics that just felt bad to play. Towers would be fine in an atlas where you didn't need to move around to new places all the time, but that would require a fundamental rework of the entire endgame. So it's better to just get rid of Towers.


That's a good point. Although, I kind of wish they got rid of citadels, instead...

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