Towers were completely fine, the community was wrong

Needing to plan around towers felt like youre constantly always at a loss if you're not rolling everything perfectly, it's a heinous mechanic, and good riddence. Thank you GGG for taking it out, this is one of my favorite changes in the patch and I was legitimately worried towers will stay, that's how much I disliked this.

Anyway, W update, gj ggg.
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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.


That's not what you said though. You said it doesn't belong in this game because it's just a simple hack and slash and strategy has no place here. You compared this mechanic to Civ developers making an entirely different genre of game, as such insinuating any sort of strategy or puzzle solving is subverting players expectations. Not true.

Not to mention your statement doesn't even make sense. If players didn't want to engage with the tower mechanic the same way they ignore every other thing the game has to offer... they can already do that. You aren't forced to use towers.
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AverBeg7#1689 wrote:
The atlas still exists. It is literally only the way it interacts with precursors that changes. It makes the content you prefer to run better, and that's all.



The content op preferred to run was
-the nodes to reach a tower.
-the tower.
-nodes in tower overlaps that had been juiced by 6, 9, 12 tablets.

Seeing as that will functionally not exist anymore, we really can't say the content op preferred to run will be better. It's just gone.

I mean, other than "towers" vs "no towers" what preferences are we even supposed to have?
Biome is the least significant part of a map, and league mechanics were already down to the rng of what tablets you rolled before same as after.
At the very least, there ought to be something to see on the world map to provide some basis for deciding how to route through it.

If I can't see any goal to path to before doing other nodes, then I'm liable to just circle out from the Ziggurat hitting every node.
And if I do find something to route too, but it provides no reason to go back after, then why would I ever do those bypassed nodes instead of just shooting off in a straight line into the distance, waiting for the next thing?

I wasn't a fan of the towers, because it made me feel like it wasn't worth running maps I set up until I was a level 85+ character with T15+ waystones, in order to not waste the setup.
But I do want something that gives me a reason to route in some given way, instead of clicking random nodes, and I do want something that gives me a reason to go back and do every node, instead of ignoring them forever.
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The_Song#4903 wrote:
At the very least, there ought to be something to see on the world map to provide some basis for deciding how to route through it.

If I can't see any goal to path to before doing other nodes, then I'm liable to just circle out from the Ziggurat hitting every node.
And if I do find something to route too, but it provides no reason to go back after, then why would I ever do those bypassed nodes instead of just shooting off in a straight line into the distance, waiting for the next thing?

I wasn't a fan of the towers, because it made me feel like it wasn't worth running maps I set up until I was a level 85+ character with T15+ waystones, in order to not waste the setup.
But I do want something that gives me a reason to route in some given way, instead of clicking random nodes, and I do want something that gives me a reason to go back and do every node, instead of ignoring them forever.



The goals for now are the beams of light (citadels) and corrupted areas. GGG are adding new endgame content to target in 0.4.
Last edited by SaiyanZ#3112 on Sep 26, 2025, 5:48:11 AM

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