You "fixed" towers in the laziest way possible.

GGG has always been so clever with their design over the years. When the shaper elder atlas was a thing and sextants were a nightmare to use, the came up with the 4 quadrant atlas with waystones and eventually trees for each quadrant. It was a very creative and interesting way of solving the problem.

Now we come to towers in PoE2 and its as though that first week feedback of 'Oh towers need some kind of mechanic in them' was just taken at face value with out any critical thought at all.

You couldn't even be bothered to make a tower specific mechanic, it's just add what we already have with no consideration what its going to feel like to run a ritual or breach in a tiny hallway or a map bisected by some piece of map geometry like the sun temple.

I honestly cannot believe this is the same company that we have been dealing with for years if when your answer to this is deal with the symptoms instead of the problem itself.

I have been constantly defending this game because hey it is 0.1, but here we are 4 months later and your big change to towers is a worse version of what people were asking for 3 and a half months ago.

What the hell is happening guys? Is Johnathan just convinced towers are good and no one can change his mind? Are pages and pages of feedback not enough to understand your endgame is in a dire place and very very few people are going to stick around to deal with it for another, what 4 months?
Last bumped on Feb 27, 2025, 5:50:41 AM
Bump

but also, I'm interested to try it. There is something wrong with me I think.
Imagine you spent 100e for a breach tablet containing 7 breaches, and 3 or 4 breaches happen to be on the tower nodes.
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Imagine you spent 100e for a breach tablet containing 7 breaches, and 3 or 4 breaches happen to be on the tower nodes.

And what will be the difference between breach on tower map and on non-tower map?
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Imagine you spent 100e for a breach tablet containing 7 breaches, and 3 or 4 breaches happen to be on the tower nodes.

And what will be the difference between breach on tower map and on non-tower map?


Breaches rely on your map being a wide open area without much "blocked" terrain to spawn mobs.
Breach mobs can only spawn at the edges of the expanding circle, and only on "walkable" terrain.

Some towers are just a lot of small corridors surrounded by empty space. Breaches are basically useless in those maps and will spawn almost no mobs.
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_rt_#4636 wrote:
Some towers are just a lot of small corridors surrounded by empty space. Breaches are basically useless in those maps and will spawn almost no mobs.


Crypts and mineshafts never got that memo, but they get breaches all the same.

I see no difference.
Last edited by Bigwilleh#1842 on Feb 26, 2025, 10:40:11 PM
Is it lazy? Yeah.
Do I like it? No.

PoE2 has larger problems at the moment.
A lazy fix that I don't like isn't why I stopped playing P2.
That "Honour" goes to fucking Sanctum.
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_rt_#4636 wrote:
Some towers are just a lot of small corridors surrounded by empty space. Breaches are basically useless in those maps and will spawn almost no mobs.


Crypts and mineshafts never got that memo, but they get breaches all the same.

I see no difference.


Not sure what you meant, but I never said all other layouts are good for Breaches. I was just explaining why having towers "soak" tablet mechanics like Breaches is a bad change.
Towers suck. Waystones suck..

Just bring back Poe1 maps and orbs and atlas progression.

These fixes are like bandaids that don't address just how clunky and bad and empty the end game is.
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_rt_#4636 wrote:
I was just explaining why having towers "soak" tablet mechanics like Breaches is a bad change.

Because exalts per hour will be like 5% lower if you are buying tablets for farming breaches? I don't think that maximizing farming is the point of this change.

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