Good idea for Towers
| Towers are at a loss right now but I have an idea that i think could really work well for either normal end game content or a League.  How towers be a progression upwards with rewards. First foor would have 2 glass cases(like heist in poe1) and an elevator with an NPC at elevator (zana, new person, whoever) 1st glass case would be a gamble station. ex.1 put in currency for a random currancy out(sort of like gambler cards in poe1) the higher the initial entry the better reward up to 5d gamble. (each gamble will cost coins scaling with initial bet) 2nd glass case would be a gamble station for gear. starting at 1ex for white items up, 2d for tier5 rare, 5d for white exceptional gear (each gamble will cost coins scaling with initial bet) Elevator NPC takes you to next floor with a coin (bring back heist coins) and a bribe. higher the bribe higher the difficulty and higher reward. After monsters/bosses killed map complete. ex: 1ex for white mobs for floor 2 ex: 10d for something like multiple super hard bosses at once (with boss loot or bonus loot table) Each floor in the tower will expand sight radius around tower. the higher you go the higher you can see around you (makes sense cause you are going up in the tower). If current sight radius is what they want raise each floor by .1 meters starting at 1 meter At say tower level 25+ need t15 waystones. Tower monsters will take on waystone modifiers and to get area level 81 and 82 let it be the same with t16 waystones and percuror tablets ----------------------------------------- Pros: - this will bring in a currency sink that people will play with. - future content proof have tower go higher with new bosses/monsters - leave towers in game as they are - towers will still be sought after - "End Game Challenge clear 100 floors" ----------------------------------------- What are your thoughts? Last bumped on Oct 11, 2025, 8:54:46 PM |   | 
| At this point I'd probably just settle w/ Towers being a Boss Rush for the people who want more of that, tbh. -(Up to) 3 Floors, w/ a Boss fight after clearing each floor. -More Mods on Waystone = more Floors. -The Bosses can drop Tablets (and/or Unique Tablets), with the 3rd Floor Boss more likely to drop a good/rare one. (*not guaranteed*) (maybe they even have *slightly* lower Item Quant since you're getting to fight 3 Bosses in one area.) -When you reach the top and clear the Tower, you can slot in a Tablet for each Floor cleared. This would not add normal Tablet modifiers to the maps in the area. Instead, using them would let you force the Tablets' Mechanics onto the area around. Replacing the 1-3 random Mechanics added by chance every time you run any Atlas Node. So you get a bit more control, if that's how you want to Map. Heck, maybe even add a Terraforming/Biome Mod or "Affinity" to Tablets and then Tablets can have double-use, Mechanics/Mods on Map Nodes, Biome Terraforming on Towers. OR make Terraforming Tablets be a class of Unique Tablets that drop only by the Tower Bosses. As for your suggestion, I think they were already adding little surprises to Towers (and Atlas and Maps, in general), so I could see some mechanic like that being something people hope to encounter when running Towers. Like a mechanic that exists, but not maybe not completely guaranteed or even deterministically. So they gotta hope and get lucky it even spawns on the map (like the Gamba SB). IDK. I don't think Towers are a completely terrible idea. I kinda like running them, tbh, because they're a much different feel than maps. At least for me, Towers really break up the monotony of Mapping w/o having to leave Mapping to do something else. 
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             They can even counter-balance this level of determination by making the 1-3 random mechanics a bit juicier than when people manually force them on the area themselves via Towers. Etc. Etc. Don't get lost by being so focused on the target that you forget to enjoy your surroundings. |   | 












 
                        