[Suggestion] A System That Keeps PoE Alive Forever
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Introduce a Combat Simulator Tower: a permanent, infinite endgame system focused on combat mastery, build validation, and education, rather than economy or mapping efficiency.
This system would exist alongside maps — not replace them — and serve as a space where players can practice, prove, and understand builds and mechanics in a controlled environment. Core Structure The Tower is infinite, divided into Ascension Tiers Each Tier consists of 10 Floors Clearing a Tier permanently unlocks the next Every 5 floors, the Tower applies a Corruption Layer that persists for the rest of the run Floors escalate from basic combat encounters into: Boss fights Pinnacle-tier bosses Uber-tier bosses An ultimate “Uber Uber” tier Floor Design Floors are combat scenarios, not maps Fixed arenas and encounter rules No Atlas passives No juice stacking No scarabs Just: Your build vs the game Rewards Philosophy (Non-Economic) Rewards are intentionally non-tradeable to avoid economy impact. Examples: Ascension-themed MTX Character-bound auras or footprints Tower-exclusive skill skins Profile badges showing highest floor cleared The Tower is about prestige, mastery, and proof. Ladder & Build Snapshots high level successful runs records a snapshot containing: Class and Ascendancy Passive tree Skills and support gems Gear and gem links Highest floor cleared These snapshots form a searchable library: Filter by floor Class Skill Ascendancy This creates: Proof of concept for off-meta builds A teaching tool (“This beat Floor 30”) A living archive of viable builds at different power levels The “Recursive Echo” (Player-AI Boss) At the highest tier (“Uber Uber”): A player’s build and playstyle are snapshotted Their character becomes a Tower Boss for everyone The AI mimics: Skill rotations Movement patterns Timing and positioning This creates a rotating King-of-the-Hill meta where the community must figure out how to defeat the current strongest build. Build Gauntlet Mode An optional mode featuring: Randomly generated floor sequences Community Challenges Players can design custom floors using limited creator tools: Enemy packs Arena rules Combat modifiers Submitted floors: Are curated and rotated Can appear as weekly challenges Allow GGG to discover strong encounter ideas organically Tutorial & Education Integration The Combat Simulator Tower can also serve as the home for updated tutorials: Dedicated tutorial floors explaining: Combat mechanics Crafting systems Gem changes Defensive layers Past league mechanics can be toggled into tutorial floors Short in-game videos or guided encounters explain changes as the game evolves This turns the Tower into a “University of Combat”, addressing feature creep and onboarding challenges for new and returning players. Why This Matters Creates infinite replayability without infinite content cost Provides real balance data Preserves knowledge inside the game Gives PoE a permanent mastery-focused endgame A system like this is a tool to evolve Path of Exile forever. thanks for your consideration Last bumped on Jan 31, 2026, 12:04:57 PM
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