[Suggestion] Towers Already Help Reveal The Map — What If They Could Show You What's In It?

Let us start with a small story because I think it's relevant to the idea.
Many players have been frustrated hunting fragment citadels. Running map after map hoping to stumble across one with zero agency over the outcome. So I started thinking about it differently.

This leads to the question: What is a tower actually for? I literally googled it.
Communication. Surveillance. Observation. Defense.

Every single real world function of a tower maps onto something that could exist mechanically in PoE2. And here's what's interesting — GGG already moved towers in this direction with ~0.3.1. Towers now reveal the atlas map and guarantee a tablet. That's a genuine step toward making towers feel like observation posts rather than waystone machines. But the visibility function currently stops at the edge of the fog. It shows you the shape of the world around you. It doesn't tell you anything meaningful about what's actually out there.

That felt like an opportunity worth exploring.

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The Core Problem

Fragment citadels are notoriously difficult to locate. Players know they exist somewhere in their atlas cluster but have no meaningful agency in finding them. The current experience is pure RNG wandering with no feedback and no tools.
Towers are the logical answer to this. They are literally structures built throughout human history for surveillance and observation. GGG already acknowledged this with the 0.3.1 atlas reveal function. The spy mechanic is the natural next step of that exact design intent — not a foreign addition, but a completion of what towers are already moving toward.

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The Spy Mechanic

After completing a tower and collecting your guaranteed tablet, a secondary optional prompt appears:

"Your position grants visibility across the region. Deploy your contacts? [Yes] [No]"

Completely ignorable. One button press and casual players never interact with it if they choose not to.

For players who say yes — your people are now out there surveilling the territory. This does not hand you a GPS marker for the nearest citadel. What it does is tilt probability in your favor. As you continue mapping the likelihood that a citadel surfaces along your natural path increases. You still stumble into it organically. It still appears in the fog. The discovery moment is preserved. Your investment simply made the world more likely to respond to you.

This matters for the purist argument — you are not removing organic discovery, you are making yourself more likely to experience it through active decision making rather than passive wandering.

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The Alerted Stack — Risk/Reward

Using the spy function marks you as Alerted. The territory knows you are watching. This is a stackable debuff with no cap:

Monster health increases across all your maps while Alerted is active.
Each additional spy adds another stack.
Completing (or failing) the citadel you were hunting removes exactly one stack.

Monster health scales, not damage. One-shotting is already a frustration point in PoE2 — adding more one shot potential through a self-imposed system would feel cheap rather than challenging. Health scaling rewards damage investment, creates a satisfying burst moment, and never feels like the game cheated you.

That last point about stack removal is intentional. You deployed scouts three times? You have three stacks. Finishing one citadel removes one. The cleanup is yours to manage. You chose this.

This is entirely opt-in. Players who never touch the spy function never see Alerted. Players who find the base game too easy now have an infinite self-imposed difficulty dial they control completely.

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Staged Progression — Knowing Your Investment Is Working

A valid concern is how players know their spies are actually doing anything. The answer is staged feedback that escalates naturally — and importantly, designed to be technically lightweight so it doesn't add rendering overhead to an already demanding system.

Stage 1 — Spies Dispatched The completed tower icon on the atlas gains a small eye symbol indicating active surveillance. That's it. No new fog layer, no graphically intensive effects, no rendering conflicts with unexplored areas. Just a clean readable icon on an already existing asset. Optional subtle audio cue — a distant signal horn, something atmospheric. The eye persists on the tower until the mission resolves one way or another.

Stage 2 — Closing In Inside your maps the atmosphere shifts slightly. Monsters become more aggressive and alert. A notification appears: "Your spies are closing in." This runs entirely through existing monster behavior and audio systems — no new rendering required. The world is reacting to the intelligence gathering happening in the background.

Stage 3 — The Climax A named “Arbiter’s Hunter” appears in your map. Think Rogue Exiles but this Hunter is specifically sent from The Arbiter, but more on that later. This is the counter-intelligence agent sent specifically to stop your mission from completing. A high difficulty timed encounter using existing enemy spawn frameworks.

You kill them before the timer expires — your spies complete their mission. A citadel surfaces in the fog along your natural path. You earned it.

They escape the timer — they vanish taking the intelligence with them. No citadel revealed. No Alerted stack removed. Back to hunting.

The timer is critical because it makes this a genuine DPS check rather than a survival slog. It is not about outlasting a massive health pool — it is about your build being optimized enough to kill efficiently under pressure. Casual players with low stacks face a manageable encounter. Players who have stacked eight Alerted charges are running a self-generated pinnacle encounter with a countdown attached.

On technical overhead — the entire staged system runs on existing infrastructure. One icon change on a tower asset, existing monster behavior systems for atmosphere, existing enemy spawn frameworks for the Arbiter’s Hunter. The new work is minimal — a handful of exile skins for the hunters, staged notification text, and probability weighting logic for citadel surfacing. For a studio of GGG's experience this is not a heavy implementation lift relative to the player experience it adds.

Players who stacked too high and genuinely cannot progress have an escape valve — on the atlas map the completed tower will display the active eye icon we established in Stage 1. Clicking the eye brings up a simple prompt:

"Recall your contacts? This will remove one Alerted stack. [Confirm] [Cancel]"
No travel required. No re-entering completed maps. The eye icon that confirmed your spies departed is the same icon you use to call them back. Same symbol, opposite action — intuitive without any explanation needed.

The recall is not free. A currency cost or cooldown between recalls ensures players cannot simply click their way out of consequences without penalty. You chose to stack. You pay to unstack.
The exit exists. But overconfidence always has a price.

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The Arbiter Connection

This is the part that surprised me when I connected the dots.

Who cares about you finding these fragments? The Arbiter does.
Right now the Arbiter is a destination. You run maps, collect fragments, eventually fight him. He has zero presence in the hours you have spent in campaign or maps before that moment. He feels like a checklist item more than a villain.

The moment you deploy spies you have demonstrated systematic intent. You are not stumbling around anymore. You are hunting deliberately. That is a different threat category. That is when he responds personally.

The Arbiter’s Hunters are not random encounters. They are his people sent specifically to stop yours. The Alerted debuff is not just a mechanical modifier. It is his awareness of you growing.

A single brief moment — his silhouette, a line of dialogue, something like "Systematic. Intentional. He takes notice." — reframes the entire endgame loop. He is not waiting at the end anymore. He has been opposing you the whole time.
For casual players who never use the spy mechanic his presence still exists through environmental storytelling. Flavor text on fragments. Ambient details at citadels suggesting someone knew you were coming. Every player gets a version of him that matches their depth of engagement.

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Why This Works For Everyone

Casual players ignore the prompt entirely. Zero impact on their experience.
Frustrated players get meaningful agency over citadel discovery without the game being handed to them. The probability nudge preserves discovery while removing the feeling of helpless wandering.
Hardcore players who find the base game too easy get a self-generated infinite difficulty system that scales entirely with their own choices.
And towers — which 0.3.1 already started pushing toward genuine observation posts — become a real decision point every single time you visit one.

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The Strongest Objections
Purist argument — organic discovery should stay pure RNG: Tilting probability through active investment is not the same as removing discovery. You still find the citadel. You just made yourself more likely to encounter it by using the tower the way towers are actually supposed to be used — and the way GGG is already moving them with the 0.3.1 atlas reveal function.

Atlas layout argument — this homogenizes the experience: The spy mechanic does not override GGG's layout generation. It influences the weighting of what surfaces along your existing natural path. GGG already does this with atlas passives that increase mechanic spawn rates. This is philosophically identical, applied to citadel discovery.
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This took me about a day of thinking after asking one honest question about what towers are actually for. GGG already answered part of that question with 0.3.1 This is just the next step.
I could be completely wrong. But I haven't seen this angle discussed and I think there's something worth talking about here.
Genuinely open to where this breaks down.
Thank you.
Last bumped on Mar 23, 2026, 6:06:59 PM

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