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Path of Exile 2’s Tower Mechanic: A Controversial Feature in Need of Meaningful Change

Mar-01-2025 PST Category: POE 2


Since the early access release of Path of Exile 2, players have been vocal about their experiences with the game’s various systems and mechanics. While many features have been met with enthusiasm, one particular mechanic has sparked significant debate: Towers. These structures, which are part of the endgame map system, have been a point of contention for players who question their necessity and overall design. Despite Grinding Gear Games (GGG) introducing changes to Towers in Patch 0.2.0, the core issues with the mechanic remain unresolved. This article delves into the problems with Towers, the recent updates, and why these changes may not be enough to salvage the feature in the eyes of the player base.

 

What Are Towers in Path of Exile 2?

Towers are structures that players encounter in the endgame map system of Path of Exile 2. Once a player reaches a Tower, they can place Waystones into it, allowing them to run the associated map. However, Towers are not like regular maps. They have specific layouts, and only five predetermined layouts are available for Tower maps. Completing a Tower map allows players to place Precursor Tablets into the Tower, which can add extra content to unfinished maps within the Tower’s radius. For example, a Breach Precursor Tablet can add Breaches to the map, while an Overseer Precursor Tablet can introduce map bosses. Players can also roll Tablets to add power-ups like increased Item Quantity or Item Rarity.

 

On paper, this system sounds intriguing. It adds a layer of strategy to the endgame, encouraging players to optimize their map runs and make the most of their resources. However, in practice, Towers have become a source of frustration for many players.

 

The Problems with Towers

1. Inefficient Map Running

One of the primary issues with Towers is their inefficiency. Players who want to optimize their map runs need to carefully plan their route to reach Towers with the worst layouts and least "juiced" maps. This allows them to use Precursor Tablets to enhance the surrounding maps. However, this becomes increasingly complicated when multiple Towers are involved, as their radii can overlap, creating a logistical nightmare.

 

Players must navigate a delicate balancing act: they need to reach all Towers without exhausting the best maps in the surrounding area. This requires meticulous planning and a deep understanding of the Atlas, which many players find tedious. For those who simply want to run maps and farm Divine Orbs, the Tower mechanic feels like an unnecessary puzzle that disrupts the flow of gameplay.

 

2. Poor Layouts

Another major issue is the layout of Tower maps. Many of these layouts are poorly designed for the type of content they introduce. For example, Breaches, which rely on open spaces and quick enemy spawns, are particularly frustrating in Tower maps with narrow corridors and dead ends. This problem is exacerbated by the fact that players must kill all rare creatures and map bosses to complete a Tower map, making the process even more time-consuming.

 

While some Tower layouts, like Bluff, are relatively efficient, others, such as Lost Towers, are notoriously bad. These layouts often require extensive backtracking to find missed rare items or bosses, further slowing down the gameplay. For players focused on farming currency or completing maps quickly, these inefficiencies make Towers feel like a chore rather than a rewarding feature.

 

3. Wasted Tablets

The introduction of Precursor Tablets was meant to add depth to the Tower mechanic, but it has also created new problems. When players use Tablets to add content to a Tower map, they risk wasting valuable resources if the map has a poor layout. For example, adding Breaches to a Lost Towers map is often a futile effort, as the layout makes it nearly impossible to take full advantage of the added content.

 

Additionally, Towers can now spawn map bosses, which can prevent players from completing the map if they are unable to defeat the boss. In such cases, players are forced to run a low-level Waystone to complete the Tower, rendering any extra content and Tablets used on that map effectively wasted.

 

Patch 0.2.0 Changes: A Step in the Wrong Direction?

In an effort to address player concerns, GGG introduced several changes to Towers in Patch 0.2.0. These changes include:

 

All Content Can Spawn in Tower Maps: Towers now have the ability to spawn all types of content, including bosses, Rituals, and other mechanics. This means that Towers have the same clearing requirements as regular maps, and players must meet these requirements to activate the Tower.

 

Random Content Spawning: Towers can now randomly spawn content on the Atlas, and they can also obtain content by using Tablets on other Towers within their radius.

 

At first glance, these changes seem like a positive step. They add variety to Tower maps and make them more dynamic. However, these updates fail to address the fundamental issues with Towers and may even exacerbate existing problems.

 

Why the Changes Fall Short

1. Increased Friction

The new changes require players to complete Towers in the same way they would complete regular maps, including killing all rare creatures and bosses. While this adds consistency, it also increases the time and effort required to complete Towers. For players who already find Towers tedious, this change only makes the mechanic more burdensome.

 

2. Poor Layouts Remain a Problem

The addition of new content to Tower maps does nothing to address the poor layouts that make these maps frustrating to play. Breaches, Rituals, and other mechanics that rely on open spaces and quick enemy spawns are still hindered by the narrow corridors and dead ends found in many Tower maps. This means that the new content often feels wasted, as players cannot fully engage with it.

 

3. Wasted Resources

The ability to add content to Tower maps using Tablets from other Towers introduces a new layer of complexity. Players must now ensure that they reach every Tower in the area before placing any Tablets, as poorly laid-out Towers can waste valuable resources. This adds another layer of planning and micromanagement that many players find unnecessary.

 

What Needs to Change?

The core issue with Towers is not the lack of content but the way they function and how players interact with them. To make Towers a more enjoyable and rewarding feature, GGG should consider the following changes:

 

Improve Tower Layouts: Redesign Tower maps to better accommodate the mechanics they introduce. Open, fluid layouts would make Breaches, Rituals, and other content more enjoyable to play.

 

Simplify the System: Reduce the complexity of the Tower mechanic by allowing players to apply Tablets without needing to complete the Tower first. This would make the system more accessible and less frustrating.

 

Remove Mandatory Completion Requirements: Allow players to engage with Towers on their own terms by removing the requirement to kill all rare creatures and bosses. This would make Towers feel less like a chore and more like an optional challenge.

 

Increase Rewards: Make Towers more rewarding by increasing the quantity and quality of loot dropped in these maps. This would give players a stronger incentive to engage with the mechanic.

 

Conclusion

While GGG’s efforts to improve Towers in Patch 0.2.0 are commendable, the changes fail to address the fundamental issues with the mechanic. Towers remain a source of frustration for many players due to their inefficient layouts, wasted resources, and unnecessary complexity. If GGG wants to give Towers a new lease on life, they must focus on improving the player experience by addressing these core problems. Until then, Towers will likely remain one of the most controversial features in Path of Exile 2.


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