[Gameplay Idea] Make Towers Strategic and Useful Again in the Endgame

Hello everyone!

Today I’d like to share an alternative system for Towers an idea I’ve had since version 0.1 of the game. The goal is simple: to make Towers both useful and strategic, while integrating them more meaningfully into the endgame loop.

Step 1: Tablet Rebalancing

First, let’s nerf Towers slightly by limiting them to 3 tablets max:

2 standard tablets

1 unique tablet (reserved slot)

This change would encourage more tactical decision-making, giving more value to unique tablets without making Towers overpowered.

Step 2: Strategic Value Through Waystones

Now let’s give Towers real utility on the map by combining them with Waystone mechanics. Here's how it could work:

Waystone with 2 mods → unlocks a small radius around the Tower

Waystone with 3 mods → unlocks a medium radius

Waystone with 6 mods → unlocks a large radius

💡 The key feature: Once a Tower is unlocked, you can teleport to any point within its radius.

This adds a layer of mobility and strategy to the atlas making it easier to reach other Towers, Citadels, and mechanics, and promoting exploration over grinding.

Step 3: Tablet Rework & Gameplay Mods

Tablets shouldn’t just give passive bonuses like EXP or currency. Let’s make them more exciting by adding rarity levels and gameplay mods.

➤ Tablet Rarities:

Common

Rare

Unique

➤ Functionality:

Some tablets could activate special game mods, effectively turning a normal map into a unique gameplay experience.

Example Tablet:

"The God of Time Wants You Dead"
When used, this turns the map into a “Race Against Time” mode. A countdown timer starts, and if you finish the map in time, you get bonus rewards.

These tablets would be Waystone-exclusive (not usable on Towers), to keep both systems distinct and meaningful.

➤ Usage Limit:

Each special tablet could have 1 to 3 uses max, adding strategic planning to their deployment.

Example Gameplay Mods

Here are a few mod ideas that could be activated via these special tablets:

Race Against Time – Finish the map before time runs out to earn extra rewards.

Enraged Bosses – Bosses deal increased damage and gain aggressive behaviors.

They Will Not Stay Dead – Rare monsters have a chance to resurrect after death.

Unstable Collapse – Parts of the map dynamically collapse or shift during the run.

Silence Zones – Some areas of the map disable specific skills or abilities.

(Many more could be added…)

Summary

This proposal aims to:

Give Towers a real purpose

Add strategic mobility through Waystones

Introduce new, optional challenges via gameplay-mod tablets

Enhance endgame mapping without breaking optimization

Thanks for reading!
ขุดครั้งสุดท้าย เมื่อ 3 ต.ค. 2025 11:03:57
didnt read, towers are bad, remove them
With an IQ of 2, yeah, of course you think they're bad
Tablet towers had unintended consequences: u felt bad when leaving the tower area to explore more atlas. I'm not even taking about tower overlap, just leaving your tower to find new things was off in my playthrough

I think the new system it's wonderful for exploration.

Towers should bring 1 use of teleport to maps in their area. That way, they will be useful for exploring.

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