0.3.1 Patch Notes

I’ve been playing around with the changes in 0.3.1, especially the removal (or decoupling) of towers from the core endgame mechanics, and honestly—I’m disappointed by what I see.

My main concern: the cancellation of towers has made the game feel less vibrant and less varied. Before, towers provided real strategic value — you could push overlapping zones, shape corridors of influence, and add versatility to maps. They weren't perfect, and their quantity was low, but they offered a system you could play with dynamically.

Now, the system feels flatter. There are far fewer "versatiles" — fewer opportunities to create layered interactions between towers, maps, and tablet effects. With towers gone (or their powers drained), much of that texture is lost.

The real mistake, as I see it, was not removing towers, but under-providing them. Instead of stripping their importance, the developers should have given us more towers, more overlapping zones, more ways to mix and match. That way, you preserve the complex map-level interactions while letting players express choice and strategy through tower placement.

If I were giving feedback, I’d ask:

Bring back more towers (so that overlap is possible again)

Allow deeper interactions between towers and tablets

Keep the strategic diversity that made map layouts feel alive

I hope for Patch 0.4 they reconsider this direction. The endgame is essential to the game's identity, and I don’t want it to become bland.
"
I’ve been playing around with the changes in 0.3.1, especially the removal (or decoupling) of towers from the core endgame mechanics, and honestly—I’m disappointed by what I see.

My main concern: the cancellation of towers has made the game feel less vibrant and less varied. Before, towers provided real strategic value — you could push overlapping zones, shape corridors of influence, and add versatility to maps. They weren't perfect, and their quantity was low, but they offered a system you could play with dynamically.

Now, the system feels flatter. There are far fewer "versatiles" — fewer opportunities to create layered interactions between towers, maps, and tablet effects. With towers gone (or their powers drained), much of that texture is lost.

The real mistake, as I see it, was not removing towers, but under-providing them. Instead of stripping their importance, the developers should have given us more towers, more overlapping zones, more ways to mix and match. That way, you preserve the complex map-level interactions while letting players express choice and strategy through tower placement.

If I were giving feedback, I’d ask:

Bring back more towers (so that overlap is possible again)

Allow deeper interactions between towers and tablets

Keep the strategic diversity that made map layouts feel alive

I hope for Patch 0.4 they reconsider this direction. The endgame is essential to the game's identity, and I don’t want it to become bland.


Keep towers'function as loot bonus and add 3 extra tablet sockets (maybe with increased tablet effect) on map as flat drop optimization could also be a good idea.
Give us back the biome display, ffs. Why removing it in the first place while not mentioning it in patch notes ?

This is nonsense, GGG.
"
Ahkiyyini#5582 schrieb:
Give us back the biome display, ffs. Why removing it in the first place while not mentioning it in patch notes ?

This is nonsense, GGG.

Just disable this node in the atlas tree. 3g started breaking their game.
✨ Beta tester Path of Nerf 👀
Zuletzt bearbeitet von spokipo#1869 um 05.10.2025, 10:51:36
i had high hopes for this one. apparently that wasn't the case. till next time...
another great update! Searching for overlapping towers and setting them up was a real pain. Now you can just have your tablets and go! These were the mechanics that needed these changes, looking forward to the endgame content in 0.4 as right now we are just going around hunting citadels and some unique maps.
But at least now we are moving around the atlas instead of camping around towers.
Absolutely great changes. I am actually enjoying the end game now. I didn't mind towers too much but now I feel like I can explore the map like I want. If I die, it feels less punishing than losing a nice node and having to run a blank. Also glad the rare indicator is gone. Make people actually play the game.
now atlas revealing feel for me less frustrating. i understand that atlas will have more content and interaction. we will see in future. GGG can impress
Being able to see where the rares are was quite good, considering rares hold most of the loot worth dropping.

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