TD Bug / Balance Update
The suggestions in this thread are primarily to fix / balance the stuff that went wrong in the previous TD update.Towers
The Ice Tower got her by the description promised "Ice Damage". However, it seems like something went wrong with the coding. The intended damage was meant to be dealt once per tower. So to clarify, with the current 4 damage output, 5 Ice Towers would do a maximum and total damage of 20. In their current state, the Ice Towers have no limit and deal 4 damage per second. This results for people being able to execute new tactics such as Ice Tower spam which defends any amount of waves consisting of Blaze III.
TLDR: Ice Towers now deal 4 dps, the towers are not supposed to hit the troops more than once per tower.
TLDR: Ice Towers now deal 4 dps, the towers are not supposed to hit the troops more than once per tower.
As you might know, the difference between Path I and II of the Sorcerer Tower is supposed to be at the amount of troops it attacks. I believe the point at which Path I starts to be more effective than Path II is at 3-5 troops. To be safe my suggestion is gonna be based upon 3 troops.
Changes to Sorcerer Path II
Level III & IV:
Damage per animal: 10
Fire Rate (in seconds): 2
These statistics are changed for both levels because the real difference between them is the animal counts which goes from 3 to 4.
Changes to Sorcerer Path II
Level III & IV:
Damage per animal: 10
Fire Rate (in seconds): 2
These statistics are changed for both levels because the real difference between them is the animal counts which goes from 3 to 4.
In the update only the coin cost was updated but nothing was yet done for the damage output
Here's the changes which I suggest, iirc I have been told that the chain damage of the first path is calculated from the first hit. That's why I put the numbers of them between "Cumulative" and "Damage".
Here's the changes which I suggest, iirc I have been told that the chain damage of the first path is calculated from the first hit. That's why I put the numbers of them between "Cumulative" and "Damage".
I researched this a long time ago so I can't give exact numbers. Though back then it appeared Quake Level IV had less stun and damage than Quake Level III. This was caused by a mistake in Fire Rate and Cooldown. Cooldown? Yes, the Quake Tower appears to have two different factors that influence how often the tower hits the troops. The cooldown here messes things up. I recommend the devs to look at these numbers.
Bugs
Previous update included a new feature which allowed you to mess around with your hotbar slots. However, the saving of your set up doesn't work like it should.
This was removed due to an infinite win bug but never brought back.
Since the health of Giants was updated, we noticed the Giant's health is capped at 9999. This causes Giant Level III to be the best version you can get.
Since last update, the Inferno suddenly started to accept player's stacking their damage. Inferno's already have an insane damage output, making them stack breaks the game.
Maps
When following this link, 3 schematics can be found. A new track has been crafted for Oceana to replace the current one, which is one of the most hated among TD players. For Farm and Dwarven I fixed some imbalanced tower spots and track parts which caused troops to get stuck. For Farm I want to add that the gates need to be slightly widened and heightened to fix certain aerial troops getting stuck.Note: for Dwarven only one side is in the schematic, the other can be mirrored and the blocks replaced to fit the theme.
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