I also have some unrelated ideas/changes tower defense should have. These are just minor adjustments to make the game more balanced but some of them are related to this thread.
--Zombies: They are summoned towards the beginning then forgot about. That's Ok because they are the weakest troop but I think their upgrades deserve a slight stat increase so people at least consider upgrading them
--Silverfish: I talked about these in a tower defense discussion post. Here is that post "they get wiped out by the castle guard at lv 1 before they even come close so i think the cost should be reduced for them and their upgrades. The way I see it silverfish/endermites should be a hit-miss scenario. You either succeed in taking health from the opponents by rushing them with these or regret not spending your exp on blazes. By making them cheaper silverfish/endermites play a similar role to spiders (they are a cheeky way to get a few hits if your opponents don't have mage or air towers in play...). By spiders I meant lv 4 & 5 spiders (invisible cave spiders)
-- Creepers almost never see play because why go for these when you can go for lv 5 skeles which are fire resistant and cost less to upgrade. This is not my idea but I support it: creepers stun towers for a short duration upon death. This is an idea by Cubecraft member PapaMatt. I also believe creepers should have even better regeneration. As a side note the stun effect from the creepers can work well with a new mob me and Tyruntred5 discussed on this thread: the guardian.
--Blazes seem too overpowered with speed pots to me so I propose two suggestions:
1- Either make speed pots not affect blazes (this might even make endermites seem more useful) or...
2- Make the snow golems of Necromancer tower bottom path super effective to deal with blazes (this can be done by making the snow golem stronger than the shulker but allowing the snow golem to only do damage to specific troops such as the blaze, and EnderDragon we mentioned in this thread). This turns the snow golem into a sort of anti-air path upgrade
-- Giants are useless by the time you get them late-game. The only suggestion I have is to make the lv 5 giants summon random lv 5 troops upon death. The lv 4 giants would summon lv 4 troops upon death... and so on... I am not sure how many troops should spawn when they die (maybe 2?). Obviously the giants would not be able to summon other giants upon death.
-- Sorcerer Tower seems a little weak because the friendly mobs it summons aren't particularly strong. I believe the mobs could use a slight damage boost. I also think the Kamikaze path for sorcerer needs a price reduction
--Turret Tower needs a slight damage increase and a price reduction for bottom path because that path seems like a ripoff when you can just build explosive archers using the space instead.
-- Leach tower doesn't seem like the greatest investment for the price you pay. It can attack almost every troop but explosive archers can do this too. At least if we add the EnderDragon idea leach tower would be great for dealing with the constant amount of enderman it spawns. I could use some suggestions on how to make this tower more attractive.
--Necromancer Towers seem unnecessary and the bottom path (snowgolem) is completely overshadowed by the top path (shulker) because the shulker is stronger and for a measly price difference. I like the idea of snowmen being especially useful for blazes and the EnderDragon while the shulkers are useful for Endermen(they prevent them from teleporting) and can hit almost every troop. Like I said before, I think the solution for more variety with the Necromancer Tower is to make the bottom path (snowman) be similar to an "anti-air" tower while the shulkers can be slightly weaker but can hit almost everything. Like this both paths will be used for different situations instead of competing with one another.
As usual thanks for reading my suggestions! I would also love to hear your feedback :)
I think making a new thread for this suggestion is a bit more organized, I, for example, haven't even reacted to your complete post.
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I agree with this but have a question. Would the 150k be donated to each player, divided amongst them, or given to the player that gets the kill? I am thinking every player should get 150k but just want to make sure we are on the same page.
If you look at the normal mechanics of TD, the owner of the tower which kills the mob gets the money. So, it'd be just one player who gets 150K. There is actually one slight problem: if the game nearly ends, would 150K make a difference? Because it takes the average troop 2 minutes to get to the castle...
Hey Tryunted,
Thank you for sharing your ideas! Tower defense is for sure in need for an update and new mobs. I really like your idea of something happening after armageddon mode. Although I think it is good to have a few peaceful moments after an armageddon mode happens so people can focus on collecting coins for that final push. Perhaps a new armageddon mode could replace lightning, and lightning can happen randomly for the time period after armageddon mode.
Good post :)
I didn't understand this post completely so I asked for more clarity. What CrystalDrop suggests is that if you'd make another gamemode it should maybe just be a replacement for the lighning armageddon. Lightning is currently the least favored gamemode and replacing it would give us another fun armageddon mode to choose from. However if you think about this, the Enderdragon should be nerfed a lot. Secondly, it would have lots of similarities to the wither.
I do like the idea though, to have the lightning mode be a standard mode. Every armageddon would include lightning, this would also lead to more tower destructions and would make it more challenging to keep your good defense. (for example: if 3 mages get destroyed by lightning, Cave Spiders would instantly become a threath again.)
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Also, I'd like to make another suggestion based upon what you said about the snowman etc.
Nether mobs are all immune to the mage and some of them immune to poison. As I mentioned before, there are no such things as weaknesses. But it isn't that bad of an idea actually. What if you made nether mobs weaker to ice based towers like the Ice Tower and the Snowman upgrade of the Necromancer. This would get TD an extra challenge: to balance out your Ice and Fire towers.
Than there was just one more thing: I saw you had just a small idea about changing the Leach tower. I think the Leach tower shouldn't be changed, some TD players think of it as an expensive tower. If you let it be as it is, and the Fire and Ice balancing would become a thing, it would be an indirect buff for the Leach tower. Now I hear you thinking: how's that? Let me explain: if you add immunities and weaknesses but the leach would still be able to hit every kind of troop (except from the cave spider), it would get even more useful just because other towers are less useful.