i have a couple of ideas, mainly to fix the issues surrounding aggrovating teammates, and tower balance.
1) i personally think there should be 1v1 / 2v2 / custom modes, so you can queue up with friends, or play against them in a 1v1, a lot of players would rather this than have a lot of people who always place towers that really annoy them (im not saying those people are right or wrong, it would just help settle the community who can be quite hot headed about this.)
2) tower balance. there are a lot of towers that i feel are far too overpowered, and some that are borderline useless.
A) the archer tower.
the explosive archer tower is insanely good, and counters all but 1 singular mob in the game. the quick shooting archer reduces the damage to about 7 (explosive does 30 in AOE), but shoots quicker. personally i find this really annoying, not only because of the balancing problem, but when people quick fire, i see it as nothing but a waste of a spot that could be used for an explosive archer.
my suggestion for the archer tower is to completely rework the upgrades. here are my plans: explosive tower --> sniper tower. the sniper tower has vastly increased range, and does a lot of damage, but is quite slow shooting. it would be: 1st for the sniper: does high damage with extremely slow fire rate. 2nd for the sniper: does high damage with increased range and extremely slow fire rate. 3rd upgrade: does high damage with increased range and mediocre fire rate.
quick shooter tower --> machine gun tower. the machine gun tower is pretty much the same as the quick shooter, but instead of shooting several arrows, it shoots a lot faster.
1st upgrade: double fire rate. 2nd upgrade: shots pierce through 1 enemy. 3rd upgrade: double fire rate (compounding)
B) the leech tower.
this is by far, without a doubt, the worst tower in the game. it costs 3000 coins, is a 5x5, can only be placed once, has a long charge up time, and not only that, but when it does fire, it only does around 30 damage to each unit. the upgrades to it are basically just a neutered version of the area damage poison tower upgrade, and dont help it at all. i feel that for the cost, it simply isnt worth it. a necromancer tower does its job but infinitely better. the shulker necro hits targets from a long range very quickly with an explosive AOE for 30 dmg. the leech takes about 2-3 minutes to charge up an attack that does 30 damage to all units.
not only is it barely viable, it causes huge lag lobby-wide from the actual VFX from the attack. not that the visuals are bad, because theyre actually really well-done, but id rather keep a steady 144 fps that look at cool blue fire with 10 fps.
i think a good change to it would be to make it cost 5000, have no upgrades (refund the points of people who bought the leech upgrade), take 1 minute to charge, have the attack condition of at least 16 enemies on the track to fire, but instead of doing 30 damage, it does a flat 30% of the target's maximum hp, increasing by 10% for each 10 enemies above the initial 16 on the track (if there are 36 enemies, the tower will do 50% of the targets max health)
to the VFX, i think you could replace the blue fire tower with a redstone pulse particle, or lava drip particle, that on launch of the tower's attack, spawns above the tower and above the head of all targets. this would reduce the lag, and also make sense, as the red particles fit the theme of leeching off of the enemy.
the targeting would stay the same, affecting all enemies on the track, making the cost worth it.
these changes would help counter the slime / blaze rush meta, and make people think more tactically with mob compositions.
C) the necromancer tower.
the necromancer tower is quite literally a 5x5 equivalent of the archer tower. the shulker upgrade is insanely good, as previously mentioned in the leech tower segment, whereas the snowman tower is... just.... the snowman tower. when i say this, i mean it without irony or exaggeration. i have NEVER seen a snowman tower. not a single person in any of my games has ever used it. whether it's okay or not, its clearly far inferior to the shulker tower.
my best idea would be that the necromancer tower become a CC heavy tower, becoming the first disruption based 5x5 tower, leaving space for the turret tower to become viable (more on that later), heres my thoughts.
shulker tower: hits now do 5% of targets max hp, and cause levitation on them for 2 seconds. (this might be a bit glitchy, but with some work im sure it'd make a good addition.). snowman tower: fires snowballs which hits now do 5% of targets max hp, and cause slow, stackable up to 3 times on one target. slow at base lasts for 5 seconds and is reset each time a stack is applied. each stack of slow decreases movement speed by 25%. if target has been frozen by an ice tower in the last 10 seconds, slow lasts 10 seconds longer,
D) the turret tower.
every time a turret tower is placed in my game, i instantly lose my smile. its worse than the necro tower in every way, and just puts a sour taste in my mouth knowing that we have a lower chance of winning now that a turret is on our defense rather than a necromancer. with the changes i mentioned for the necro tower, i feel the turret would become a viable contender for a DPS-heavy 5x5 tower, and players would have to think about 5x5 management instead of the usual shulker spam. i believe turret needs no changes in itself, but it could benefit from other towers being changed.
E) The mage tower / Spider interaction.
the mage tower is just too necessary. its the only thing stopping spiders from completely ending your game, and is frustrating in its own right as well. the very start of the game is whoever rushes to get the very first mage tower down, as they receive the most income from the starting waves. not only this, but the range of it is unknown. if there is a rework to fix these issues, it should focus on the issues of: utter necessity in 100% of games, being fought over at the start, ambiguous range on the tower that needs to know range the most.
so, the change i propose would be a two-part: 1st, a change to spiders. they should no longer be invisible, but at level 4 and 5, move x1.5 and x1.75 faster.
2nd, a change to the mage tower itself. instead of setting enemies on fire at intervals, it could lay fire on the ground, similar to the landmines set by artillery towers, but when enemies step on them, they are set alight, and the fire lasts 3 seconds longer than the old mage. (level 4 upgrade stays the same)
E.5) The Poison tower
this isnt really a full point, just a note that the 'hurts enemies near the tower' path for poison needs a range buff, its nowhere near as useful as the permanent poison.
F) The Zeus tower.
its just underwhelming. it costs too much for what it actually does, and can be outdone by the majority of its contenders. the bouncing upgrades are worse than the explosive archers, it should either do more damage, or bounce to 8 enemies instead of 5. for the baby zeus, i find its just a sorcerer tower that hits ariel targets too. this isnt useful at all though, as sorcerers and archers are what you'll usually be putting down, and they fully outdo a row of baby zeuses. i propose this path be completely replaced, with a slow fire rate lightning strick attack that hits the middle of the path on the x or y axis of the midpoint of the tower. (hard to explain, basically, just smacks the path where the tower is) this would take about 10 seconds to recharge, and do 100 damage, and ignite enemies it hits. it will also do this effect in an AOE circle with a 2 block radius.
after writing this, i now realise the leech tower is actually spelt 'leach' tower, so... uh... oops? im stupid
that is all for the tower ideas, i think the others are perfectly fine. mobwise, i dont have any issues other than the spider changes i mentioned.
though of course, these are just ideas subject to change, and i would be honored to have any of them implemented.
apologies if these have been previously addressed, but i feel this gamemode has tons of potential, and shouldn't be overshadowed by something like balance or a potentially toxic community.
thanks for reading and best regards, Prob.
(edit: i now realise, my idea to change the leach tower doesn't actually make much sense to the name 'leach'. no aspect of it leaches off the mobs, only the amount of them. this would probably end up as a new tower altogether, most likely under the name 'pulse tower' or that likeness. if you've played clash of clans / clash royale before, you'll be familiar with the concept ill give, but maybe the leach tower should be similar to the inferno tower. for reference, it locks on to the closest enemy, and the longer it is locked on, the more damage it does. it exists in 3 phases of damage, i think its 90dps, 180dps, 2100 dps, with 2 seconds lock time to ramp up. this would need to be changed around to work with TD, but i feel it could make sense under the name 'leach' tower, because it would actually leach off of the enemies. thanks again) :)
1) i personally think there should be 1v1 / 2v2 / custom modes, so you can queue up with friends, or play against them in a 1v1, a lot of players would rather this than have a lot of people who always place towers that really annoy them (im not saying those people are right or wrong, it would just help settle the community who can be quite hot headed about this.)
2) tower balance. there are a lot of towers that i feel are far too overpowered, and some that are borderline useless.
A) the archer tower.
the explosive archer tower is insanely good, and counters all but 1 singular mob in the game. the quick shooting archer reduces the damage to about 7 (explosive does 30 in AOE), but shoots quicker. personally i find this really annoying, not only because of the balancing problem, but when people quick fire, i see it as nothing but a waste of a spot that could be used for an explosive archer.
my suggestion for the archer tower is to completely rework the upgrades. here are my plans: explosive tower --> sniper tower. the sniper tower has vastly increased range, and does a lot of damage, but is quite slow shooting. it would be: 1st for the sniper: does high damage with extremely slow fire rate. 2nd for the sniper: does high damage with increased range and extremely slow fire rate. 3rd upgrade: does high damage with increased range and mediocre fire rate.
quick shooter tower --> machine gun tower. the machine gun tower is pretty much the same as the quick shooter, but instead of shooting several arrows, it shoots a lot faster.
1st upgrade: double fire rate. 2nd upgrade: shots pierce through 1 enemy. 3rd upgrade: double fire rate (compounding)
B) the leech tower.
this is by far, without a doubt, the worst tower in the game. it costs 3000 coins, is a 5x5, can only be placed once, has a long charge up time, and not only that, but when it does fire, it only does around 30 damage to each unit. the upgrades to it are basically just a neutered version of the area damage poison tower upgrade, and dont help it at all. i feel that for the cost, it simply isnt worth it. a necromancer tower does its job but infinitely better. the shulker necro hits targets from a long range very quickly with an explosive AOE for 30 dmg. the leech takes about 2-3 minutes to charge up an attack that does 30 damage to all units.
not only is it barely viable, it causes huge lag lobby-wide from the actual VFX from the attack. not that the visuals are bad, because theyre actually really well-done, but id rather keep a steady 144 fps that look at cool blue fire with 10 fps.
i think a good change to it would be to make it cost 5000, have no upgrades (refund the points of people who bought the leech upgrade), take 1 minute to charge, have the attack condition of at least 16 enemies on the track to fire, but instead of doing 30 damage, it does a flat 30% of the target's maximum hp, increasing by 10% for each 10 enemies above the initial 16 on the track (if there are 36 enemies, the tower will do 50% of the targets max health)
to the VFX, i think you could replace the blue fire tower with a redstone pulse particle, or lava drip particle, that on launch of the tower's attack, spawns above the tower and above the head of all targets. this would reduce the lag, and also make sense, as the red particles fit the theme of leeching off of the enemy.
the targeting would stay the same, affecting all enemies on the track, making the cost worth it.
these changes would help counter the slime / blaze rush meta, and make people think more tactically with mob compositions.
C) the necromancer tower.
the necromancer tower is quite literally a 5x5 equivalent of the archer tower. the shulker upgrade is insanely good, as previously mentioned in the leech tower segment, whereas the snowman tower is... just.... the snowman tower. when i say this, i mean it without irony or exaggeration. i have NEVER seen a snowman tower. not a single person in any of my games has ever used it. whether it's okay or not, its clearly far inferior to the shulker tower.
my best idea would be that the necromancer tower become a CC heavy tower, becoming the first disruption based 5x5 tower, leaving space for the turret tower to become viable (more on that later), heres my thoughts.
shulker tower: hits now do 5% of targets max hp, and cause levitation on them for 2 seconds. (this might be a bit glitchy, but with some work im sure it'd make a good addition.). snowman tower: fires snowballs which hits now do 5% of targets max hp, and cause slow, stackable up to 3 times on one target. slow at base lasts for 5 seconds and is reset each time a stack is applied. each stack of slow decreases movement speed by 25%. if target has been frozen by an ice tower in the last 10 seconds, slow lasts 10 seconds longer,
D) the turret tower.
every time a turret tower is placed in my game, i instantly lose my smile. its worse than the necro tower in every way, and just puts a sour taste in my mouth knowing that we have a lower chance of winning now that a turret is on our defense rather than a necromancer. with the changes i mentioned for the necro tower, i feel the turret would become a viable contender for a DPS-heavy 5x5 tower, and players would have to think about 5x5 management instead of the usual shulker spam. i believe turret needs no changes in itself, but it could benefit from other towers being changed.
E) The mage tower / Spider interaction.
the mage tower is just too necessary. its the only thing stopping spiders from completely ending your game, and is frustrating in its own right as well. the very start of the game is whoever rushes to get the very first mage tower down, as they receive the most income from the starting waves. not only this, but the range of it is unknown. if there is a rework to fix these issues, it should focus on the issues of: utter necessity in 100% of games, being fought over at the start, ambiguous range on the tower that needs to know range the most.
so, the change i propose would be a two-part: 1st, a change to spiders. they should no longer be invisible, but at level 4 and 5, move x1.5 and x1.75 faster.
2nd, a change to the mage tower itself. instead of setting enemies on fire at intervals, it could lay fire on the ground, similar to the landmines set by artillery towers, but when enemies step on them, they are set alight, and the fire lasts 3 seconds longer than the old mage. (level 4 upgrade stays the same)
E.5) The Poison tower
this isnt really a full point, just a note that the 'hurts enemies near the tower' path for poison needs a range buff, its nowhere near as useful as the permanent poison.
F) The Zeus tower.
its just underwhelming. it costs too much for what it actually does, and can be outdone by the majority of its contenders. the bouncing upgrades are worse than the explosive archers, it should either do more damage, or bounce to 8 enemies instead of 5. for the baby zeus, i find its just a sorcerer tower that hits ariel targets too. this isnt useful at all though, as sorcerers and archers are what you'll usually be putting down, and they fully outdo a row of baby zeuses. i propose this path be completely replaced, with a slow fire rate lightning strick attack that hits the middle of the path on the x or y axis of the midpoint of the tower. (hard to explain, basically, just smacks the path where the tower is) this would take about 10 seconds to recharge, and do 100 damage, and ignite enemies it hits. it will also do this effect in an AOE circle with a 2 block radius.
after writing this, i now realise the leech tower is actually spelt 'leach' tower, so... uh... oops? im stupid
that is all for the tower ideas, i think the others are perfectly fine. mobwise, i dont have any issues other than the spider changes i mentioned.
though of course, these are just ideas subject to change, and i would be honored to have any of them implemented.
apologies if these have been previously addressed, but i feel this gamemode has tons of potential, and shouldn't be overshadowed by something like balance or a potentially toxic community.
thanks for reading and best regards, Prob.
(edit: i now realise, my idea to change the leach tower doesn't actually make much sense to the name 'leach'. no aspect of it leaches off the mobs, only the amount of them. this would probably end up as a new tower altogether, most likely under the name 'pulse tower' or that likeness. if you've played clash of clans / clash royale before, you'll be familiar with the concept ill give, but maybe the leach tower should be similar to the inferno tower. for reference, it locks on to the closest enemy, and the longer it is locked on, the more damage it does. it exists in 3 phases of damage, i think its 90dps, 180dps, 2100 dps, with 2 seconds lock time to ramp up. this would need to be changed around to work with TD, but i feel it could make sense under the name 'leach' tower, because it would actually leach off of the enemies. thanks again) :)
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