Minecraft PC IP: play.cubecraft.net

Do you think that Tower Defence is balanced?

  • Yes completely

  • Yes but not through-out the whole game (Explain)

  • Sometimes (Explain)

  • 100% no! (Please explain your reasons)


Results are only viewable after voting.

HurmitCurtis

Well-Known Member
Jul 18, 2016
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I've always had an issue that I often team up with non-experienced players, and I have to play the game against pros. The balancing is not really fair, no idea how it's possible to fix this but I just wanted to let you know.
I think the best balance would be to be able to upgrade the towers at least of the non experienced players and for the drop rate of the defence potions increase for the side with less players. I don't know how they would team by skill alone. Them magmas are a issue also lol
 
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coralines

Novice Member
Dec 20, 2018
40
116
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Forgot to mention, disconnecting is very common, especially for those players playing on 1.12-1.13. Maybe something could be worked on to fix the issue - especially because they mass disconnect, so it’s not just one instance. I noticed it happens sometimes due to leach towers, however I’m not sure.

And let’s not forget the beauty of a /rejoin command for TD, since leaving/disconnecting doesn’t give you any unfair advantage towards other players.
 

Priley

Forum Professional
Jul 6, 2015
4,119
16,204
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reprotland
MUST BE IMPLEMENTED!

- If a game ends, you'll get the top 3 highest players of that game and you are able to view their statistics of the game by hovering over their name, though there's no way to view your own stats of that game if you're not on this list

- There's no 'Play Again' option when a game ends

- The Tower Defence banner in the lobby is plain, boring and just made in ten seconds. Give it a proper banner like the other games!

- Players should only be able to place 3x3 towers in the middle of 3x3 spots, same for 5x5 towers

- Also, add a leaderboard for 'Most Mobs Summoned' like there used to be

- Add a timer to the sidebar

- Add both your castle health as you're opponent's castle health to the sidebar

- The powerup which sends troops for free doesn't specify what troops, and it really should

- As you get further into the game, the powerups have no value at all. For example, the mobs sent from a powerup further into the game should be stronger and higher level than in the beginning. The EXP/coins received from powerups should also increase as the game continues

OPTIONAL

- If 50% of the team votes on removing a TOWER (in case the previous suggestion doesn't get added for some odd reason), then the game will check whether the tower is placed in a wrong spot and will remove it if necessary

- Make a complete new pre-lobby with tons upon tons of easter eggs, armour stands and parkour courses

- Nerf Castle Guards

- Giants are so expensive for how weak they are. Just throw down some inferno potions and you're done, even if they are level 5

EDIT:

- Towers placed by players who have left the game should equally be divided under the remaining team players


- If a team is in the minority, then all team players should have a small advantage; such as a faster gold mine (+10% efficiency perhaps)
 
Last edited:

PapaMatt

Member
Feb 7, 2019
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Another nice implementation would be the ability to do multiple tower upgrades at once. With the current delay on upgrading towers, it gets extremely tedious when you are building 100+ towers and getting them all to level 4. If you could simply plop down a level 1 archer and have an option to upgrade it to max immediately that would be super convenient, or just upgrade it to the highest your coins can afford.
 

Snivy Films

Well-Known Member
Jun 3, 2016
163
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[Location Unknown]
Another nice implementation would be the ability to do multiple tower upgrades at once. With the current delay on upgrading towers, it gets extremely tedious when you are building 100+ towers and getting them all to level 4. If you could simply plop down a level 1 archer and have an option to upgrade it to max immediately that would be super convenient, or just upgrade it to the highest your coins can afford.
I like that, just an idea to add on to it is maybe to have a queuing system for that and you can prioritize which towers to be upgraded 1st
 
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Snivy Films

Well-Known Member
Jun 3, 2016
163
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[Location Unknown]
Playground
A place to test what tower affects a specific mob the best or for trying out new defense techniques, something like that.
Just to add on to that maybe is it possible to bring a party into that,

Here is alternative to Playground, still have the same name but a bit of a different concept, you can either have what is provided above if you are not in a party but if you are in a party you could be sent to a private server and have a blast of TD rounds, OFC you WILL NOT get any EXP or Points at the end of the game, and the users (maybe the party host) can set custom rules for that, (edit) like how does goldmine produces coins, how much XP you start with, how many coins you start with, custom Armageddon, I think it would be fun (edit 2) to play with friends
If you have a different name for my idea, please let me know, Im not the best of coming up with original names
 
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Feb 13, 2019
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General: Having played back when giants ruled TD i have to agree that they have gotten a lot weaker so perhaps a resistance buff or something to them to give them a little bit more ompf. I highly agree that skele rush needs to be nerfed because unless you have a good team and pray you can stun lock them somehow in hopes of killing them. Also i agree with the idea of having shorter cooldowns if your team has less people as being rushed while on cooldown and with lacking numbers isnt fun. Also tutorial needs a rework for sure with some basic tips and perhaps a tips part 2 with more advanced stuff like effects not stacking or how combo of quake and path 1 artillery can stun mobs for a long time. Also the map unique weapons is an interesting idea as maps alone can change ones approach to how they will set up their towers and adding to that might yield some interesting results. Also as ive been out of the loop so long, may someone tell me what happened to all the maps because i dont see gold rush anymore and a couple of other old ones i dont remember the name of.
Mob ideas: A mob that stuns the effects of towers would be powerful but it would have to be very short time and very very expensive cuz i already imagine a team of 6 sending nothing but those mobs and disabling everything. Perhaps with each level it can only effect certain kinds of towers like level 1 only can stun artillery and archer and level 2 stuns quake and 3 stuns necromancer and so on. Another interesting one might be a mob that speeds up the rest of the mobs but as a result gets stunned longer and you cant speed potion the mob and any that are within its effect.
Map ideas: Personally i like the more elevated maps as they do allow you to place certain towers under the path which can still reach all the way to the top however this would only be a good idea if friendly mobs like level one necromancer or sorcerer can walk up and down the path because before my break they couldnt which was an annoying bug. However it might be fixed but i just havent noticed.
New Modes: I do like the idea of the endless waves like bloon tower defence but this would have to come with a warning that it would be heavy on your computer as it would mean removing a mob cap and tweaking down particles and such and perhaps even making a new and longer map. Or perhaps not make an endless mode but make it in like waves of 10. So 10 would be easy and not taxing on your computer but 20 would be harder and more heavy and just keep increasing up to a limit of sorts. Or even make it like survival is already but its the game sending mobs to each team. Some re balancing would have to be done. My suggestion would be to make it all money based and get a fifth of what you would get from the mobs normally or maybe even less. This however would have to be very beta and very tested by the players.
Quality of life: As i and others have mentioned: tutorial is the big one that needs a rework. Also to make it easier on the new players perhaps telling which tower can hurt which type of mob (air or ground) as path one zeus seems to target both but no one would know unless they paid attention to the effects of the tower specifically, however i could also be wrong and just have seen the effects go off when flying troops were near the tower and be wrong due to assuming. Placing set towers in set grids is also a nice idea and should be put in for sure. As for /votekick: i think this should not be allowed if youre in a party with people on your team as that can be abused. Also perhaps mentioning the shortcuts in the advanced tip book would be nice as i didnt know if i crouched and right clicked that i would place the same turret as the one i last placed untill i was thought so a little while ago.
Towers: As mentioned by someone else: archers are just too op, a nerf to the amount of arrows they shoot or damage or both. Perhaps make a resistance scale (if there isnt one already) so like flesh mobs get hurt more by arrows than explosions and then the rest does normal damage, or the undead take less poison damage and stun damage. Poison also needs some help as before my break it was told that poison healed the wither meanwhile now it just seems like a variant of the mage tower, however this isnt clear and would be cleared up if the UI mentioned something about what it can and cant effect as i mentioned in the quality of life bit, or perhaps just be as simple as the lvl 4 upgrade for spiders where it clearly says the only thing they can be hit by, or in the poison towers case what it cant poison. As for a tower idea specifically: perhaps a variant of the leech tower but this would charge with either money or exp donated to it and when you press a button on it then it would release a stronger leach wave. This needs to be expensive though and also needs a long cooldown as it could be spammed in horde mode.

Sorry for the lengthy post and than you for reading!
MrA
 

Snivy Films

Well-Known Member
Jun 3, 2016
163
156
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[Location Unknown]
Just thought of this, Force Auto Team Balance (Targeted for TD, but can be effective in any team based game).
This is so clear, just have the 2 teams be auto balanced to be as fair as possible, instead of being forced to wait in a lobby until the team balance is gone, Its very, very annoying especially when I have a party of 4 or 5 join in, and being the Rank User Magnets we are (Usually goes me Obby, 1 Emerald, and 3 Diamonds) everyone flocks to the team we are on for being "really good/very skilled" just because we are ranked, so much so that we started taking into saying this "Ranked Users are not better than normal users, just because we have a rank doesn't mean we are good" (sounds very hypocritical because if you have ever played with or against us, (as in the party of 4 or 5), we play very well)

but I can hear you saying what if there is a party, as what YOU said.
Simple, either bite the bullet and accept that your party can be separated, or keep the party together, or if possible set a command or something like that to allow party separation or not.
 

bcClonEd

Member
Nov 28, 2018
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After the previous big change to tower defense there were a lot of improvements, but not everything was balanced as well as it could be. I would suggest that giants be buffed. Currently, giants are far too weak for the amount of gold and exp they cost to summon. Additionally, they spawn zombies when they die which isnt so much of a secondary as they almost instantly die regardless of how weak the defense is.
I also think that some of the potions are not well balanced. Inferno potions can decimate most ground mobs (except those immune to fire) but they burn far too fast. level 3 slimes can be killed with one potion.

I agree with some of the above statements especially automatically centering the towers but I would like to also suggest that 2x2 and 5x5 towers can only be placed on the appropriate slots. And there are some maps where towers cannot be placed in certain areas, but I believe that is just a bug.

Maybe remove getting teleported on top of a plot if the tower is being upgraded.
Thank you for your consideration
 
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Zeragaud

Member
Jul 26, 2018
13
4
19
this can all be fixed with one simple solution, MAKE TOWER DEFENSE SOLO where you fight and defend against another player{s} by yourself.
 
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Blocky

Forum Expert
Jun 3, 2017
800
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this can all be fixed with one simple solution, MAKE TOWER DEFENSE SOLO where you fight and defend against another player{s} by yourself.
I wonder how randomly getting disconnected can be solved by adding solo mode
 

Kaph

Member
Sep 27, 2018
3
4
4
23
United Kingdom
Not really a suggestion about the game itself... but does anyone else feel like TD deserves better artwork?

I mean, it's just text... compare it to Lucky Islands or SkyWars or any other game.

(P.S. Sorry if this has been suggested/commented on before, I haven't checked)

aTr3DEb.png
 

Snivy Films

Well-Known Member
Jun 3, 2016
163
156
119
[Location Unknown]
Not really a suggestion about the game itself... but does anyone else feel like TD deserves better artwork?

I mean, it's just text... compare it to Lucky Islands or SkyWars or any other game.

(P.S. Sorry if this has been suggested/commented on before, I haven't checked)

aTr3DEb.png

For Sure, I could probably do the Tower Defence Banner in like 10 minutes, its really bland and non inspired, where all of the other banners are displayed with a lot of attention to detail to it
 
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