Tower Name: Inferno Tower
Main Defence Purpose: Taking out Giants
Size: 5x5
Weakness: Hordes of enemies
Design: Possibly a Nether - Lava themed Tower.
How does this Tower deal Damadge: The Giant is a really strong card and currently you can win this Team-based game pretty much solo by sending out a Giant. The Inferno Tower stacks up it's damadge over time, example:
The Giant has 100HP and the Inferno Tower has 3 stages, Stage 1: 1 DPS (Damage per second), Stage 2: 5 DPS and Stage 3: 10 DPS. It will also take time to switch from stages.
Now I don't know how the Balancing system works, the stats of the mobs or anything so I think a Staff member should do the brainstorm for this instead. I want the Inferno Tower to deal around 20% - 25% of the Giant's HP and not more or less. This Tower will also require a lot of money since it's very OP if you can place 5 Inferno's and take out the Giant. When Upgrading the DPS per stage also increases. Lvl 1 is shown above, but I don't know how to balance the stats so it's just an example.
Lvl 2: Stage 1, 2DPS - Stage 2, 3DPS, Stage 3, 13DPS. The Tower deals more damadge over time so this will encourage:
- More usage of Speed AoE to prevent damadge to the Giant
- More usage of the Slowness AoE to deal more damadge while defending
- The usage of Witches, since they are currently very underused.
- Making it harder to win, forcing people to play more as a team.
This is all the info about this Tower I have, if I missed anything just ask it and I will tell how the Inferno Tower will be used or if you have any more questions about it's gameplay.
Tower Name: Witch Tower
Main Defence Purpose: Taking out a hordes of Troops (Deals double Damadge against Air Troops).
Size: 5x5
Weakness: A single Troop (Such as the Wither Boss or Giant).
Design: A Purple - Obsidian looking stalagmite with a Witch on top.
How does the Gameplay of this Tower Work: Same story as with the Giant, but this time with Endermites / Blazes. These 2 air troops are extremely underrated since people don't know their power. People always expect a Giant because it's the ''Strongest troop''. WRONG, a Horde of Blazes or even Endermites can slip through all defences due to the lack of Air Defences people build. This Tower will do Splash Damadge so it can hit multiple Troops at once. Currently I always play TD Solo and let my team do the Defence. At Armegeddon I send the 12 Blazes and I win like it's nbd. It will do 2x Air Damadge to balance Blazes and Endermites so people will not always be guaranteed to win with Blazes. This Tower will encourage:
- More usage of Speed and Slowness AoE to prevent / increase damadge done.
- Team Work and the usage of Witches (if they can heal Air Units.
This is all the info about this Tower I have, if I missed anything just ask it and I will tell how the Inferno Tower will be used or if you have any more questions about it's gameplay.
Main Defence Purpose: Taking out Giants
Size: 5x5
Weakness: Hordes of enemies
Design: Possibly a Nether - Lava themed Tower.
How does this Tower deal Damadge: The Giant is a really strong card and currently you can win this Team-based game pretty much solo by sending out a Giant. The Inferno Tower stacks up it's damadge over time, example:
The Giant has 100HP and the Inferno Tower has 3 stages, Stage 1: 1 DPS (Damage per second), Stage 2: 5 DPS and Stage 3: 10 DPS. It will also take time to switch from stages.
Now I don't know how the Balancing system works, the stats of the mobs or anything so I think a Staff member should do the brainstorm for this instead. I want the Inferno Tower to deal around 20% - 25% of the Giant's HP and not more or less. This Tower will also require a lot of money since it's very OP if you can place 5 Inferno's and take out the Giant. When Upgrading the DPS per stage also increases. Lvl 1 is shown above, but I don't know how to balance the stats so it's just an example.
Lvl 2: Stage 1, 2DPS - Stage 2, 3DPS, Stage 3, 13DPS. The Tower deals more damadge over time so this will encourage:
- More usage of Speed AoE to prevent damadge to the Giant
- More usage of the Slowness AoE to deal more damadge while defending
- The usage of Witches, since they are currently very underused.
- Making it harder to win, forcing people to play more as a team.
This is all the info about this Tower I have, if I missed anything just ask it and I will tell how the Inferno Tower will be used or if you have any more questions about it's gameplay.
Tower Name: Witch Tower
Main Defence Purpose: Taking out a hordes of Troops (Deals double Damadge against Air Troops).
Size: 5x5
Weakness: A single Troop (Such as the Wither Boss or Giant).
Design: A Purple - Obsidian looking stalagmite with a Witch on top.
How does the Gameplay of this Tower Work: Same story as with the Giant, but this time with Endermites / Blazes. These 2 air troops are extremely underrated since people don't know their power. People always expect a Giant because it's the ''Strongest troop''. WRONG, a Horde of Blazes or even Endermites can slip through all defences due to the lack of Air Defences people build. This Tower will do Splash Damadge so it can hit multiple Troops at once. Currently I always play TD Solo and let my team do the Defence. At Armegeddon I send the 12 Blazes and I win like it's nbd. It will do 2x Air Damadge to balance Blazes and Endermites so people will not always be guaranteed to win with Blazes. This Tower will encourage:
- More usage of Speed and Slowness AoE to prevent / increase damadge done.
- Team Work and the usage of Witches (if they can heal Air Units.
This is all the info about this Tower I have, if I missed anything just ask it and I will tell how the Inferno Tower will be used or if you have any more questions about it's gameplay.