Tower Buff

I keep hearing people talk about towers being to easy to take down. I hear people say that they can be exploited by the rook placing a tower near the enemies tower, walk away and let the enemy tower target the rooks tower. Then the rook can go in and attack it without being attached by the tower. From my experience, once a player gets to level 10, towers are like mosquitos. They are merely a nuissence. Even when upgraded, they are still a joke.

I think towers would become much more effective if the tower upgrades were to do more then add damage. Here is my idea

Tower Upgrade 1: Tower can shoot at 2 units at a time instead of one. Increased Damage.
Tower Upgrade 2: Tower can shoot at 3 units at a time instead of two. Tower slows target by 5%. Incrased Damage.
Tower Upgrade 3: Tower can shoot at 5 units at a time instead of three. Tower Range increased. Increased Damage

Towers should have an attack priority. Demigods should alway be the first target. When a tower can shoot at multiple targets, one of the shots should concentrate on minions. Note that the incrased tower range upgrade will allow the towers to shoot at catapolts allowing the towers to defend against them. Also note that if only one unit is in the towers range, even with the max upgrade, it still only does one shot.

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Reply #1 Top

That would make it for latter levels but it will mean hell in early levels.

Reply #2 Top

If the tower still has splash this would be massively overpowered. 5 minions all getting a 300 damage hit with splash. 1500 DAMAGE!!!!! and thats just one volley FROM ONE TOWER!

Reply #3 Top

I keep hearing people talk about towers being to easy to take down.

People talk about lots of things.  That doesn't necessarily mean that there's anything wrong.

Undefended towers are 'supposed' to come down.  The mechanic exists to stall people from getting to the goal of the game, be it the citadel, forts, etc.  As the game drags on and levels increase, yeah.  It gets easier to break through them, as it should.  The stronger players get, the easier it should become to reach the goal.  I would agree that a few of the citadel upgrades could use looking at but not because towers are broken in some way.

If you'd prefer that the game last longer, put the towers on 'high'.  They're much more deadly but still vulnerable when undefended. 

Reply #4 Top

that's why i usually set my towers and creeps to high in my custom games... makes for a longer game though

Reply #5 Top

They should just adjust the cost of the upgrades a bit, I don't think towers are too weak, but the upgrades beyond the first one aren't really worth the cost.

Reply #6 Top

Quoting Sakhari, reply 3

I keep hearing people talk about towers being to easy to take down.


People talk about lots of things.  That doesn't necessarily mean that there's anything wrong.

Undefended towers are 'supposed' to come down.  The mechanic exists to stall people from getting to the goal of the game, be it the citadel, forts, etc.  As the game drags on and levels increase, yeah.  It gets easier to break through them, as it should.  The stronger players get, the easier it should become to reach the goal.  I would agree that a few of the citadel upgrades could use looking at but not because towers are broken in some way.

If you'd prefer that the game last longer, put the towers on 'high'.  They're much more deadly but still vulnerable when undefended. 

I don't think I agree that towers are not broken. If it was a simple matter setting them to high I think I would be happy, but they are being exploited. Rooks placing a tower then running until the enemy tower changes targets as an example. Or even letting the minions go in first to be canon fodder then the demigod comes in and does most of the damage.

The maps that we play are such that there will always be undefended towers and I believe my suggestions don't actually make towers invulnerable but rather the loss of a tower would become a real issue, and it would create more strategy as taking a tower would become a more crucial part of the game.

At the very least, towers should have a targeting priority starting with demigods to prevent some of the exploits.

Reply #7 Top

You can also use minions to distract a tower. You send the minions in first then come in with your DG from a different angle. The splash that towers start with isnt high enough to damage your minions on one side of the tower and you on the other side at the same time. 

You can quickly take down towers at level 2 this way. Its a lot easier at level 5 though. Adding horn of battle would probly make it easier too I suppose.

Reply #8 Top

They're only exploits in the sense that you exploit the cast time of rook's hammer by interrupting him, or you exploit the ability to lower tower damage by equipping more armor.

Nothing unfair or unintended is happening, little micromanagement tricks complicate and improve the game.

 

Reply #9 Top

I think they need a slight damage increase, but I think the recommended solution in the OP is taking it a bit far.

Reply #10 Top

...and it would create more strategy as taking a tower would become a more crucial part of the game.

Bringing down towers already is a crucial part of the game.  They're the only things (on most maps, anyway) keeping your opponents from waltzing in and hacking away at your forts or citadel and stealing your portals and other flags.

Yes, there are always going to be undefended towers but you're just as capable of moving to defend them as your opponent is of moving in to attack (and those minions and Rook towers, for the most part, cost mana which is mana they won't have when you show up to push them back).  That's the game.  Picking and choosing battles.  Deciding where best to apply pressure to make sure your team reaches the goal first. 

I guess I just don't see why players being able to start the actual game before level 5+ is a problem. 

Reply #12 Top

Bringing down towers already is a crucial part of the game. They're the only things (on most maps, anyway) keeping your opponents from waltzing in and hacking away at your forts or citadel and stealing your portals and other flags.
But that's exactly where the towers fail. After a few levels, the towers do not keep your opponent from waltzing in.

Reply #13 Top

the range of the towers should just be bigger as the ranger of TB or Regulus thats all

Reply #14 Top

But after a few levels towers instead become assisters and not lone guardians. At later levels the towers are just there to support the defending DG and add some extra firepower when the battles get close.

Reply #15 Top

After a few levels, the towers do not keep your opponent from waltzing in.

At what level can you simply ignore them and walk straight to the enemy citadel for the win?

If there's any need to stop and kill them and they stand long enough to allow the owners to port over and get involved, then as far as I'm concerned, they're doing their job.  Unless they're being insta-gibbed at level 5 or less, I still don't see why this is an issue.

They weren't put in the game to make turtlers feel comfortable.  They're there to give each team time to react to attacks and as far as I can see, that's exactly what they do.

Reply #16 Top

Quoting reality86, reply 13
the range of the towers should just be bigger as the ranger of TB or Regulus thats all

it is! but regulus has skills to enhance its range. that's all. it is easy to prevent the reg to dsstroy the towers. stop complaining of such things, use what you ahve at disposistion. it is really much!

 

@regabond: at what level exactly do you wnat it to be possible to overcome towers? at 20? *sigh*

Reply #17 Top

At what level can you simply ignore them and walk straight to the enemy citadel for the win?
It depends on the Demigod and the build, but after, let's say level 5 or so, the enemy, especially Erebus, Unclean Beast, Oak and Sedna will follow you into your base to kill you and they can walk out of it alive. Hell, they will even do that at level 2, depending on the situation ;).

Reply #18 Top

Quoting Sakhari, reply 3

I keep hearing people talk about towers being to easy to take down.
People talk about lots of things.  That doesn't necessarily mean that there's anything wrong.

Undefended towers are 'supposed' to come down.  The mechanic exists to stall people from getting to the goal of the game, be it the citadel, forts, etc.  As the game drags on and levels increase, yeah.  It gets easier to break through them, as it should.  The stronger players get, the easier it should become to reach the goal.  I would agree that a few of the citadel upgrades could use looking at but not because towers are broken in some way.

If you'd prefer that the game last longer, put the towers on 'high'.  They're much more deadly but still vulnerable when undefended. 

 

They only need to skale towers to late midgame and later. I think its right that they are much too weak after midgame. Don´t come with "most games dont last so long...blabla" . Thats the same thing i noticed in DotA: Towers in lategame dont make sense anymore. But Demigod should do this better. Towers shouldnt be as strong as in the beginning, and later of course they should be not too hard to takedown. But it must not be that one Dg can kill ALL TOWERS, without pots, and without any creep support. It´s ridicolous.

Reply #19 Top

Quoting Sakhari, reply 10

Bringing down towers already is a crucial part of the game.  They're the only things (on most maps, anyway) keeping your opponents from waltzing in and hacking away at your forts or citadel and stealing your portals and other flags.

Yes, there are always going to be undefended towers but you're just as capable of moving to defend them as your opponent is of moving in to attack (and those minions and Rook towers, for the most part, cost mana which is mana they won't have when you show up to push them back).  That's the game.  Picking and choosing battles.  Deciding where best to apply pressure to make sure your team reaches the goal first. 

I guess I just don't see why players being able to start the actual game before level 5+ is a problem. 

I said a "more" crucial part of the game. I know they are already crucial. But the fact remains that towers are only a threat early game, They become a nuisance mid game and useless late game. My suggestion is to make it possible to help towers stay powerful throughout the whole game.

I don't want towers to be over powered or to make "turtleing" more comfortable. I think that no demigod should be able to take out a tower one on one if the tower is upgraded sufficiently, at least not quickly.

Reply #20 Top

Quoting Spooky, reply 17

It depends on the Demigod and the build, but after, let's say level 5 or so, the enemy, especially Erebus, Unclean Beast, Oak and Sedna will follow you into your base to kill you and they can walk out of it alive. Hell, they will even do that at level 2, depending on the situation .

Being able to score a kill on a DG and barely escape with your life isn't what I'd call 'waltzing in for the win'.  They still stopped the opponent from reaching the actual goal (unless you're playing Slaughter) of the game.

Besides, wasn't the supposed problem that they were too easy to kill when undefended?  Is being able to take a few tower hits an issue now, too?

I think that no demigod should be able to take out a tower one on one if the tower is upgraded sufficiently, at least not quickly.

*shrug* Well, I suppose this is just a matter of a opinion then.  I disagree.  Towers are the static obstacle that needs to be overcome for the game to be won.  Stronger players mitigating that obstacle as the game moves forward makes perfect logical sense to me. 

Reply #21 Top

Quoting Sakhari, reply 20

Besides, wasn't the supposed problem that they were too easy to kill when undefended?  Is being able to take a few tower hits an issue now, too?

I agree with you on this Sakhari, my goal was to make towers a more formidal opponent in the game. I don't get frustrated when the towers fail to kill someone when they try to escape, but I do when they can solo a tower in under a minute.

Reply #22 Top

Being able to score a kill on a DG and barely escape with your life isn't what I'd call 'waltzing in for the win'. They still stopped the opponent from reaching the actual goal (unless you're playing Slaughter) of the game.
In the first levels it may be barely. But later on, towers are just a nuisance, als already said.

Besides, wasn't the supposed problem that they were too easy to kill when undefended? Is being able to take a few tower hits an issue now, too?
Yes, that's another problem with towers.

 

Imho only the damage upgrades for towers need to be balanced. Right now only the first upgrade is useful, the later upgrades will not really make the towers less a nuisance for the enemy and are far too expensive for that. Even if for defending aginst creep hordes those upgrades aren't really worth it (Catapults can tear them down anyway). The damage for each upgrade should be increased and each upgrade should also increase the range of the towers, so that you could theoretically keep up with the enemy Regulus range upgrades, if you have the money.

Reply #23 Top

I agree.

I'd love for the towers to become some kind of objective at which you have to mount 2 or 3 offensives before you can take it down. At the moment once you hit a certain level it becomes a mere nuisance like "hmm no enemy around, flags are okay, I might aswell gank some towers away now". They are feared early game, but laughed at later in the game. Sure the game doesn't have to last forever, they need to go down sooner or later, but I'd love for it to actually require some effort. Putting towers and/or creeps on high does not help anything at all.

Reply #24 Top

I like the towers as they are but a final level upgrade, like how some DG powers add an added ability to that specific skill like multi shot would be a good idea.

Reply #25 Top

There are tower damage and health upgrades in the game, they could do more though.  The 1st upgrades are really useful, but after that they taper off.