#Complete center tower rework

100 messages · Page 1 of 1 (latest)

faint rock
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Ah the center tower.... AH THE MF CENTE ok we all know it's a problem.
Once you get the center tower you've essentially won the game. The boosts to training speed and resource gathering are absolutely busted and make taking the tower back almost impossible. You can't however just delete the tower as then people would just sit in their bases and there wouldn't be any anti-stall mechanic in the form of the lightning. So what if we took the good part of it and expended upon it, while also yeeting out the rotting part? Enter, the new and improved center tower.
Capturing the center tower now gives NO additional benefiets, yep you heard that right. Nothing. Not even the automatic lightning.
BUT IT DOES unlock a new button at the top-center part of your screen when viewing the tower.
And the mysterious buttons brings back our good ol' buddy lightning with a fresh coat of paint, but now, at a price.
The button would require a set ammount of mana with or without gold to activate a lightning strike dealing direct damage to the enemy statue and nothing else.
The cost and ammount of damage for the lightning would vary between tower levels(as listed below). As usual, the tower level goes back to I after someone retakes it

THE THOUGHTPROCESS; aka the thing you should read before commenting about the idea
The center tower brings the fun out of the game, there, I said it. It's way too powerful and way too accesible. The buffs it gives make it almost impossible for the opponent to retaliate. It's also available from the beggining making the game theoretically las around 2 minutes. The one thing good about the tower? The lightning. It's an excellent way to guarantee game progression and currently the only thing keeping the game from lasting forever. People say it's overpowered, but the real problem is the fact you can't counter it at all as the boosts the tower gives guarantee the holder and advantage. Don't even get me started on the ct spell.(outta words)

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This change removes all the unfairness of the ct while keeping the guaranteed damage. BUT THIS TIME it actually puts the holder at a disadvantage! The person holding the tower is no longer receiving benefits. Now this may sound like an awful idea at first. Now, people will hold back before going for the tower, only going for it with a full army to guarantee that they can stay there if needed. The tower would no longer be a boost, it would become a secondary objective(you know, the thing it’s supposed to be). If a game lasts too long a person can spend their resources to guarantee damage to the enemy statue. This means that the enemy will need to act accordingly, trying to take the tower as quickly as possible to retain the leftover health. But this time around, they have a chance. The holder just wasted resources and it takes additional time for his units to get to the frontline, truly testing if he’s capable of handling a late-game attack without additional boosts.
Overall, this would make the game a lot more fun and way less frustrating. Both sides of the battlefield will have equal troubles with unit training. We’d have a good way to counter turtling and battles would be much more enticing rather than just “haha archidon spam go brrrrr”.

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THE ACTUAL STATS aka the thing I’ll probably change (these are based off of a mod telling me the statue health is around 1500hp)
ANOTHER THING TO KEEP IN MIND is that tower leveling would be slowed down to +1 each minute and a half

CT lightning LV I - 100g 100mana; 50dmg; cooldown 30s
CT lightning LV II - 200g 200mana; 100dmg; cooldown 30s
CT lightning LV III - 300g 350mana, 175dmg; cooldown 45s
CT lightning LV IV - 400g 500mana, 300dmg, cooldown 60s

Upon leveling up or being captured, the cooldown is immediately applied

As always, criticism is always much appreciated, just use your brain please :). This is an idea that will probably need a lot of changes but let’s take it peacefully and slowly.
I’d also like to mention that out of all my ideas, this is the one I want the devs to see the most as I believe it covers what is currently the game’s biggest problem.

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another wall of text for ya'll

tame dagger
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Great idea i aprove

sick zenith
faint rock
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Yeah I that was what I thought at first, but losing mana late game doesn't really mean anything

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Chances are you've got an abundance of it only used for the occasional spell

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Gold is where it's at

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Also would discourage early use as you should invest that gold into miners

keen plume
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this is a good idea to me. the centre tower doesn't need boosts to be worth it, considering that it unlocks some pretty nice upgrades.

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maybe if this nerf is made, it would open up even more upgrades and stuff for the centre tower, since you could add those without worrying as much about balance.

neat trench
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Huge

spark ibex
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im also thinking of an idea that this already opens up, its non-card options or map upgrades in-match, this idea can make the center tower hold for those upgrades.

chrome comet
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I approve of this idea. I used to be able to play really long games against the Proving Grounds AI, like, an hour long. Now, all games have to end in like, fifteen, if I stretch them out.

hard igloo
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OH WHAT THE HELLLLL
OH MY GOD
NO WAYAYAYYAYAYAY

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I AINT READING THAT

faint rock
maiden salmon
limber heart
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I am agree

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I have a slow deck

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Fun

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But taking the tower is just impossible

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Lighting strike doesn't help enough

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Slow decks are unusable because of the way the tower works

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You need a fast one

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Otherwise you lose the tower which in effect makes you lose the game

hard igloo
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Crazy

limber heart
hard igloo
limber heart
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Yeah

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But I like a slow playstyle

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I had to put deads in my deck just to take the tower

hard igloo
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what rank r u in

limber heart
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...

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A bad one

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That's all I'll say

hard igloo
limber heart
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What does that mean

hard igloo
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can I assume ur at bronze rank.

limber heart
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Yeah

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I suck

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But I still think the game is fun

faint rock
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not as in "oh he's bad at the game"

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as in "that's where it's fun"

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trust me, there's no fun to be found in gold

hard igloo
faint rock
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it's just start with an archidon or juggerknight
take the tower
abuse spawners and make him unable to get resources by attacking the miners
you won

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hence why

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aghem aghem

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#1119316586289967144

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phew

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something in my throat

limber heart
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How many forums have u made

faint rock
limber heart
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Like they're good ideas

faint rock
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one is too old to "ping"

limber heart
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But that's a lot of cool structure criticism

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Constructive*

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Tf autocorrect

faint rock
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thankskytchilin

sick zenith
split root
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The lightning being able to deal 300 damage seemed stupid at first, until I realised how much it could punish turtling

sick zenith
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I think that just manaburst needs a nerf now. Most other things are pretty balanced.

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Just the 25% faster abilty cooldowns

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It allows the magikill to be close to its former self (pre minion nerf)

keen plume
sick zenith
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Insert Swordwrath with vamp and rage.

keen plume
hard igloo
faint rock
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Not only would that take up a shitton of time to gather

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But the t dead is significantly slower than the jugg

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The juggerknight also has a stun and 2 miners actually getting resources

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And the center tower

keen plume
limber heart
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Hmmm

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I will think about these things

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Maybe just starting with a jugg would be easier

faint rock
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Just to lose to a single unit

faint rock
keen plume
faint rock
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I suppose

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But that still leaves the enemy with 2 more functioning miners

keen plume
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Yeah but your enemy will have wasted money on a failed attack at the start

faint rock
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Not to mention they could also go for spells

keen plume
sick zenith
faint rock
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yeah, learned that today the hard way

sick zenith
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I said that twice now.

faint rock
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but a t dead would just die quicker I'm pretty sure

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but I could be wrong

sick zenith
faint rock
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yeah so my point still stands about it being better