Now before I get thelendor havers in here complaining, I just want to say, I think it's fine to have one champion that is above and beyond the best at a piece of content, and I'm glad thelendor is having his time to shine, but the underlying mechanics of tower defense mode need to be reworked, and here's why.
In a tower defense mode, typically you are rewarded for your strategic positioning, timing, use of abilities, and terrain. This tower mode is so basic that I wonder if the developers just phoned it in on this one. I was super excited to play tower defense within dragonheir. I looked forward to it all season 2, but as somebody who has also played Watcher of Realms, I have to say that I am really disappointed in the lack of development that went into this.
Here are some potential changes that could make tower defense more interesting and viable longterm.
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The enemies need to be able to damage you. This creates a dynamic where you not only have to bring your best DPS characters, but you need to think about support units and healers as well.
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Melee units should be placed on the ground, ranged units above. Melee units should act as blockers for up to 'x' numbers of running units, and they should take damage from the monsters that are blocking them.
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Add a boss monster at the end of the final wave, one that does a ton of damage and has a ton of hitpoints. This is what will separate the highscores ranking. Who lets the least amount of monsters through and who does the most damage to the boss the fastest. The boss can change every week or whatever and have different elemental weaknesses or conditions that favour certain builds over others each week.