Tower damage in this game is badly implemented. In the first 5 levels towers rape face rediculously hard, and after level 7 - 10 players are walking through lanes unhindered by 4 + towers hitting them. It's not as if taking a tower down is difficult, so tower position and damage output should be a large part of the game through all 20 levels and some. This is easily corrected by giving towers % based damage on DG.
Here is the current situation, towers hit for about 300 and we mitigate enough to take it to 250 - 150. At level 10, with 5 k HP and 40 % mitigation running into 4 towers for 20 seconds is survivable. This means safety is not on your line of towers anymore. This really hinders gameplay in the fact that the already 'winning' team gets rewarded by being able to hunt down weaker players inside of there base.
Towers should be % based damage, so they scale throughout the game. This would create more innitiative to take down towers faster, and benefit defending your towers much more than defending them means now. Letting 2 - 4 towers fall is currently not a big deal, but when towers are actually useful it becomes important to keep them alive. Lets say a 10% mitigatable damage from towers was implemented. This means literally, 10 hits from a tower to a low armored DG will kill them. If a DG is well geared in armor, it will take about 20 hits. In a situation as above with 4 towers hitting this buff DG, his survivability would only be around 5 seconds, and never more than double the survivability of the 'loosing' or 'poorly equiped' team.
This helps keep a safety line closer to the battle front for both sides. It helps even the playing field regardless of who has the edge, and will increase the playability of the game as well as reduce rage quiting due to dying from being chased into your citadel at level 10 and still dying.
Some other changes that must be made to towers, is that they target DG. Always target DG if they are within range. This means minion builds either attack with just minions, or better be prepared to take the heat from a tower they are attacking. It also gives a great benefit to classes that have effective stuns to towers, such as ICE TB and Tower Sucking Rook. It also will reduce early game destruction of towers from keeping players from using towers / grunts to soak damage while they pelt the towers. Regulus auto attack is still an issue, but when your viable tower hunters becomes minion builds, tower hunting rook, ice TB, siege QoT and regulus, it is much better than the current state where any DG can kill towers without much fear.
Small changes like this are not only easily implementable, they will change the game in a beneficial way for future players. It will also add new elements of game play for the more seasoned players, and create a more challenging environment than the current play field.
Also, with war rank, new fortresses pop up around your base. Why not new towers as well?
Ok, so what I'm getting from alvaro is that he wants some artificial leveling of the playing field, so that a bad team gets advantages to such a degree that it out weighs the skill level and items of the opposing team. To me that's ridiculous. Why does a bad team deserve to have complete and total protection from attack when they're at a single tower. The good team doesn't get this advantage because they're at the front lines protecting themselves and not sitting at their towers.
If one team is simply better than the other one, they should win. I hear a lot of talk about towers becoming useless, but to me that's not an issue if the game is even, both sides can ignore towers equally. If the teams are imbalanced by skill level and strategy, why do we need another mechinism to level the playing field? So what if the other team can waltz into your base and kill you? It's your team's fault for feeding them to the point that they have the gear to be able to do that. And if you aren't feeding them, then you should be able to do the same to them.
I understand not wanting to give the team in the lead more advantages, but rewarding poor play and poor team strategy doesn't seem right to me. Those teams are supposed to lose. Just making the towers do % based damage isn't the answer because it reenforces and solidifies what a team needs to do together. You will never again see someone solo taking out towers with the exception of Regulus and possibly tower farming Rooks(however, I'd be a little scared as melee to get close to a tower like that).
It almost sounds to me like alvaro is complaining more about map design then game mechanics. As most maps do not cluster towers except in a few key places. If you go with % based tower damage, on certain maps, you will be required to have a Regulus to take down certain sections as they would almost certainly kill any melee trying to destroy them. You also have to come up with a solution to what the towers do when certain item or skill effects are in effect, like a QoT shield. How does tower damage effect the shield? Sigil of Vitality(haven't seen it used often) becomes worthless when using it against heavily tower'd areas.
You would be opening up a whole new set of balance questions by changing such a core mechanic to the game. Instead of making towers viable, you make them nearly unstoppable for a solo god.
If that's your intention, then you're simply pushing the teams that HP stack and use group strats to do so 100% of the time instead of in certain situations. HP stacking isn't cured by this at all, it makes it even worse. If I know the tower is going to do 10% damage per shot to me, I want the most HP possible so that if someone shows up I can run out of tower range and still have enough HP to fight that person, because they won't be doing % damage.
I personally think there should be some kind of mechanic where you can replace lost towers. So that if you start getting back into the game, your team can reestablish areas of defense. As it stands now once you lose the towers in an area that area is pretty much a no mans land. The replacement obviously would have to cost gold and would need to be on some kind of timer to prevent spamming and exploitation. Of course I'm sure the next response to this will point out that after a certain point towers aren't very useful, but that's the case for everyone if the teams are evenly matched, if they aren't, nothing should be able to save the losing team by default as alvaro is suggesting.
Let me start by saying that I do not agree with Alvaro's analysis that there is a problem with towers, nor with his initial solution to give them %-based damage.
That said, he never indicated that he wants it "so that a bad team gets advantages to such a degree that it out weighs the skill level and items of the opposing team." Nor did he indicate there should be "complete and total protection from attack when they're at a single tower."
I just don't see how changing how TOWERS work will somehow be able to save the lesser skilled team from losing, unless the towers can suddenly uproot themselves and advance towards the enemy citadel.
You can't deny that there is a tendancy for the winning team to continue win. Turn arounds are very rare. If one team gets the advantage on gold, level, or war rank early on (with all others remaining equal), then that tends to allow that team to gain a greater advantage as the game progresses.
Obviously, the better team should always win. But should a half hour game really be determined in the first ten minutes? Yes, turn arounds happen, but they are rare because of the sheer advantage winning in mid/early game gives to the end game.
The best matches are when the teams are both fairly evenly matched for most of the game. Those are the ones I have the most fun in, anyway. So why not, even artificially, help stretch out that time, even when one team did a little better in the first quarter of the match?
Again, I disagree with % based towers. I also do not like the idea of building new towers as defense - we do want the game to eventually end, after all. The idea of making the towers somehow stronger as the opposite team gets higher war rank is something that I will have to think more on.
Though, in the end, I'm not convinced that there is a problem with the current tower implementation anyway.
He said in his first post that he wants to even the playing field regardless of skill level. He also said he wants there to always be a safe zone when towers are around. To me this will only serve to make the game longer but still end in the same result. How does that make the game better?
Simply giving a bad team some place to hide does nothing to help them turn the tide. It just means it will take longer for the good team to win. If you make towers scale with the levels of the demigod in anyway you're only lengthening a game that many here have said over and over is decided in the first 5 minutes. Making towers more powerful at the end doesn't stop that.
The points of my posts are to bring up ideas that don't reward bad play. Which is what alvaro is suggesting. You can't deny that having strong towers is a bonus that only the turtling/bad team will benefit from. The offensive team with strong strategy will see no benefit from towers being stronger regardless of when they're stronger.
So what is the solution to stop the games from being decided in the first 5 minutes? Other than finding a way to separate the serious/pro players from the bad players, I have no clue. As long as there's a big difference between the skill of each team, no game machanic will 'even the playing field' to give the bad team a chance to win without being possibly exploited through controlled losing until that turning point kicks in and always turning the tide.
i dont understand why people want the game to be even easier for new players. this game is easy enough for its genre.
Really guys, the point is still so increadibly missed. Making towers more powerful against DemiGods will not prolong the game more than possibly a minute or so. You are being completely unrealistic about what % based damage from towers would change.
Understand that the ONLY effect they would bring to the game, is prevent an already fed/good team from being able to chase a demigod through there base to there citadel and nab a kill. This brings the field of safety much closer to the battlefront, and would promote team play as well as having a well rounded team / support DG more so than ever before.
Above and beyond this, the better team will still hold flags better, still get to giants first, and will still probably win. They just wont be able to chase down players across a whole field of towers and get a kill. The tower line should be a line of safety, its your BASE for gods sake. The fact that towers are a joke by level 10 is really annoying and there must be something done about it.
just change the game settings.
tower strength on high works fine. have u tried it yet?
Not to be rude, however I for one don't agree with you not because I've missed the point, but because you've misunderstood the effects of your change. Percentage based Damage on Towers would alter the flow of the game at many levels, early game would be the least effected. The problem is, that the method of play in early game is to avoid confrontations with Towers and lure your enemy into them as best as possible. By adding percentaged based damage, you're going to promote this type of gameplay as the way Demigod is played. This will result in most games playing out with the weaker team camping their Towers to maximise your change, while the enemy farm the creeps to get the right amount of Gold to achieve sufficent DPS to take down the Towers fast enough to minimise Damage. This will add a lot more than a single minute to the game. Due to the increased DPS requirement for the late game, once the Towers are down even the Health Crystal won't be able to save you because as a Team they'll do more DPS than it can heal. In my opinion, it's a generally bad idea. If you feel the Tower Upgrades need work, make a post detailing your well thought out argument.If you're not upgrading your Towers to maximise their effectiveness, that's your problem. If enemy Demigods are able to chase you down through your towers, you need to play smarter to prevent this situation from arising. Doing the same thing over and over again and expecting different results is the definition of insanity.
I don't see anything wrong with them camping their towers. If they are camping their towers that means they are not holding any flags. They will lose anyway.
The basic point he is trying to make - let's ignore his % suggestion for a second and focus on that - is that in late game, towers become way too useless, and there is no realistic way to invest in them to make them scale and stay effective. I mean, we can make demigods more effective, by getting them new items. We can make creep waves more effective with new creep types, as well as armor and weapon upgrades. So why is the only (questionably) worthwhile building upgrade the very first Tower HP and HP/sec one?
The purpose of towers is to exert an area of control around themselves and discourage enemy demigods from walking all over your territory. Right now, after level 5 or so, the entire tactical advantage that towers provide becomes negligible. I cannot believe that so many of you think this is acceptable.
I think the issue here is twofold: 1) Towers need to be stronger in the mid-late game and 2)How should that be accomplished?
I agree with #1, that towers should be more viable, but point 2 is where I'd disagree with the OP. He wants the towers to get more powerful automatically, which imo isn't a good thing. I would instead prefer to, as others have suggested, have tower power stay tied to the citadel upgrades, and have those boosted. So, if you want to camp your towers, you can, but you have to spend the gold.
Why? Demigods automatically gain hp, mana, damage, and skill points with every level up, independent of items. Why can't towers gain hp, damage, and maybe range with each war rank? It's the exact same mechanism.
Because towers are supposed to be an early deterent. By mid-late game they are there to give the defender a boost, not completely hold back a high level demigod.
Tying tower power to war rank isn't exactly automatic, since by capping flags and killing the enemy you can increase your war rank. So I wouldn't be opposed to having them gain some power along with war rank.
Here's another ideea....what if, when a player is around his towers, he gets a speed buff. From what i understand, the problem here is that players who try to retreat in their base get killed because the towers are useless at higher levels. Well, if towers gave a speed buff, then this problem will be solved without needing to tinker with the damage output.
OR... how about this ideea? The tower attacks slow down the enemy (this should be in the form of a citadel upgrade). Towers will still be pretty much useless in the mid-late game as a defense mechanism, but they might give a fleeing demigod a break when he retreats for the health crystal. Except when you are targeted by Regulus' snipe...then you are pretty much screwed either way .
Where does it say that they are supposed to be an EARLY deterrent, and not also a mid-game and late-game deterrent?
Let's not advertise our opinions as facts.
Agreed, towers are just a defense mechanism that start to fail as the game progresses. That's why i came up with the "slowing the enemy down" ideea, so that they are not tottaly useless in the mid-late game.
Alvaro - it's not that we were 'missing' your point that Towers become less effective at later levels, it's that no one agreed with your point or your solution. You also seem to grossly misunderstand how significant of a change this is (as others have pointed out).
There will NOT be the "only" effect of preventing a DG from being chased down past his own towers and killed. It will also mean that attacking towers - even when no enemy DGs are around at the time - becomes significantly riskier and difficult, as a player wouldn't want to attack the tower for more than ~5 tower shots to avoid being an easy target should an enemy DG approach. With the cheap, War Rank 1 Tower Health citadel upgrade (allowing towers to constantly regenerate health), this introduces a significant increase in the amount of time it will take to break down towers to get to the citadel.
Again, regardless of how well received your %-damage solution is, no one seems to even agree that there is a problem with the current implementation of Towers.
Id say stuff like this should be.. or could be a new citadel upgrade
Say at rank 4ish you can buy... tower freeze.. (awesome name aint it ) This would give towers a small splash radius in which they get slowed a certain %
Or upgrades for additional towers. These things could be pretty costy.. Though that might make it rather useless
Anyway , i wouldnt mind some kind of a "fix" in this. I know alot ends up depending on personal skill, but today i got wand of speeded down on cataract, petinince, the TB catches up and im slowed but near my portal towers... Im standing in the middle of them and they just run me down and take their sweet time hitting me while im shielded and trying to pop back some priests and my hp pot. I was heavely slowed so going nowhere.
Well they ended up killing me and leaving without one of m being at even half hp. this was at lvl 6 or 7 already. They didnt have any kills or maybe 1 at this point so they hadnt the ability to stack silly ammounts of hp yet either
As far as I can see from the way the game operates, Towers were never meant to be more than an early game defense. Late game, it's up to you and your Team to Defend, not the AI controlled Towers.
It doesn't ever explicity state they are, but from what I've read and how the game was developed, Stardock and GPG wanted to encourage the winning team to be able to close things out quickly without the long cleanup process some games have. Taking this into condsideration, it only makes sense towers would become obsolete by the mid to late game.
Creeps are too strong? Change the setting
Towers too weak? Change the setting
I would like to see tower damage AND range increase with offensive upgrades to make them worth while.
It can also be said towers too weak? Then buy the upgrades, that's what they're for.
I don't think the upgrade cost scales well. What would you buy cats or tower upgrade? Cats every single time... how about make tower upgrade worth it 1 out of 10 times
Even with all upgrades, towers are still pretty useless. I was once losing a game ( the enemy team was pounding at what towers we had left ) but I had a lot of gold. So instead of buying new armor for me I decided to spend all my gold to get giants and all of the towers attack / defense upgrades. Needless to say, we got our asses handed to ourselves. I would of thought that the towers would at least make a slight difference, but the enemy DGs were actually ignoring them even more.
So, yes, towers are just useless in mid-late game. Making them do % damage will maybe solve the problem this thread was created for ( enemy DG plowing straight into your base and killing you regardless of the towers ) BUT it would create a whole new set of problems ( which I am not going to repeat, since others have stated them in earlyer posts ).
That's why I came up with the "tower attacks slowing down the enemy" ideea. Also, I think that if towers gave a speed buff to an ally demigod that was near them it would make for interesting gameplay. Causing ally DGs to quickly retreat to the health crystal and then quickly get back to the front lines, making it harder for the attacking team to just hammer away at the towers, unhindered by anyone.
Actually as more and more people complain that enhancing tower damage would affect gameplay more, the more I though of a 'base buff' to friendly teammates, or a base debuff to enemies would solve the problem. Truth be told, there are many simple ways to implement a solution. The form of movement speed + or - I don't believe will fix the problem, as you can just stack movespeed and still end up ignoring towers into the mid-late game. Possible make it so you can buy tower upgrades that do different things when your near them.
level 1 move speed increas
level 2 attack damage increase
level 3 cures negative status (level 3 so that you can't use it right out of the gate)
level 4 % damage negation (7% - 15% damage negation, like the effect on bulwark of the ages)
level 5 % damage against enemies enhanced (like penitence)
You would then have a series of citadel upgrades worth using gold on. This could also just progress with warrank, or as a previous poster posted, progress off the opposing teams level of warrank, so the team that is doing worse in WR gain a better base bonus.
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