High Towers for the win, folks, the game is way more fun, as it doesn't allow a single reg, or other demigod to down in tower before level 5. The whole point of towers are act defensive shield, not someting you can walk just walk thourgh or down single handly, after all the towers are you last line of defense..they need to be strong (in fact I would argue high just isn't enough), change your settings..its the way the game was ment to played.
Err, yeah you do... there are repercussions for saying no (pretty much like with any decision, albeit more severe), but it's possible.
gg
high towers does not deny a reg to solo it early on. it just makes it need some more time. towers on high does not affect the game balance at all. in fact i often even do not feel the difference. towers on high is maybe the only change from the default options that does not make much of a difference and that does not affect game balance.
Why wouldn't it?
As part of balancing, each demigod is good at some things and bad at others.
Taking down towers is one of those items on which everyone is balanced.
Increasing the strength of towers accentuates this metric. Ergo, it changes the balance.
Do you always attack people who stick up for you?
if you want to use logic, you should ask about HOW exactly demigods do destroy towers, and what is there problem while doing this. and towers on high has nearly no impact on most of the demigods and a far to less to some few of them that it does not impact balance in an important to note way.
to explain this a bit better:
1. for all dgs it has the consequence that they need more time to destroy it. this is balanced along all dgs.
2. some dgs can do this without taking dmg, or wihtout taking significant more dmg then they regenerate (reg, tb, sedna, partially, qot, all minion build dgs, spit ub)
3. there are of course some demigods that cannot avoid a significant amount of damage when attacking twoers very early in the game - this are ooze ub, assasin oak, assasin ereb and rook wihtout this tower eating skill.or without towers)
now for the examples in 3. they are either rare or they even do not bother much for early tower destructing anyway, no matter on what towers are set. hence it total it does not have a significant impact on gameplay and balance if you set towers to high except that it may take somewhat longer, thus the level the first towers falls is 1 or 2 levels later then on default setting.
but it does not impacted much the balance between demigods.
No. The more health you give the tower, the more it accentuates the differences between how effective each demigod is vs. the towers. It is not like "all demigods take +3 seconds to kill the tower so it's even". Narrow gaps between efficacy in taking down towers becomes magnified when more health is put in the tower.
well if you want to insist on this without any arguments or facts based on it is your problem.
Try high towers, fast spawn and low war rank... Epic games that can go ages...
Translation: Long and boring games where everyone reaches level 20 and thus playing lategame-focused characters is the only viable option. You won't actually attack each other for ages since going anywhere near their tower will tilt the fight so far in your opponent's favor it's not worth it, so you all sit just off the fighting creeps and grind your way to victory. Except Regulus. Who will fuck your towers up with gay abandon.
There's a good reason why most RTS games have ~20 minute average rounds, and there's a good reason why towers are weak: so you actually fight each other and don't just hide behind defensive towers dealing far more dps than your hero for the first 5 minutes of the game.
*sigh*
A demigod that is great at taking down towers but bad at everything else becomes quite essential with high tower health, as more time is spent in the match fighting towers which this demigod excels at.
On the flip side, which may be easier to see, a demigod that is great at taking down towers but bad at everything else becomes quite useless with low tower health as if everyone can take down towers with 2-3 auto-attacks the tower bonus advantage becomes a nonissue and his flaws become glaring.
Hence, adjusting tower strength effects balance. It really doesn't need to be more complicated than this.
such a demigod does not exsist. your logic is based uppon non existing assumtions. most of demigods are more or less equally good at tower destruction. and they are all good at many other things. and the difference of towers normal to high only pushes the level needed for one or two, at most three level further.
i tried to get a bit into detail with the dgs to show you why your whole virtual (cause it is not based on any detailed facts) argumentation chain ist totally false. but if you simply ignore the details about the demigods you can sigh as much as you want, it won't make any difference.
Getting into details is only going to muddle this argument up. Keeping things simple is the way to go.
Some demigods are better against towers than others. Sorry it's true. Hence why the QoT has "great siege damage" right in her unit description and abilities that decimate towers (even better if fixed). The tower HP slider accentuates these differences. Accept this and let's move on.
you are very funny. you mean, ignoring the facts is the way to go? you base you arguments on the char descriptions rather than on real game experience?
well, i'm done with you. it's a waste of time arguing with somebody that prefers to ignore the details of the stuff he talks about but makes big conlcusions based on superficial char descriptions.
this time i need a *sigh*
bybe, i'm done.
Not ignoring facts. There is no need to analyze every skill and stat point in the game to proclaim "hey, some units are better against towers than others". It's just the plain and simple truth, the only crucial fact that matters, and should be obvious to anyone who has played the game for longer than an hour.
Sorry to see you go. Cheers and better luck with other threads.
SLy, it was not an attack on you, more a warning along the lines of 'don't bother with that guy' really. What you do with it is up to you, but I hardly think his reasoning should be dignified with any answer since he can clearly not keep a logical discussion going. Plus I am hardly the kind that needs others to fight my battles.
Heaven forbid someone step in and back someone up who they agree with.
And there you are again playing the victim. Let us discontinue this discussion and focus on the towers rather than each other.
it seems he has major problems comprehending others posts.
ROFLCOPTER
Let's make personal attacks now!! That's constructive!!
If you're gonna leave, leave. If you're not, let's play some more.
CelMare, I was on his side during the discussion you had earlier and I said no thing about his issue to understand other's people's posts. Let us not utilize petty insults in his discussion so we can all get along fine despite our different views on the game. In the end, it is the fact that everyone thinks different about different subjects that makes this game so interesting. The forum is a nice place to browse for that very reason. Let us not spoil that.
Congrats on your first karma point.
Cheers.
I thank you for your kindness.
I personally stick with the default settings for consistency, but I'll try a high towers game today (haven't played 1 in quite some time).
high towers make the game better, especially for n00bs. tired of 8 minute games. high tower avg game time is 30 min now
People like 20 minute rounds? Oh they must be all the screaming 12 year olds spamming GOGOGOGOGO in most RTS's I have played. I prefer longer matches, like those found in Supreme Commander when I played it. Games like CnC3 where you just spam units till one side collapses after 10mins is just boring. The lesser the time a match takes, the harder it is to make a come back.
As for actual towers, I'd prefer them to have more upgrades for them besides regen which does next to nothing unless the tower is beat down to almost nothing and left alone for the rest of the game. Taking towers down should be a great tactic, it means the enemy has to back up further to retreat and you can more easily push up further with the creeps. If a tower is just ignored like it is in most games I've played, where the enemy DG just run right past it chasing people down or capping flags or even portal flags, it becomes pointless to even have them in.
Towers should be able to get upgrades for more damage/range, which means that investing in them is useful, and that enemy DGs might actually notice a tower is there and decide not to tank 3 of them to cap flags in your base at early/mid levels...
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