Minecraft PC IP: play.cubecraft.net

Do you think that Tower Defence is balanced?

  • Yes completely

  • Yes but not through-out the whole game (Explain)

  • Sometimes (Explain)

  • 100% no! (Please explain your reasons)


Results are only viewable after voting.

Camezonda

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Hey everyone!

It's about time that Tower Defence started to get an update. As most of you may know, Tower Defence does not need a lot of content added to make an update great. For this next Tower Defence update, our aim is for re-balancing towers, mobs and adding Quality of Life to the game. If you have suggestions for any of the following topics, reply to the thread:
  • Re-balancing/changing towers.
  • Re-balancing/changing mobs.
  • Quality of life features (Things that make the game easily and nicer to play).
  • Other general improvements.
  • Features which are desperately needed (Things to avoid the game from being ruined).
  • Map layout/design improvements.

So what are you waiting for? Suggest your heart out in the comments below, as we want to read your suggestions. Please note that we might not be able to reply to all of them. Suggestions need to be reasonable, possible and fair for all players of Tower Defence, and must keep the game balanced. Suggestions such as "Make the giant cost 1000 coins", is an example of a bad, unbalanced and unreasonable suggestion. If someone makes a suggestion that you're not in agreement with, reply to them and talk it out, don't argue, this thread is for suggestions and discussions.

If you have voted on the poll on this thread, please don't forget to explain why you voted that option. There's no reason to vote "100% no!" and not explain to us why the game is like that. If you want Tower Defence to be great, communicate your opinions and suggestions with us! :D (If you vote and don't explain, there's a chance your vote won't count).

Thanks for reading! :)
Everyone from the CubeCraft Team.

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God.

Well-Known Member
Apr 29, 2017
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Pls add a video tutorial,the old tutorial was boring and hard to understand at first,a video tutorial could make it less boring and(if it's good) more understandable.

The tutorial could be link to a book in the tower defense NPC menu.

I'm very happy to see threads like this from staff asking for feedback or suggestions.

Btw:first
 

coralines

Novice Member
Dec 20, 2018
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cough I’ll drop my recent thread here: https://www.cubecraft.net/threads/t...-the-game-for-non-experienced-players.216222/
It includes info about tutorial and tower placement that would be great additions for the game :)

Also, just a personal opinion, but for future maps can we get maps that don’t force troops to split as much as we currently do? It adds variety, but it changes gameplay a lot to an extent, and sometimes it is frustrating.
 

SanCookie

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Mar 18, 2017
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What about making this fancy? Or make the original banner fancy? I would love to see that ^-^


About my vote (Yes but not through-out the whole game)
When double income mode is selected, I feel like the games can take way too long.
Defences are very powerful and both sides can't send enough mobs to destroy them.

I don't play nearly enough tower defence to suggest a change, but that's what bothers me the most.



Another issue is that 75% of my teammates don't understand how they send mobs, and therefor just spam towers everywhere, mostly in the middle of the grid.
Half of these players don't understand English so they don't understand things along the lines of "Could you sell your tower, it's placed wrong".
 

HurmitCurtis

Well-Known Member
Jul 18, 2016
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The ability to upgrade people's towers if they don't have the upgrades. The tower placement issues. Also add a tutorial fix them then the game would be less of a headache.No point me going into detail as I have a million times staff know the main issues coralines recently done an in depth post.so ill refer to that.

I've edited this just to add something other than the issues... which needs to be fixed first be for anything else.
The drop rate of the defence potions ie:freeze, inferno and meteor need to increase for the team with only 1 players. its basically impossible to hold ur own against a team of say 4 if they all use speed Because everyone's drop rate is the same it's so difficult for just 1 to pot but this is just a suggestion.
 
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Mecha_San

Dedicated Member
Jul 31, 2016
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This was almost what I was exactly thinking when I made my Community Feedback thread. Maybe I didn't explain it correctly in my thread but I love this Tower Defense thread. Anyways about Tower Defense, a tutorial for new players would be nice, like a preset game for the new player to guide the player on what to do. Another would be tips and guides in chat or in the tutorial. I see that people complain about new players placing towers in the wrong spots, so why not add tips to help them stay better organized and not take up too much space. This way, it might be able to decrease the amount of players using too much space in game.

Edit: One more thing, maybe a possible survival mode that only involves players working together rather then going against each other. There is a mode where it has "survival", but it involves people working against each other and is only a voteable option for ranked members. The survival mode I'm talking about would be like Balloon Tower Defense where you need to kill monsters for profit. Now, idk how exp should work of this would be added, but I was thinking there would be only gold and no exp.

Tower Suggestion(s):

Mind Control Tower
Abilities: Being able to take over mobs that are nearby and make them turn around and walk into other mobs. How will the Mind Controlled mobs will kill the other mobs? Well, I was thinking about having them collide into each other and the Mind Controlled mobs takes away the health of the other mobs it's going into based on how much the Mind Controlled mobs health. The Mind Controlled mobs will eventually despawn if not dead yet. To balance this out, maybe make the tower control a certain amount of mobs and a certain types of mobs rather then it controlling a boss monster which would be stupid.





@Camezonda would it be possible to do something like this for all games like have a suggestion thread to help fix problems for the games, but only once in a while to keep balance between games and arguments.
 
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PapaMatt

Member
Feb 7, 2019
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Personally speaking, I feel like Tower Defense could use a lot of adjustments.
For starters,
Wither skeleton rushing is way too dominant of a strategy and majority of players have no idea how to defend this. I think skeletons need a price and experience buff. To send 12 level 4 skeletons, I feel like the pricing should be closer to 4000 than the current 2400, but I believe they should also provide more experience upon dying. Currently, defending 12 level 4 skeletons takes way more than 2400 coins to defend. Due to this, that is what leads me to believe a price adjustment should be made.

Archer Towers are currently extremely dominant when it comes to any defense. If you look at any base, it gets to a point that it is 70%+ archer towers, with a few mixed in ices, mages, quakes, and maybe sorcerers/zeuses. Although I believe it is okay to have one dominant tower, I don't believe in having one tower that is extremely viable versus any troop sent. Sorcerer towers are amazing versus ground troops, Zeus's are amazing versus anything, but it is single-target, and this makes it balanced. But then you get to archer towers and they stop everything *except invis spiders*. I personally find that wrong and it turns late-game defense into who can get more archer towers down quicker.

Creepers are useless. I'm not too sure what could be done to even make them slightly useful, but currently if you send any level creeper, they will just be lava potted. They have nothing special to their name and are not used unless you are facing a new player who doesn't realize how bad they are. Personally, I was thinking of maybe they could have the ability to attack towers, similarly to wither, but instead of destroying the tower, potentially stunning it. Unsure of how this idea would go, but I would be happy to just see creepers used in general. They need a major buff.

Silverfish are not a viable troop whatsoever. They are decent if you are facing new players, but that's about it. If you place down like 3 mage towers, you'll stomp them no problem. I think one way to make silverfish better is if endermites would be made fire resistant, therefore making them mini-blazes more or less.

Necromancer Tower is a great tower, if you go top path. Currently the bottom path is very under-used and could use adjustments. I personally love seeing new strategies and seeing unique ways of defending. Whenever I look at a base and see everyone placing the same towers, it takes away from the uniqueness of someone's gameplay, and currently, top path is the only one used. I feel like bottom path could become a lot more used if it had a special feature, for instance the snow placed by the snowmen acting as a slowness potion.

Witches are fine as is, but I thought it would be kind of cool if they could have the ability to use potions, just like in vanilla. For instance, if a witch is getting low, they could have the ability to drink instant health, or drink fire resistance upon taking fire damage. I feel like the fire resistance would make them a tad overpowered so it probably isn't a good idea though. Just a thought I figured I would bring up though.

Horde is a fun mode, but one of the nice things about, for instance wither, is being able to send a push with the wither and defend it. In Horde, I feel like you are incapable of using it to your advantage as once you send like 24 magma cubes, you hit an entity cap and it stops sending troops until your troops die. Currently, I feel like horde mode just feeds both teams money, and is not really a 'challenge' to defend. I think it would be interesting if there was a higher entity cap for it to be able to provide more for when a team wants to begin pushing the enemy.

Poison Tower is a nice tower, but you really only need one for the entire map. One poison tower top path is enough to last you all game, as it has a permanent effect. To add some variety to gameplay, I feel like a stronger option for bottom path, like longer duration, or a special effect could make it a viable option.

Giant Zombies are quite the laughing stock. Beating an enemy with Giants is a pretty embarrassing way to lose. Giants are extremely under-powered and are in desperate need of a buff. I'm not too sure what buff would be ideal, as I don't know how easy it would be to make it be too strong. But in the current way the game is, a few lava pots is all you need to knock out 12 level 1 giants. Yes, you ideally want to upgrade your troops, level 5 giants are not much better. If you have a maxed out defense, giants are more than likely never going to get close to the end.

Artillery Towers are nice all around, but I feel like bottom path could use a slight buff, especially early game. Currently, the tnt put on the field by bottom path is incapable of being set off by skeletons. This makes bottom path extremely useless early game, especially when being wither skele rushed. I feel like at least adding skeletons as a trigger for the tnt mines would make it a decent option.

Thanks for taking the time to read my comments. :)
 

Blocky

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Jun 3, 2017
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Special towers
Maybe a few maps that contain one or more exclusive towers with special abilities (can't be build by players) that are spread across the map and requires to be repaired to work using a lot of gold.

More places for mobs to spawn
Basically, more spots for mobs to spawn after a player send them so the opponent is forced to take care of more places instead of just 1.
A second option could be spots that summons mobs at random by the game itself instead of player-spawned-mobs.

Playground
A place to test what tower affects a specific mob the best or for trying out new defense techniques, something like that.

Random world events (Crazy mode)
Compare it to lucky island's crazy mode:
Random events will occure as the game progresses and could be a new voteable mode along with normal and survival mode.

Examples:


-All the mobs that the opponent summoned at the moment get a random effect like regeneration, speed, slowness etc. for a short period of time
(Not applied to mobs that are summoned while the event takes place)

-Random Towers getting destroyed by thunder
for a few seconds.
Players should be able to place a new tower/repair the destroyed tower.

New mob

This mob (guardian if you ask me) grants the ability to *block* a random tower for a few seconds so that the tower that the mob aimed for can't attack for a few seconds.
However this ability comes with a long cooldown.
To come along with the tower-side some towers or tower should be immune to the block ability.
Currently, mobs don't interact that much with towers at all so this can create some tricky situations.

(However being able to spam 12 of them each time could be a bit much so maybe limit the amount of that mob you can send each time)
 
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CmdData

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Feb 8, 2019
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Not sure if this was already mentioned but sharing EXP would be a welcome change. Sometimes (Like if you want to push full blazes) it hurts when you have to wait for a teammate to get exp, unlock the blaze and then wait for coins, etc.

Votekick needs to be a feature. Sometimes there are players who either are new, are afk, whatever, who negatively contribute to the team effort and don't speak in chat at all. If someone is votekicked their EXP, Coins and refunded coins from towers they've placed (Meaning all of their towers should disappear) should be evenly spread out across the remaining team.

Correct tower placement was already mentioned in more detail but I'd like to address it shortly here too. If someone places a tower wrong, it can severely impact gameplay. Either automatically place the towers correctly or deny the placement until they place the tower in the center of the square.

3-3 towers on 5-5 squares. It's a pain in the a** and I know a few people who place down an archer tower to "save a space" but that's really not necessary. 5-5 towers can only be placed effectively on 5-5 spaces, if someone places a level one archer tower on a 5-5 area and doesn't know how to upgrade it, they severely hinder gameplay, as maybe that space was on a 2 sided or even 3 sided corner which a leech tower could more effectively use. Same as before, deny the placement and tell them to select a 5-5 tower.

Add a new gamemode called endurance, where it introduces a new, longer map, default double coins and a mob that steals life from the enemy castle and gives back to your castle.
 
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Jevmen

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Sep 17, 2017
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Please make it so that when you go to place a tower on an outside block-
661jRff.png


It automatically centers the tower to where it should be, to avoid placement errors.
JZ0ELI5.png
This can have problems, if you place a 5x5 tower in a 3x3 line all the towers will be moved 2 blocks
 
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God.

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Apr 29, 2017
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I also want to suggest a new "type" of mob:

Have you played clash of clans?In that game normal troops like the archers just take 1 space of the campfire,but stronger ones take 2,8,25... you got the idea?

So I'm suggesting to add new mobs that take more space because they are stronger,this could also be used to balance some already existing troops...Cough..Skeletons..Cough...

Also some mobs can only take 1 space at lv 1 but 2 spaces at lv 4 for example.Also(yes,again) I think that an upgrade for the max amount of space you have for sending mobs can be selled in the castle bazaar(is that the correct name?)
 
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