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DeDeDestroyed

Well-Known Member
Nov 13, 2015
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Rather than ranting about credits or whatever, I'm here to talk about TD's fundamental problems as it stands.

To start off, towers are far too expensive to start off, with most being useless without a secondary upgrade. For example, it will cost around 400 to get an Artillery with Frag, which they need in order to be even remotely usable. This results in a lot of early wins due to one team simply not being able to defend against waves of mobs.

In general, towers and mobs seem useless without upgrades, with their core features being removed unless you upgrade them. For instance, Creepers don't even get their regen until Lv. 2. T5 zombies are so strong for how cheap they are so there isn't much of a reason not to spam them early on; with little way to counter them, they're overpowered. A single mob of T5 zombies costs 150g, while a single artillery tower with an upgrade costs ~400g (don't remember exact number).

If a player can send 12 zombies every 15 seconds, this forces the enemies to buy more towers to defend themselves. However, the player sending the zombies gains XP while the enemy does not, causing them to snowball out of control. This essentially just makes the game a rush for T5 zombies.

How should this be fixed? To start off, towers should be cheaper, with their upgrades being more expensive. Obviously, Artillery towers would have to start with the frag to avoid being a worse Archer early on, so the second upgrade could be replaced with a larger frag AOE. Secondly, the cost per mob when upgraded should increase to 20%, up from 10%. As it stands, upgraded mobs are a bit too strong as there isn't a reason not to get them. This would make them a more costly investment, making T5 mobs twice as expensive rather than 1.5x. This would likely fix the problems currently.

Another problem is Armageddon. To start off, the randomized Armageddon means that layers don't know what to prepare for and can easily get screwed over if they were preparing for a Wither with single-target damage but end up against hordes of giants instead. The 5 minute countdown should tell the players what type of Armageddon it is going to be, to allow some strategy.

However, the main problem with Armageddon is that they are simply too strong; I understand it is supposed to be a tie-breaker but it basically turns to a game of "who has the most ice towers and slowness potions" because nothing else can even touch the withers or giants. Rather than it being up to the player to win the game, it's up to the Arma mobs, which just simply isn't fun. The Lightning one that destroys towers is a lot more fun, as it forces players to react to the circumstances and take advantage of it rather than just turtling with slows and speed the enemies horde.

This can be fixed by increasing the timer until Arma mode. As of now, it is about ~25 minutes, which doesn't seem like enough. If it was extended by 5-10 minutes, players would have more time to prepare and have stronger mobs/towers to defend against it. Another change that should be made is that the strength of the Wither/Horde should be debuffed by a landslide; it's supposed to be a PvP game, not a survival game (well, there is a separate mode for that anyways :P). Rather than something decided by an external force, maybe Arma modes that make the other team more threatening to one another would be better. For example, one that halves the price on mobs sent, one that removes the players' ability to do anything but send mobs, etc.

The new update is incredibly cool, it's just too bad most games end within a few minutes. Hopefully some changes will be put in, as the game just came out.
 
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