<?xml version="1.0"?>
<rss version="2.0"><channel><title>Towers Latest Topics</title><link>https://forums.eletd.com/forum/98-towers/</link><description>Towers Latest Topics</description><language>en</language><item><title>Tower Ability Wishlist</title><link>https://forums.eletd.com/topic/2182-tower-ability-wishlist/</link><description><![CDATA[
<p>Some of you may remember this thread. It returns and the premise is the same. Post ideas for towers that you would like to see in the game.</p>
]]></description><guid isPermaLink="false">2182</guid><pubDate>Thu, 19 Aug 2010 12:55:20 +0000</pubDate></item><item><title>Builder - Building range</title><link>https://forums.eletd.com/topic/95534-builder-building-range/</link><description><![CDATA[
<p>
	Ok I have been meaning to talk about this for a while, can the builder have a permanent set range that it has to be from the building its building so its not right on top of the damn tower every time you build something its extremely annoying trying to select towers below them quickly after building to upgrade.
</p>

<p>
	 
</p>

<p>
	or bring back what wc3 had which was the unit automatically moves over 200 or some units from what its building so its not right on top of it when building commences.
</p>
]]></description><guid isPermaLink="false">95534</guid><pubDate>Mon, 02 May 2016 05:45:07 +0000</pubDate></item><item><title>Replace Electricity Tower with /This/</title><link>https://forums.eletd.com/topic/95503-replace-electricity-tower-with-this/</link><description><![CDATA[
<p>
	<b>Telsa Tower (to replace Electricity)</b>
</p>

<p>
	DMG: 50
</p>

<p>
	BAT: 0.66
</p>

<p>
	Ability: Creates two Beacon within 1100 AoE of the Telsa Tower, causing the Telsa Tower to fire lightning rapidly in their directions. Enemies within 300 AoE of the Beacon takes damage as well. The further away the beacon is from the tower, the stronger the damage.
</p>

<p>
	 
</p>

<p>
	<b>Pros</b>
</p>

<p>
	 - Plays with that Reverse Electricity idea
</p>

<p>
	 - Allows interesting placement of towers
</p>

<p>
	 - With micro, able to cover the whole map if necessary.
</p>

<p>
	 - Potential single-target with decent AoE (in a line)
</p>

<p>
	 
</p>

<p>
	<strong>Cons</strong>
</p>

<p>
	 - Too much micro (?) for the casual
</p>

<p>
	 - Might be too strong?
</p>

<p>
	 
</p>

<p>
	K. +1 to forum posts.
</p>
]]></description><guid isPermaLink="false">95503</guid><pubDate>Fri, 15 Apr 2016 17:33:48 +0000</pubDate></item><item><title>Slight improvements for Hail Tower</title><link>https://forums.eletd.com/topic/95508-slight-improvements-for-hail-tower/</link><description><![CDATA[
<p>
	There has been few discussions is Hail Tower good or not.. I think it is weak, even after these <em>"buffs". </em>So I got few ideas how to improve it slightly.
</p>

<p>
	 
</p>

<ul>
<li>
		There is the basic increase damage / attack speed etc.. But that's just boring..
	</li>
</ul>
<p>
	 
</p>

<ul>
<li>
		Bring back the previous version Hail Tower, it was all about getting 14 hits and release the spread. Now you have lower attack range = less hits.
		<ul>
<li>
				Wider spread dosen't really matter, old one was enough.
			</li>
		</ul>
</li>
</ul>
<p>
	 
</p>

<ul>
<li>
		Make ability psuedo-random, instead of having 14 hit limit.
	</li>
</ul>
<p>
	 
</p>

<ul>
<li>
		Make some kinda charge system for the ability.
		<ul>
<li>
				Every time it hits a target, you get 1 charge. You can store unlimited amount of charges.
			</li>
			<li>
				After 14 charges, the ability triggers <em>if </em>you the ability on auto-cast. (Basically works same way as now.)
			</li>
			<li>
				You can turn the auto-cast off and cast it manually, consuming 14 charges. (This allows you to use spread attacks back to back.)
				<ul>
<li>
						To balance this.. Maybe you get charge every kill, instead of hit.
					</li>
					<li>
						The ability has cooldown, so you can't just build 10 Hail Towers at the start, and spam 10000 spreads last wave.
					</li>
				</ul>
</li>
		</ul>
</li>
</ul>
<p>
	 
</p>

<p>
	Not sure how new players feel about this, you kinda need to micro and make control groups and stuff to make it efficient.
</p>

<p>
	 
</p>

<ul>
<li>
		And something small that <strong>you can actually change</strong>.. When you hover mouse over the ability, you see the spread range.
	</li>
</ul>
<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">95508</guid><pubDate>Sat, 16 Apr 2016 20:43:23 +0000</pubDate></item><item><title>Idea for a Re-Work to Trickery Towers</title><link>https://forums.eletd.com/topic/95450-idea-for-a-re-work-to-trickery-towers/</link><description><![CDATA[
<p>
	Trickery towers are clunky and unpredictable.
</p>

<p>
	 
</p>

<p>
	They eat up ALOT of space, and in a game where positioning frequently matters, this can cause problems.  It works out pretty well at the moment because trickery typically blends with long range towers that are less picky about their positioning (Just imagine trying to do trickery towers + quake towers &gt;_&gt;).
</p>

<p>
	 
</p>

<p>
	I'd personally like it if Trickery towers simply transformed into their target towers.  Rather than clogging up spaces with tower copies, they would just morph themselves into said towers; which makes it much easier to plan for the use of a trickery tower; while also making trickery towers consistent from levels 1 through 3.
</p>

<p>
	 
</p>

<p>
	The new trickery would be fixed at 15 second cool-down, 15 second transformation duration; and then copied towers could not be copied for 60 seconds just like currently.
</p>

<p>
	 
</p>

<p>
	The transformed tower would have substantially modified damage though.
</p>

<p>
	 
</p>

<p>
	Right now -presuming you possess four damage towers to be buffed-, a well/forge tower provides an output boost of 60%/120%/400%.  That's four towers with 15%/30%/100% damage boost.  If you have four level 2 quake towers boosted by a single level 3 forge tower, then you are gaining the output of an additional 20,000 gold worth of towers for just 3,650.
</p>

<p>
	 
</p>

<p>
	In order to match Trickery to this increase in tower DPS output, you would have to make its copy damage 60%/120%/400% for 15 seconds, because it only copies one at a time.  However, this method of damage boost is far more abusable and can be utilized to high effectiveness; and so should probably NOT match the pure DPS boost of a forge/well.  Maybe 50%/100%/300% as a starting point?
</p>

<p>
	 
</p>

<p>
	The numbers would probably need a lot of testing, but having trickeries transform instead of clogging the field with copies would be a lot easier to manage, and you could do more strategically with positioning because you know where the copy will appear (where you build the trickery tower, essentially).
</p>

<p>
	 
</p>

<p>
	-
</p>

<p>
	 
</p>

<p>
	And while on the subject of a trickery tower re-work: I think the damage of the tower itself should change.
</p>

<p>
	 
</p>

<p>
	Right now Trickery tower's component elements are both single target damage towers.  There is absolutely ZERO reason to build a trickery tower early game b/c light/dark towers simply outclass it.
</p>

<p>
	 
</p>

<p>
	I'd like to suggest making Trickery Tower a Very Slow firing, 900 range, huge splash tower.  So 1.5 APS/900 Range/200 (Full) with 400 (Half) splash.
</p>

<p>
	 
</p>

<p>
	And because Trickery Towers would "Lose" their own DPS for transforming, I think it would be nice if trickery itself sported damage-tower numbers or close to it.  This would certainly make Trickery towers more interesting, because you probably have to think about what to clone, and when.
</p>
]]></description><guid isPermaLink="false">95450</guid><pubDate>Sat, 19 Mar 2016 22:57:38 +0000</pubDate></item><item><title>Tidal Tower Stack Reset Option</title><link>https://forums.eletd.com/topic/95353-tidal-tower-stack-reset-option/</link><description><![CDATA[
<p>
	I think a nice addition to the tidal tower would be a button to shut down auto-attack for 1 second and reset the stack count to zero.
</p>

<p>
	 
</p>

<p>
	If this does make it to the game, I think an auto-cast option would also be good.
</p>
]]></description><guid isPermaLink="false">95353</guid><pubDate>Sat, 27 Feb 2016 03:22:53 +0000</pubDate></item><item><title>Alternate Tower Ideas</title><link>https://forums.eletd.com/topic/95262-alternate-tower-ideas/</link><description><![CDATA[
<p>
	For an idea regarding an alternate set of towers for the game that may get added eventually.
</p>

<ul>
<li>
		<strong>Soul Tower</strong> (Dark + Fire + Light)

		<ul>
<li>
				Single-target, long range, average attack speed
			</li>
			<li>
				The more targets in the area around the target, the more damage the attack does.
			</li>
		</ul>
</li>
	<li>
		<strong>Splash Tower</strong> (Water + Nature)
		<ul>
<li>
				Single-target, medium range, average attack speed
			</li>
			<li>
				Support tower. Buffs other towers and increases their AoE by a percentage.
				<ul>
<li>
						If the target has no AoE, it gives the tower a small amount of AoE.
					</li>
				</ul>
</li>
		</ul>
</li>
	<li>
		<strong>Range Tower</strong> (Fire + Earth)
		<ul>
<li>
				Single-target, medium range, average attack speed
			</li>
			<li>
				Support tower. Buffs other towers by increasing their range by a percentage.
			</li>
		</ul>
</li>
	<li>
		<strong>Propagation </strong><strong>Tower</strong> (Fire + Water + Dark)
		<ul>
<li>
				Single-target, medium range, average attack speed
			</li>
			<li>
				Debuff tower. Causes a debuff to a creep that causes up to two random nearby creeps to take a percentage of the damage the debuffed creep takes.
			</li>
		</ul>
</li>
	<li>
		<strong>Railgun Tower</strong> (Earth + Light)
		<ul>
<li>
				AoE, short range, fast attack speed
			</li>
			<li>
				Lightly zaps all creeps around it, dealing minor damage. It charges up as it deals damage, and once it deals a certain amount, it fires a railgun sniper shot, dealing massive single-target damage. This attack has global range.
				<ul>
<li>
						For the lulz, if it kills the target, the target gets sent flying in that direction.
					</li>
				</ul>
</li>
		</ul>
</li>
	<li>
		<strong>Dwarf Launcher</strong> (Earth + Light + Fire)
		<ul>
<li>
				AoE, long range, very slow attack speed
			</li>
			<li>
				Literally launches a dwarf at a target, dealing high single-target damage. If it kills the target, the dwarf lives, and it carries the corpse back to the tower, launching both the dwarf and the coprse on its next attack, dealing massive AoE damage by spontaneously exploding.
			</li>
		</ul>
</li>
</ul>
]]></description><guid isPermaLink="false">95262</guid><pubDate>Sun, 14 Feb 2016 02:14:17 +0000</pubDate></item><item><title>Diversity for Single Element Towers</title><link>https://forums.eletd.com/topic/95325-diversity-for-single-element-towers/</link><description><![CDATA[
<p>
	I propose diversifying the damage payload structures between various single-element towers.
</p>

<p>
	 
</p>

<p>
	Currently the towers overlap too much.  There are Single-Target towers and Splash towers; 3 for each, and since the WC3 versions, there has always been a "best-in-class" for both the splash and the single.  Usually Fire outclasses Earth and Water; while the single target damage towers struggle to find purpose when they're nothing more than glorified arrow towers.
</p>

<p>
	 
</p>

<p>
	Adding minor abilities would also open up the chance to fix early-game balance issues: such as Dark Towers hitting for 260 damage against a wave 1 with 110 hit points (or something like that).
</p>

<p>
	 
</p>

<p>
	Abilities wouldn't be given to single-element towers for the sake of having abilities: it would just be added for those elements desperately in need of something unique to distinguish them from their counterparts.
</p>

<p>
	 
</p>

<p>
	Some ideas that come to mind:
</p>

<p>
	 
</p>

<p>
	Dark Towers - 15% Chance to crit for double damage; when a Dark Tower overkills a target, the overkill damage chains onto the nearest enemy (overkill damage cannot chain again).  This would solve a serious issue with Dark Towers wasting so, so much damage during the early waves.
</p>

<p>
	Earth Towers - Instead of splashing, their projectiles could splinter into 2 half-damage fragments that strike new targets (Would function exactly like Drow Ranger's Scepter upgrade).  This would finally distinguish Earth as its own tower and not just perform as an inferior Fire Tower/Water Tower.
</p>

<p>
	Water Towers - Maybe a bouncing effect?  Like 6 bounces or so?  To clearly distinguish it from Lightning Towers, it would have poor base damage, no damage decay on bounce, and could bounce back to the original target.  It would specialize in killing groups of 2-3 but would be absolutely atrocious vs single targets; and just outclassed in splash-centric scenarios.
</p>

<p>
	Light Towers - Not sure range advantage is enough by itself; but I got no ideas at the moment.  Maybe the sheer range advantage in itself is good enough.
</p>

<p>
	Fire/Nature Towers - Probably don't need abilities as they would each serve as a baseline for Splash Towers and Single Towers respectively.
</p>

<p>
	 
</p>

<p>
	I'm not necessarily pushing these specific examples: but I do want to see single-element towers distinguished from one another.  Right now we have 3 glorified Arrow Towers; of which, we really only need one to function as a super Arrow Tower.  As for splash: Fire just outclasses Water/Earth because it's the highest DPS splash among the 3, and within splash scenarios, range rarely matters once you properly set splash up with supporting snares.
</p>
]]></description><guid isPermaLink="false">95325</guid><pubDate>Wed, 24 Feb 2016 05:28:02 +0000</pubDate></item><item><title>Counter for number of towers build</title><link>https://forums.eletd.com/topic/95276-counter-for-number-of-towers-build/</link><description><![CDATA[
<p>
	<span style="color:rgb(172,178,184);font-family:Arial, Helvetica, Verdana, sans-serif;font-size:13px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:18px;text-align:left;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;">Can we get number of each towers build in the tower list? I mean each tower icon should also show the counter of how many already present on map. That make it easier to see which tower still not build.</span>
</p>

<p>
	<span style="color:rgb(172,178,184);font-family:Arial, Helvetica, Verdana, sans-serif;font-size:13px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:18px;text-align:left;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;">Like in the attached image I have two fire and  one nature tower built so can we get counters like shown in image?</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.eletd.com/uploads/monthly_2016_02/Presentation1-page-0.jpg.29a00cf9e06591db98f8616c07c2c279.jpg"><img alt="Presentation1-page-0.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2847" src="https://forums.eletd.com/uploads/monthly_2016_02/Presentation1-page-0.thumb.jpg.84e64335a1a09007e7c3f47f62c5fd7a.jpg"></a>
</p>
]]></description><guid isPermaLink="false">95276</guid><pubDate>Sat, 20 Feb 2016 16:36:23 +0000</pubDate></item><item><title>Items for Towers</title><link>https://forums.eletd.com/topic/95122-items-for-towers/</link><description><![CDATA[
<p>This suggestion would be for the DOTA 2 version and whatever custom interface it's getting. Pretty much, this'd add a shop to the game that lets you buy a power-up item for each tower, boosting its abilities. Here's the list of power-ups that I've got so far. They're pretty basic at the moment.</p>
<br><ul>
<li>25% Damage Increase<br>
</li>
<li>25% Attack Speed Increase<br>
</li>
<li>20% AoE Increase<br>
</li>
<li>20% Range Increase<br>
</li>
<li>20% Cooldown Reduction (on abilities)<br>
</li>
</ul>
<p>These upgrades are for all towers.... but depending on which tier, it costs a different amount. Let's assign tiers. The numbers describe the total gold costs for each set, which is how I'm going to base the costs for the upgrade amounts:</p>
<br><ol>
<li>Tier 1 - Focused (625), Level 1 Dual (500)<br>
</li>
<li>Tier 2 - Refined (1,925), Level 2 Dual (1,250), Level 1 Triple (1,500)<br>
</li>
<li>Tier 3 - Level 3 Dual (3,150)<br>
</li>
<li>Tier 4 - Level 2 Triple (5,000)<br>
</li>
<li>Tier 5 - Pure (11,000)<br>
</li>
</ol>
<p>Here's the cost for the power-ups at each tier:</p>
<br><ol>
<li>Tier 1 - 150 (adds 250 upgrading to Tier 2)<br>
</li>
<li>Tier 2 - 400 (adds 600 upgrading to Tier 3, 1,350 upgrading to Tier 4, 3,100 upgrading to Tier 5)<br>
</li>
<li>Tier 3 - 1,000<br>
</li>
<li>Tier 4 - 1,750<br>
</li>
<li>Tier 5 - 3,500<br>
</li>
</ol>
<p>FYI, you can only get one upgrade per tower. Once the upgrade is on the tower, it'll stay on the tower and add upgrade costs towards the next tier upgrade. It may seem like its costs more than what it's worth, but here's the catch - every round that passes will reduce the upgrade cost to the next tier by 5%, so if you're efficient with low tower amounts and upgrades, you'll end up getting better gold/efficiency than without the upgrade. Something else this does is make Focused/Refined much more worth it, since the costs of the upgrades (relative to the total costs of the tower) are less than what the upgrade provides. Refined towers fall off really fast in effectiveness; hopefully this'll help keep focused/refined on the board. </p>
<br><p> </p>
<br><p> </p>
<br><p>Upgrades can be sold individually for 75% its total value. Likewise, if you sell the tower, it'll sell the power-up upgrade as well.</p>
<br><p> </p>
<br><p> </p>
<br><p>Those upgrades listed above are all I've got for now. I'd like more upgrade ideas than just those five basic ones before the idea is really considered. Note this idea is meant as an addition to the base game, and it's not intended as a game mode. Also, the costs of the upgrades are a bit arbitrary and can't really be judged unless they're actually added to the game and tested.</p>
<br><p> </p>
<br><p> </p>
<br><p>Please post your thoughts and comments below!</p>
<br>
]]></description><guid isPermaLink="false">95122</guid><pubDate>Fri, 20 Feb 2015 07:49:18 +0000</pubDate></item><item><title>Default Target Mode</title><link>https://forums.eletd.com/topic/3371-default-target-mode/</link><description><![CDATA[
<p>Let's discuss changing the default targeting behavior (closest first) to something different for specific towers. Anything not mentioned would remain closest first. To start off;</p>
<p>
</p>
<p>
</p>
<ul>
<li>Disease = Lowest HP</li>
<li>Forge/Trickery/Well = Most Valuable</li>
<li>Poison = Highest HP</li>
<li>Life = Lowest HP</li>
<li>Money = Lowest HP</li>
<li>Celerity = Furthest Distance</li>
<li>Polar = Highest HP</li>
<li>Erosion/Jinx = Least Debuff</li>
</ul>
<p>
</p>
<p>
Thoughts?</p>
]]></description><guid isPermaLink="false">3371</guid><pubDate>Tue, 26 Feb 2013 19:58:37 +0000</pubDate></item></channel></rss>
