I made a big post and it got deleted (again) because of the stupid log-out thing, and I'm really quite pissed off, so please excuse my bluntness.
BBB wrote:After a few Teslas and an Arcane Wizard, you're set so long as more is added. With Golden Longbows, so many of the big enemies showing up later would be instakilled and make the mission ridiculously trivial. Same goes for the Ruins of Acaroth and especially Glacial Heights, where the Breakers at the bottom would get decimated so easily with "CRIMSON SKIEEES" that you'd wonder if this was really Kingdom Rush that you were playing.
No.
It's true that the Golden Longbows can remove the threat that the Forest Trolls pose. But they won't be able to take down weaker enemies with their low fire rate, which is what the level is mostly comprised of:
Orcs
Ogres
Goblins
Goblin Zappers
Orc Champions
Wulves
Worgs
BBB wrote:Similarly, Teslas in Frontiers could take the place of the DWAARP and be so much more effective, harming flying and gound enemies alike in misisons like the Dark Descent and especially Dusk Chateau, making the beginning part with the bats that almost always get through become problemless, while benefiting from the buffs of all fo the other towers thrown into the mix.
This is testimony not to the imbalance between towers. This is testimony to how OP the tesla is.
The tesla:
- Has a higher DPS than all towers in the game
- Is the cheapest tower to fully upgrade
- Can take down flyers better than archer towers
- Can take down hordes better than all artillery
- Nullifies the Arty-Barracks combo because all enemies in its vicinity get damaged
- Has an overall higher damage output than most mage towers
- Has a damage output that nullifies its low fire rate
BBB wrote:Arcane Archers would make Burning Torment a cakewalk
No.
Enemies would still have tons of magic resistance. Even basic mooks would still have a good amount of magic armor on them.
BBB wrote:especially with Forest Keepers and the Wild Magus to counter Cerberus
All mage towers can counter Cerberus:
The Arcanist can increase his damage output on him by putting him back down the path.
The Archmage and HEM have their sheer damage output.
The Necromancer and Sorcerer can stall Cerby for an extended period of time.
The Magus's advantage on the enemy would be that she gains damage overtime. The more exposure she has towards Cerby, the more of a beating she'll be able to give him.
Forest Keepers would also only be as effective as Paladins. Yes, Forest Keepers will deal a good amount of damage with their spears, but will be slaughtered once Cerby reaches them. Paladins, on the other hand, can't replicate the FK's damage output, but can atleast stall longer, allowing other towers more time to damage it.
BBB wrote:not to mention how easy Legions would be with Timelapse
Yes.
Obviously Timelapse has such a short cooldown that it can affect every single Demon Legion it encounters.
I'm mostly surprised you're saying that towers in one game would be OP in another. Based on the front you're putting up, that obviously isn't the case.
No, the main problem with this idea is that the player will be given too much tactical freedom. The wide variety of towers that he's capable of using will, firstly, remove KR's casual feel, since players will have to think harder about what to do. Remember that this game is supposed to be a no-brainer.
Secondly, it will allow for overpowered tower combinations, since the weaknesses of one tower can be nullified by the strength of another. For example, Forest Keepers and Paladins would wreak havoc if they worked well together: Crowds won't be a problem to them, thanks to Holy Strike and Eerie Gardener. Ranged enemies will be nullified, due to the Paladins' tankiness allowing the Keepers to deliver continuous damage to them. High-damage enemies won't be a problem, either, because of Holy Light and Circle of Life. Not even flyers will get away from them, because of the FK's ranged attacks.
Another example would be the Golden Longbow and the Rangers. The Longbows would take down any health sponge they encounter, and the Rangers would take down the basic mooks. Throw in the extra crits and range of the Crossbows and you'd have an even more lethal combination.
Now that I think, this idea really
would be quite hard to implement. But you're giving me the wrong reasons for it.