Suggestion for towers

combat

#1

Hey $copely. Here is my suggestion for towers because your current plan is just ruining war for, based on the complaints, a number of people.

Have each tower increase the speed of the war energy refill for the faction. Each tower provides the same increase, but they are cumulative.


#2

Or more towers with smaller but stackable bonuses


#3

Dude… Are you kidding? Scopes to add a function that would reduce the need to buy cans and ultimately reduce revenue? :rofl:

Maybe if you suggested winning a tower DECREASED war energy refill for the opposition, that may have more merit.


#4

there should be a tower for melee a tower for range and a tower for both.

E.g.

Tower A give range characters 20% attack

Tower B gives melee 20% attack

Tower C gives all 25% def to all.


#5

Why are we complaining again? I liked finally hitting those god damn double shield double revive teams


#6

Suggestions

  1. Don’t make the towers give such an insane advantage. They should give an advantage, but I shouldn’t be able to auto even the most premium defence.

  2. Don’t make said over powered towers cost half a can just to hit.


#7

Another suggestion don’t push out beta updates the day before war. Thanks to beta I can’t attack mayor’s house when an enemy holds it.


#8

Or just don’t sign up for beta … :man_shrugging:


#9

Defense towers are dumb, and clearly they didn’t play test a 50% Def bonus (even more, evident by saying 0% at start of war).

Towers should accelerate game play only, not just be a giant cock block.

Just seems like an attempt to increase war cost, especially with 2 energy cost to retake atk tower.


#10

Can we get a tower that when captured just gives the faction the win?


#11

thats what we pretty much have with the 80% atk tower being op af.


#12

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