Nightsb4ne

Rook's Towers are Broken, they self destruct after short amounts of time

Rook's Towers are Broken, they self destruct after short amounts of time

Please notify me if I am doing something wrong, but why do Rook's towers fall apart even at full health after a short amount of time?  Makes investing in the skill to get many up at a time worthless, since by the time you raise the third one of them crumbles?!

Seems to be very broken.  Other than that Rook is great!

13,773 views 49 replies
Reply #26 Top

Everyone who says the tower tree is worthless obviously doesn't know what they're talking about.  I play max tower/structure transfer/castle upgrades and have yet to loose a match or even not be the top of the damage chart.  There are additional benefits to increasing the skill beyond the number of towers you can have up.  The towers themselves get stronger.  Not to mention you have an immediate way to heal yourself since it only takes .5 seconds to raise a tower and then immediately start to drain it.  Combine that with the fact that you can increase both the HP and Damage output of your towers through the citadel, and you've got a very strong build.  There's also the fact that it gives you very strong tactical advantage.  Being able to lay down a field of towers and then fall back a bit so the enemy DGs/creeps have to go through your defenses means they're going to suffer severe damage before they even get a chance to touch you.  And of course providing a front line point for your allies to teleport too.  Yea, so, think outside the box a bit.  The Rook has alot more going for him then his hammer and boulder (truth be told I don't put points into either of those skills)

And as far as the time limit, I think it is completely appropriate for the skill.  It is not to short, you can raise all of your towers and they will stay up for a bit, granted it's not long, but it doesn't take any time to raise another one, and if you're playing right you're going to be advancing your line anyways and moving them forward.  If they didn't crumble, they would be massively overpowered since you would effectively be able to control two points at once.

Reply #27 Top

Personally I have found the towers to be pretty much useless.  They suck, don't do much damage, don't last long, etc.  Now, rook himself is OP in my opinion.  But his tower ability sucks - put the points somewhere else.

I really would like to see developers make games where choices in the game don't suck.  If there is a choice in the game, the choice shouldn't suck - that's a no brainer.  For instance, it seems that these minion idols suck.  I've spent gold buying the damn things, and the minions are slaughtered in no times, and the priests don't heal for shit.  I used to spend all my gold getting upgrades on the citadel.  I'd upgrade the creeps step by step, upgrade the towers, yadda yadda.  Then finally someone told me "Why are you doing that you idiot?  Don't you know all those upgrades suck?  Just go out and kill creeps until you have enough gold to upgrade to catapultasaurus and giant" and I was like "Duhhh... why do they put these options and abilities in the game if they suck?"

But back on topic - yeah rook towers suck.  But they shouldn't be buffed unless they rebalance him, because he's good already.

Reply #28 Top

I really would like to see developers make games where choices in the game don't suck. If there is a choice in the game, the choice shouldn't suck - that's a no brainer. For instance, it seems that these minion idols suck. I've spent gold buying the damn things, and the minions are slaughtered in no times, and the priests don't heal for shit. I used to spend all my gold getting upgrades on the citadel. I'd upgrade the creeps step by step, upgrade the towers, yadda yadda. Then finally someone told me "Why are you doing that you idiot? Don't you know all those upgrades suck? Just go out and kill creeps until you have enough gold to upgrade to catapultasaurus and giant" and I was like "Duhhh... why do they put these options and abilities in the game if they suck?"

It's not that they suck, it's that they aren't quite strong enough to warrant feeding the enemy extra gold/xp.

Reply #29 Top

I'm not entirely convinced that the current timer on towers is intentional. You already have a cap on how many can be up at the same time. If you compare to other skills, like summoning minions or laying mines, they all have a number cap but no time limit. If you look at other skills that do have a limited time, it is clearly written in the descriptions of the skills - and they have no limit to how many effects can be up at the same time.

Perhaps Rook towers are the exception, and meant to have both a cap and timelimit, but that means the skill description is faulty and must be fixed with the full information.

Reply #30 Top

Quoting Xehlwan, reply 4
I'm not entirely convinced that the current timer on towers is intentional. You already have a cap on how many can be up at the same time. If you compare to other skills, like summoning minions or laying mines, they all have a number cap but no time limit. If you look at other skills that do have a limited time, it is clearly written in the descriptions of the skills - and they have no limit to how many effects can be up at the same time.

Yes, but the minions perish with their owner, the towers do not... I don't know if mines remain after death, but they are single use, so it's a little different.

Reply #31 Top

I've only played a couple of games with them but the towers seem unbelievably good to me.  Standing in the middle of your towers with arrow tower upgrades it's very hard for any thing to challenge you.

Reply #32 Top

I really feel the towers are pretty powerful, but I really feel they need to last a little longer (just like 10 more seconds) and maybe have a bit more HPs. a TB AEing can topple em rather fast for my tastes.

Reply #33 Top

A)You can have up to 8 towers at a time if you get all the points into it.

B)You can have up to 8 towers UP at a time if you place them every cooldown, or close to it.

C)They should last longer to make B happen more often and make use of A.

Reply #34 Top

Quoting Daikaze, reply 5



Quoting Xehlwan,
reply 4
I'm not entirely convinced that the current timer on towers is intentional. You already have a cap on how many can be up at the same time. If you compare to other skills, like summoning minions or laying mines, they all have a number cap but no time limit. If you look at other skills that do have a limited time, it is clearly written in the descriptions of the skills - and they have no limit to how many effects can be up at the same time.


Yes, but the minions perish with their owner, the towers do not... I don't know if mines remain after death, but they are single use, so it's a little different.

You're right, the towers do not fit perfectly into either category, which could mean the time limit is intentional. But if that's the case, it is definitely an error that the time limit is omitted from the skill description.

Reply #35 Top

Quoting Xehlwan, reply 4
I'm not entirely convinced that the current timer on towers is intentional. You already have a cap on how many can be up at the same time. If you compare to other skills, like summoning minions or laying mines, they all have a number cap but no time limit. If you look at other skills that do have a limited time, it is clearly written in the descriptions of the skills - and they have no limit to how many effects can be up at the same time.

Perhaps Rook towers are the exception, and meant to have both a cap and timelimit, but that means the skill description is faulty and must be fixed with the full information.

 

The key difference between towers and minions is that minions travel with you, while the towers do not travel with the Rook.  This would add an advantage to the Rook's potential strategies if the despawn timer were removed on the towers.  The Rook would be able to leave towers behind strategically reinforcing an area on one part of the map, while lending its own unique abilities to another area of the map entirely.  While I do play a Rook and only a Rook, I see this as an unfair advantage for the already OP (damage wise) Rook class.

To me, the tower timer makes perfect sense from a balance point of view and seems to have been well thought out.  Perhaps a small despawn-time extension to some of the higher ranks of the ability might address some of the frustrations mentioned above.

Reply #36 Top

Quoting Agent, reply 2

It's not that they suck, it's that they aren't quite strong enough to warrant feeding the enemy extra gold/xp.

 

you fail, infact most of the information in here is fail.

 

Idol minions DO NOT give xp/gold to ANYONE for killing them.

Citadel upgrades DO NOT affect rook towers

 

Reply #37 Top

From the Lua files:

 LT = function(self)
        WaitSeconds(90)
        if not self.KillData then
            self.KillData = {}
        end
        self:Kill()
    end,

Level 1 Tower of life = 45 second lifespan

Level 2 = 60

Level 3 = 75

Level 4 = 90

It's intentional and not a bug, just the result of an incomplete tooltip.

Reply #38 Top

Quoting Blakeybastard, reply 11


Citadel upgrades DO NOT affect rook towers

 

 

They absolutely do.  Try it yourself.  Go stand next to the citadel, raise a tower, then buy the structure HP upgrade and see that your tower now has a higher max HP.

Reply #40 Top

Quoting Beaver, reply 14
Regulus' mines never disappear as far as I know...  towers should be the same in my opinion (as a Regulus player).

 

P.S. psykofunk write shorter and to the point and people might read your posts.

Regulus mines blow up once and then are gone.  Towers keep shooting as long as they are around.

Towers are FINE as is.

Reply #41 Top

Quoting psykofunk, reply 13

Quoting Blakeybastard, reply 11

Citadel upgrades DO NOT affect rook towers


They absolutely do.  Try it yourself.  Go stand next to the citadel, raise a tower, then buy the structure HP upgrade and see that your tower now has a higher max HP.

 

Maybe some of them do.  But I'm pretty sure regen doesn't.  I purchased the 10 hp/sec tower upgrade from the citadel then raised a tower, drained it, and watched it's health stay the exact same.

Reply #42 Top

I just went in a tested this, and I'm definitely wrong.  I could have sworn I specifically tested this idea out when I started messing with the rook tower build, but I guess not.  My B.

 

Reply #43 Top

Towers are too weak in mid to late game when the waves get bigger.  Even at killing one piece of fodder per shot, they are of very limited use versus enemy dgs.

Reply #44 Top

towers rooks , tbh ... some games they are better som they are worse but i still skill atleast 2-3 points into them every game for pushing

Reply #45 Top

Quoting Dracil, reply 15
What the heck is Nightsb4ne still going on about.

You can have 8 towers up no problem.

he may be trying to place 8 near all 3 flags and no of course by the time you get to the third flag the first 1 or 2 will go down. But if you place all 8 near each other there is np

Reply #46 Top

err.... rook towers screw them oaks over big time. say bye to your spirits....

 

 

The towers fit in nicely with the rook, arent imba and not useless.

Reply #47 Top

I have noticed towers crumbling for no good reason aswell. If there is a time limit on them why isn't it even in the tooltip? Fix the tooltips or remove the timer (preferibly remove the timer because it's silly to invest so many points in the towers which do little damage anyway and cost a lot of mana to drop down)

Reply #48 Top

Towers are amazing, the breakdown of a tower is more than a couple minutes.  I had 8 up easily, and UB player would come and attack one, in rang of others, I would stun him and almost kill him with just towers, lol, st level 14

Reply #49 Top

Towers + absorbtion are the best combo if played right. I never take hammer