I'm aware this is a hot topic in the ToP and I'm aware there's two sides to this argument; those who defend the tower as a genuine challenge and those who want to see changes.
Yesterday, I had 6 Solaris beast teams in my daily Tower, so I thought, **** it, I'll just leave it for today and try tomorrow. Today, I only had 4 Solaris teams - an improvement. I couldn't even get past the first one using my IGOROK + Grog Nog + Hopper team.
In other words, I don't think the ToP should be gated by runes to qualify as a 'challenge'. I firmly disagree it should be this much of a 'challenge', because it was already a time-sink to begin with, doing one every day. What I always liked about Dungeon Boss is that you essentially got 300 Gems for free every day for doing basically nothing but tapping 12 times, which is something virtually no other mobile game does. Call me lazy but this was a genuine selling point of actually playing the game. This did not impact the money I decided to spend on this game.
The tower was a way of grinding out intermediate currencies to obtain useful artifacts (hero stars, evos, hero tokens, etc). The current iteration of the tower requires you to have a properly runed up roster to obtaining these things - so even if I want to grind out the tower to get enough points to buy Arcane evos so I can ascend my own Solaris so I can do more tower levels, I'm limited by how many Tower teams are not crazily runed and/or Solaris-based.
If the intent is the Tower to be challenging yet fair, I argue that removing runes entirely from all teams during ToP runs is the most fair thing, which actually makes having a large roster and collecting hero stars important - more important that runes. This way, regardless of your progression, Tower is always a challenge.
Yes, I know my opinion is unpopular - here it is anyway. Feel free to agree or rip my guts out.
0
Comments
And tapping a button 12 times to get 300 gems doesn't sound like much fun to me.
My only complaint with the tower is that we have no way of explaining to them what's broken because we can't point at a specific defense that shows uncharacteristic behavior.
For example, there is a (are several?) level 63 beast team that hit like a truck and take very little damage. Since we can't see the name of the defender and can't see their runes, we can't point to that one defense and say "this feels unfair/broken; test this."
The problem is it feels like something is broken but we can't specify exactly what/where feels broken, so their assurances that "everything is working fine" feel empty and hollow. Because for the most part, yeah, the tower feels fine, but these edge cases definitely feel broken.
Everyone who can beat the tower consistently will have a strong roster of Legendary to Heroic runes - I do not think it is possible to do it without, particularly at level 70. And I don't think this should be necessary.
Previously you could just throw random team after random team against every floor and you'd likely be able to clear it out - this meant strategy was largely completely unnecessary, which isn't necessarily something I'm defending, but it also meant it was more accessible to those without 'meta' heroes or powerful runes.
Assuming the Tower shadows defense comps from real player PvP defense comps, this makes the tower even more inaccessible. You're effectively competing against other players [comps] for Tower rewards; this is not really different from regular PvP - and PvP should be distinctly separate from ToP. Or else you might as well call it the PvP tower, and I'm certain more people see ToP as a PvE implementation than PvP.
Favourite hero: Lupina
Currently: Doing school stuff
Mainly playing C Royale and this.
I could call you spoiled, but people who began the game with an easier tower naturally want and expect the tower to continue to be an easy 270 gem source.
But the tower was a real challenge before runes, it was much more difficult than it is even now because you had only a little more than half the number of heroes you have now. And only one that could revive anyone.
What's more, if you were under level 70, defenses could be 10 levels higher and more stars than you.
Those of us who started with such towers don't take it for granted.
yeah, there were a few months when I could send in a team of rogues and hit auto and clear 11 floors in 10 minutes. But considering how hard it was to begin with I still think y'all have it lucky.
I remember when the tower first came out. It was hard. The tower we have now is beyond easy. I am severely disappointed with how easy the tower is now
Now, there isn't even that much Solaris tower teams. I feel like they made it easier without telling anyone. Even if there were 6 Solaris GT teams, I would only lose 2 people from my main team unless it get really unlucky. It's still very easy.
Right, this is partially how I feel about it. Although I don't expect it to be 'easy', I do expect to be able to beat it without an entire roster of meta heroes and Legendary runes. Just today I encountered an Agnon who literally one-shot all my strongest heroes, and there's nothing I could have done about it. The Agnon was 5 starred so I had an expectation it would be a tough fight - most likely someone who spends quite a bit - but that stonewalled the rest of my tower run completely. I find the argument 'it was hard, then it was easier, so going back to hard is fine' doesn't answer my question as to how someone is meant to beat these kinds of teams, where the enemy is simply runed up higher than you and there's nothing in your power you can do.
Start planning and using bait teams.
earlier towers took actual planning of who to send in when. Using bait to draw out specials or partially clear a room so your strong teams don't get wiped
With Agnon, it seems you'll probably need to plan a team using Lilly, Koros, Or Viper, in some combination.
That's what the player has to deal with, why not the same for the AI ?
OK, someone may say they want a challenge, so maybe same hero can reappear once (total of 2 times) because of some evil magical power or some cosmic alignment of all the planets (**whatever story you like )...
This way, we wont have to deal with 6x Solaris ..
But then the hard teams would keep coming back... you can't make it easier by making a harder problem.
Every team has its weakness.
Play better strategy, smarter and with bait.
havent missed a complete tower in I dont know how long.
It sometimes takes a bit more time and brainpower, thats it.
So far, I have yet to miss clearing a tower with this account. If you are complaining that you cannot beat the tower, make no mistake, it is a PEBCAK issue (Problem Exists Between Chair And Keyboard). Instead of complaining about the difficulty, learn to play the game correctly.
“Do not pray for an easy life, pray for the strength to endure a difficult one” - Bruce Lee
If you are struggling against Solaris, it's because you don't understand her AI. She rarely ever resurrects against me. In the event that she is ashes and I cannot finish the round, Zomm eats her brains. Otherwise, I never leave her standing by herself. Simple.
Here's a tip. If none of your guys are minions, it's Zomm's turn before the round is over, and there's one enemy left. Instead of killing him, use Filet Minion. Everyone gets +1 energy from the special move, and another +1 energy for the end of the round. Then kill him next round like normal and profit 2 extra energy.
There have been times when I've had to rely on the rest of the roster to clean up, but its rare. Fortunately for me I've developed a pretty good roster (which hurts me in pvp.) One day earlier this year I was left with only Ekko at level 12, -THAT- was close. Good thing he was runed and epic'd.
I used to be very very frustrated until I learned about how solaris, zomm and some others work. I'm still learning, but my roster is strong enough to power through some of the rough edges i haven't figured out yet.
My strategy is endurance...with some exceptions I can outlast/beat down the nastiest teams...but it takes time. Right now I have enough time in the day, but if I get busier I just won't have the time to complete it. And I admit, its not that much fun when it takes this long.
I'm a tortoise who envies the hare. (Old fable reference.)
Feel free to take my advice with a pinch of salt, since I'm only ~level 55, but out of your A Team heroes, only Grog really helps out with party-wide defences. I started making headway into the tower once my Goretusk was fully ascended: Mammoth Guard will mitigate a vast amount of damage over the course of a tower run. There's also Ferno's Aerial Superiority.
http://forum.dungeonboss.com/discussion/58310/my-tower-speed-team#latest
it might help give ideas on how to move your rune around.
Thanks for the link Spiffy, it was actually really helpful. And not to sound pretentious Echonap, but I believe I do understand Solaris's AI, but some Solarises are so **** tanky I can't take her out even after using 3 or 4 target damage abilities.
Also, Zomm brings back your allies to the next floor? That ability is not listed anywhere. If it is, I'm blind & apologise, if it isn't then isn't it abuse of game mechanics?
As for Goretusk, I didn't realise his Mammoth Guard reduced damage by such a high degree - jeez. No wonder AoE wasn't doing anything even after purging his taunt - DR from momentum is separate...
P.S don't tune jabber with more then two attack runes... All runes need a majority of health runes, also never use jabber if Ella and anything that makes him attack allies if they goes first, once Ella triggered his epic twice with her special attack and wiped my entire team but jabber
I am trying to make this game a better place for all to enjoy!
LOL. I've had the same thing happen for Grog-Gnog.