Olpaszent01
New member
I. Tower Offensive Scaling & Deterrence
In the current Hidden King update, the defensive utility of Towers has been significantly compromised. The introduction of high-displacement and "push" mechanics allows attackers to dive or forcibly remove defenders from their safe zones with minimal risk.- The Issue: The current damage output does not provide a sufficient "threat tax" for aggressive dives, leading to low-consequence gameplay for the aggressor.
- Proposed Solution (Scaling/Stacking): Implement a Stacking Damage Modifier (Heat-Up mechanic) or upgrade to More Damage. Each consecutive strike on a single hero should increase in lethality more aggressively than in previous patches.
- Priority Implementation: If a global change is not feasible, this scaling should be prioritized for Tier 2 and Tier 3 Towers to ensure that late-game sieges require actual tactical coordination rather than simple brute force.
The point of number 1 is make tower more damage so others player cant dive, for tier 2 and 3 make it have new skill since when timing player attack tier 2 and tier 3 th
II. Shrine/Base Mechanics & Tactical Depth
The Shrine currently lacks the mechanical complexity required for a final objective, leading to an "abrupt" or "empty" endgame experience. To improve the strategic flow, I propose the following:- Invulnerability Prerequisites: To prevent premature "backdooring," a hard requirement should be implemented where the Shrine remains invulnerable until all inner (Tier 3) Towers are destroyed.
- Dynamic Creep Pathing: In the event that a single lane (e.g., Mid) is destroyed, the remaining creep waves should merge into the adjacent active lanes (Left or Right) in a single, reinforced wave. This maintains pressure on the remaining structures while ensuring the Shrine is not left entirely exposed by a single-lane collapse.
III. Shrine Active Defense Systems
Currently, the Shrine functions merely as a passive roadblock before the Ancient Tower. It needs to be a formidable obstacle to prevent "easy pushing."- Active Defense Capabilities: The Shrine should be equipped with an Automated Attack System or MORE unique Defensive Skills (e.g., a localized AoE knockback, a slowing aura, or multi-target energy beams).
- Strategic Objective: Giving the Shrine defensive agency forces the attacking team to coordinate their cooldowns and positioning, ensuring the final stage of the match feels earned rather than rushed.
Otherwise you already know the issue is tower and shrine, please make it better~
Thank you~