Dota 2
Legion TD: Reborn
Aldo 28 Feb, 2016 @ 12:43pm
Why income is becoming a dirty word
Just realized I should post here instead of in the comments.

The thing that makes this great compared to every other TD is the added strategy of income and sends. With recent changes, that strategy is becoming less and less important.

It seems like every advantage gained by maxing out econ earlier than your oppononts is being marginalised by changes. There is no point having 3k more gold at the end of the game, because everyone has the same food cap. No point trying to save for a specific round because of the tango limit. No point flooding your enemies on certain round because of the upcoming send limit.

All the advantages gained by having cutting as many corners as possible to get the best possible income per round are slowly being marginalised.

Why? Why is this? Why shouldn't i just go and play Element TD if my build gives me no more advantage than some russian with 60 tango income
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Showing 1-11 of 11 comments
Because eco simply destroys the game balance. like, its even more marginalized on higher level plays because everyone will be maxing out their econ greedily and then send waves early which nobody can ever defend again, which is taking the porpuse of it in the first place.
Aldo 28 Feb, 2016 @ 4:06pm 
I actually don't understand your answer Muffin. It doesn't make a huge amount of sense.

If you go greedy early and can't defend the sends you get , then you leak, lose wave gold and lose income while the other team gain unchanged income. You will lose so i fail to understand what you mean.

All these changes punish people who refine builds to get the most out of econ.
Honestly, I don't see what's so bad about economy. You should be able to carry your team by going greedy, and being able to end the game with unbeatable waves ought to be your reward for doing so.

Punishing certain builds, especially if they are effective later while being weak early, is wrong, and ruins the point of the mod. I don't want to build the same damn thing every time or else suffer from inefficiency and leak. That isn't fun.
playing a pub with 8 people, you mute everyone, go greedy eco at 5, and by wave 16 you singlehandidly win the game alon cuz you can send 2 roshes and a year best and an aura dino. Like i dunno, i dont think this is carrying the game i think this is stupid. Because being a good defense player is actually literally not reaping any benefits at the moment and the main mechanic of the game is building defenses not economy.
besides this here is ♥♥♥♥♥♥♥ stupid : https://imgur.com/ScoDAY5 and should not happen (AND DOESNT IN ANY OTHER VERSION OF THIS MOD)
you are right, that is pretty stupid, holy crap. ive got to try that sometime lol.
Yeah now think that the last guy didnt ♥♥♥♥ up like a ♥♥♥♥♥. 4 people with 5k econ just ruin games.
Nb` 29 Feb, 2016 @ 5:10pm 
OP is correct, the whole point of the game is supposed to be a balance between economy and defense.

The skill is in barely holding while maximizing economy.

Any dummy can just spend all his gold on towers.

Don't ruin the game by lowering the skill ceiling please.
Aldo 29 Feb, 2016 @ 5:46pm 
besides this here is ♥♥♥♥ing stupid : https://imgur.com/ScoDAY5 and should not happen (AND DOESNT IN ANY OTHER VERSION OF THIS MOD)

You're right muffin, that should not happen and it doesn't happen in SquadronTD. How about concentrating on refining the code so that it doesn't rather than gutting the whole actual point of the game.

the main mechanic of the game is building defenses not economy.

How wrong can you be? The main mechanic of EVERY TD is building defenses. What sets this apart is the added income mechanic and it is that mechanic that is being whittled away.

Sure in a pub you might be able to be very greedy, just like in CS:GO you can go cowboy and rack up the kills. Are you suggesting is levelling things out to the point where everyone has equal towers and income up untill wave 31, regardless of how much practice each player has?
No i am suggesting that we go a different way with the game because we dont want to be yet another squad TD or yet another mega Legion TD, because trust me thats gonna happen and other people do it better than us. We arent lowering the skill ceiling we are lowering the skill floor. it would be right if you guys realized that every wave is a progression in hardness but we are still rebalancing the game, right now the balance is all over the place. If you consider it a good skill to "barely hold wave 16" aka chaos dudes youre right, but you wont at all hold wave 17 because 17 is just way stronger. and 18 is again much easier for no reason.

then we have the kunkka wave witch is straight out the strongest wave and the krobelus wave which is literally the easiest wave at 20-30.


the balance is all over the place so the argument that "barely holding is skill" doesnt count for the reason that barely holding one wave can either mean totally recking the next or getting stomped


and, one more thing. while i appreciate the feedback i have a question to you.
dont you think its arrogant to say that i am wrong if i am helping with this games development and when i have a small part of the vision of its future in mind?


And please ,tell mne how we butchered economy harder in this game then squad TD did, a game that has wayyyyyyy harder punishment for leaking then our game does. the 15 unit limit is good because you cannot fill it anyway with the strongest units, and we already replaced the "oldest with newest", with the new mechanics wich is "weakest for stronger"
MdSel 6 Aug, 2016 @ 3:02am 
yay, what a good butthurt nazi topic starter
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