Old/New Changes are basically game mechanics that are intending for the War Dragons in the past and don’t really work well with the Current War Dragons. Alright, this issue is one that should be taken care of every few months or so, however PG hasn’t touched on many of them since the origin. Many of this kind of issue has been worked on so, props to PG for doing that. Note that some of them are just my ideas and feel free to criticize.
- Rubies earned from Successful Defense or shooting down dragons.
a) Hey, we can all agree that 3 rubies is an incredibly low amount of rubies earned from a successful defense or shooting down dragons.
b) The system must be altered.
i.) Chest and xp bases will get a bunch of rubies, therefore set a max amount of rubies earned per day from successful defenses.
ii.) I am not sure if this is already in effect: Cannot earn rubies by successfully defending against the same player.
iii.) Remove Level Requirements to earn rubies - not sure if this is already implemented but I think you should earn rubies from successfully defending regardless of the level of the attacker.
c) This change will promote defending. Therefore, this is a good change especially because PG thinks that the Dark Flak was too overpowered. After they, hopefully, rebuff the flak, it still will be nerfed but not by much. This statement goes along with the Fire Turret, Fire Flak, Ice turret and Ice Flak as well.
- Older, More Basic Towers: Cannon, Archer, Ballista, Trebuchet
a) Archer: This is the first tower you will be able to build and also is the simplest, supershot increases damage. The “useful,” towers are now mostly elemental, aside from countering Necryx’s elemental barrier. Since, the archer is a projectile, doesn’t have a useful supershot and does moderate damage, this tower is avoided. They only came back because of the Elemental Barrier spell. Instead of “balancing” the complicated elemental-mostly non-projectile towers, buff or change the basic-projectile towers.
i.) Increase damage of the supershot - still should be lower than elemental tower damage because those towers cost special shards to level up.
ii.) OR Increase range so that it can shoot from a farther distance than a lightning tower. Players can place these to ambush attackers.
b) Cannon: This is another very basic tower, the second one unlocked. Cannon’s supershot is to break shields. The cannon’s only purpose was to break elemental barrier on many bases. I want this tower to get rebalanced and suitable for the Current War Dragons.
i.) Increase damage of the normal attack.
ii.) Supershot destroys any shield currently active on hit.
In addition to that, destroy all other defensive spells. This includes rejuvenate, cloak, timeshift, healing mark (casted not used), consume, etc.
However, to keep wind wall and reverse projectiles useful, this supershot will not destroy wind wall or reverse projectiles.
Increase damage of the supershot.
CANNOT be dodged by cloak, timeshift, etc. This means if a mid-air cannon supershot attacks you, cloak/timeshift will NOT make it dissolve. Cannon shots can fire during cloak/timeshift.
c) Trebuchet: The trebuchet’s supershot implies a stun to the dragon. The supershot is not bad, however the dark flak obliterated the purpose of this tower since trebs don’t provide a desired damage rate. To put this tower back on player’s bases do the following:
i.) Increase stun duration to 3 seconds. Currently it is 1 second.
ii.) Add more research/runes for trebuchet stun duration. Players will build this for the long stun. That is what differs from the dark flak stun.
iii.) Increase damage on the trebuchet normal attack.
d) Ballista: This tower was trash from the start. Various changes were applied to this tower but non seemed to improve the ballista. I’m gonna throw out another ballista fix lol
i.) Normal attack: For every hit inflict more damage
- 10% of dragon HP for the first hit
- 20% of dragon HP for the second hit
- 35% of dragon HP for the third and fourth hits
- On the 5th hit, dragon instantly dies.
ii.) No supershot
iii.) Once destroyed gain +1 supershot if defending
- Spells: Spell Flux, Steal Essence, Summon Passives
a) Update spell flux’s priority order to go along with all the new towers.
- Red mage
- Blue mage
- Dark Flak
- Other attacking towers
- ballista, treb
b) Steal Essence: Update the spells so that this spell can be more useful.
- Cannon - Stoneform (lets be honest, stoneskin shield sucks)
- Red Mage - new spell that can invert flaks
Reverse Projectiles is kinda useless because all the towers are elemental.
- Ice Flak - Please don’t duplicate freeze. Do something different. Ice flak gives you death gaze.
- Perch - Add this one?
- Lumber Mill - Shouldn’t be Cure Poison
Early Game Quests: Add more of these and change the prizes so they are actually usable. Definitely increase the rubies lol
Update the research hut corresponding to the new towers, levels, divines, new spells, etc.
Increase rewards for prizes dropped in attacks from boats, statues, huts, trees, etc.
Maybe add something else to bases that is destructible.
i.) More gold chest drops
ii.) Higher bronze chest drop rate (to accomadate for the more expensive divines and tiers)
iii.) Add rubies? Egg Tokens?
iiii.) Remove useless Spell consumables, HP/ATK Boosts and Silver Chests.
Add more consumable spells in the forge. This results in more forge levels. Spells I would like to see:
- New Tower Resists
- Spell Flux
- Nocturnal Fissure
- Invert Non-Projectiles
- Consume (only for hunters)
- Ryuu Scaling (Spells & Attack power) or Play around with the 20 dragons shot down prize in the shrine.
- 100 Rubies
- 10 Hammers
- Special Consumable Spells
- Energy Pack or Inner fire x1
- Let us choose?
- Rotate Prizes or Ryuu Spells?
Please refer to Detailed Document: Current War Dragons & Request (Table of Contents) for the table of contents.