![]() Current freeplay players can perfect their defense way too quickly and are just left with nothing to do. It would be like leaving a tower without a third tier 5! My proposed price increases ensure they never have to consider leaving the banana farm out)įinally, making paragons increase in price would give freeplay players something to do besides just sit and wait for the bloons to kill them in round 300 something. ![]() (I know Ninjakiwi has talked about potentially not making a paragon for every tower, but personally I think that’s no fun. This would also introduce an interesting strategy around whether you should buy the banana farm paragon early to make future paragons more affordable, or buy regular paragons first to ensure you can survive. With my proposed price raising system however players would still need to be improving their farms well into freeplay rounds, and so a new incredible source of income would fit right in. In the current game it’s pretty easy to get to the point where you have more money than you could possibly need so a banana farm paragon would end up feeling pointless. Since every paragon becomes more expensive as you go you’re incentivized to make the most out of the ones you can obtain.Īnother potential benefit to the game is that this extreme price increase would finally make the idea of a banana farm paragon not useless. With the price hike though players will have to put more thought into raising degrees. We’ve all had times where we just quickly throw down a degree 1 paragon because they’re still strong enough to give you a substantial boost in overall dps. For starters, this will encourage players to make the most out of their paragons. ![]() By giving the boomerang a higher rate of cost increase players would have to decide whether to get it early despite it being on the weaker end, or be forced to buy it later for a much harsher price.Īlongside the benefit of getting rid of that pesky paragon limit, I feel like this change will bring benefits to the gameplay that will cause it to be even more fun than before. Perhaps this could even be used as a way to encourage use of less popular paragons like the boomerang. I believe each paragon should have their own unique rates at which their prices increase, as if they all followed the same ones buying the most expensive towers first would be the dominant strategy since they would increase in price the most. (I’m no balance expert, but I imagine by the final few paragons you’d need tens of millions of dollars for each one) This hypothetical price hike would get extreme very quickly, forcing players to still strategically choose their paragons, as a wrong choice may cause them to lose before they can afford their next even with the extreme amount of money being generated in freeplay with good farming. The idea is pretty simple really, I propose that when a paragon is created, all remaining paragons would have their costs raised, and the rate at which their costs rise increases each time you buy a new one. I understand and respect both sides of the issue, and so I am proposing a change that would allow us to remove the paragon limit WITHOUT removing the strategy of picking which ones to use. When before they were just overpowered towers that you’d just blindly throw down to solve any situation, now players need to think through their paragon choices to make the most out of them. ![]() Even so, I understand that Ninjakiwi’s reasoning behind the limit was to make paragon choices more strategic. For me the most exciting part was putting every paragon together and watching the madness unfold and it’s a huge shame that won’t be possible any longer. I've personally lost most interest in the concept of paragons since this change and haven’t even gone to try out the new one yet. I’d like to get my own feelings out of the way here, I largely agree with the community that imposing such a limit is unneeded and goes against the chaotic nature of the game. Hi everyone, as you’re all no doubt aware the community has been at war with Ninjakiwi over the paragon limit introduced in update 33.0. ![]()
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