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If they are going to use this same mechanic for the tenth time in a row, is it possible for this to have some kind of counteraction, compensation, or at least a warning?
Also, doesn't a mechanic like this go against the advice of "do not build a bunch of weak towers", as well as "improve your existing ones to the limit"? It even sharply reduces interest in ordinary towers such as Artillery, which usually have a poor coin-to-effectiveness ratio.
It was unique and cool with Umbra on KRF, but now every major boss has that mechanic and it has become repetitive. I hope for the future dlcs and games they abandon this and come up with something new & unique.
Casual always was an easy mode to learn the levels and from there think up tactics to beat normal, veteran, iron etc but now you struggle to get 3 stars on casual. No time to even look at the level, because you are in survival mode right from the bat.
It is easy to make a level that is difficult right from the start but being fun has nothing to do with it.
While I've always hated this mechanic, I thought It was at least manageable before he wipes your whole center section and then starts eating every single tower down the line. Also maybe just me but I felt targeted, too many times I upgraded a tower and a few seconds later that was the next to be destroyed. Either way these are always my least replayed maps because its not fun or interesting.
If they insist on adding this mechanic every game they could at least improve upon it rather than just a random "Hey ♥♥♥♥ you, hope that's not what you were JUST focusing on upgrading"
Just a few suggestions off the top of my head that could at least make it an INTERESTING challenge:
Make it not random and last for a duration so you can sell but are forced to not use that spot temporarily, then send more enemies along its nearest path making you think how to upgrade the other locations until the spot returns.
Add a timed indicator so you have to pay attention to sell in time giving you a skill opportunity to avoid a full punish, this would also give the upgrades that increase sell value of towers a good point to exist
Make it affect only certain locations that are more valuable to make it a risk-reward management thing.
Perhaps make it only downgrade your tower? So a LV3 goes to a LV2 or takes off one skill level from an upgraded LV4
There's just so much more to do with this mechanic than the one note rng implementation they do every time.
He randomly remove a tower so, just spam build cheap towers at useless location will do the trick. He will not like this mechanism as well.