i know its in testing but its still bad you should join my roblox group and discord and check out the plushie: www.roblox.com/groups/1240489... / discord
Something that really sucks is that unless they make a drastic change to the zombie sending, the meta will almost 100% be golden cowboy + golden pyro. Having to beat Badlands II, and 100k coins having to be spent, that is, if you’re lucky.
ive found a ton of success vs cowboy users by using either gladiator or shotgunner and just spamming normals from the start. cowboys cant keep up in damage and shotgunners and gladiators are cheap and shred normals
Stronger stuff should be able to be sent earlier and cowboy shouldn't get the money thing from sends. Pyros are basically always gonna be meta in this PvP mode unless they make some fire immune enemy.
We need different game modes for PVP aswell, i think the lack of enemy variety and perhaps the "fixed" difficulty of pvp is gonna be an issue, plus having diff game modes with different enemies to send out plus the different wave structure can have a good variety of strategies so people aren't stuck having to follow the same strat when playing pvp, bored of one game mode go to the other, all can be equally challenging as long as the matchmaking system will be made to match us with people on our level.
Theres the issue of gcb meta, because farm does not produce enough in the little rounds and eco is incredibly slow and has poor ramping until near lategame theres no negative eco sends, it is purely positive to rush as result because theres no repercussions and its hella cheap powerful sends unlock way too late, which ties with how slow it is powerful sends in general dont exist, theres no fast sends and no tanky sends relative to their unlock time this might go against the idea that tds was trying to go for but there needs to be some sort of offensive modifiers like regros and camos in battles, as well as towers that can counter those (like signal flare/decamo sub in battles) also hot take but theres a big lack of ability into making pvp a fast paced battles-esq mode because of a lack of tower abilities that help defend faster rushes (ground zero, rocket storm, boost, etc) which doesnt encourage micro pvp shouldnt be based around towers, it should be a standalone which has towers balanced around it
Absolutely, yeah. The zombies in general are slow as hell compared to btd battles 2, where you can even make the bloons on your opponent's side go faster for a period of time. Everything just rewards defensive play, especially because of the weak summons and cowboy profiting from anything you send.
To make the mode more competitive there should be some sort of trophy system(like clash royale). Then the more trophies you get, you get stuff like coins, gems and skins. Hell you could even put a tower in there for a certian amount. There would have to be some changes to make it more competitive tho so you would also need PVP exclusive buffs/nerfs.
Another bug many encountered is that parties are broken. Not just for pvp, the entire game. You should be able to be in a party of 2 and do a 1v1 pvp. But rn it doesn't work like at all, even normal matchmaking is busted and me and my friend had to resort to going to the elevators and spamming "duo"
I played one round of PvP and I truly hated the experience. Someone who played and knows what they're doing while I am going in blind and they're completely sending right when I spawned. Due to the ready system being horrible. You can start a round by yourself. So I spawned in late and already got flooded. Since I equipped pyro. I was able to live. After so, they kept on spamming. I thought I was doing alright. Into I saw their money and it was like triple the amount I have. I was genuinely confused on how they got more money then I do. Into I started ending. We are rewarded for spam spending due to the economy reward. Which ruins any point of PvP overall, no strategy. Other than spamming. It becomes the battle of whoever can spam the most. I lost due I couldn't be bothered to even play the game anymore. Since all they're doing was spamming bolts. Hopefully they looked into this system but currently. Very unenjoyable.
honestly i like the pvp but it does feel like some matches can take forever, i once had a match against someone who didnt know that sending enemies stalled the wave and on the infinite timer waves i just kept sending stuff to gain eco and ended up finishing with 22k eco (also there is a failsafe mechanic for if one of these waves goes on for too long as we were both constantly sending breaker 4s to eachother on the final wave and despite there being enemies still alive the game ended)
PvP needs it's own custom wave structure. Mainly mobs that can't get damaged by pyro after-fire, or give cowboy any eco. Since they're likely always be meta for PvP. Even if they're any changes. Not a big fan of economy bonus when you are sending. You pretty much have to send the whole round to make more money than the other person. If you don't send in the first couple of waves. You are gonna lose. Glad they're testing before launching something big like this.
When you said nothing can defeat the enemy when they have cowboy and pyro then i think there is, either armored zombies, necromancer boss, or breakers. Necromancers and breakers because of the bug and easy spam...
To fix the pace make it that once ypu kill the enemies that was spawned naturaly it automatcly skip the wave and also make the eco activate more faster and lastly to probably stop the cowboy meta make cowboy unable to gain money from sent enemies similar to bloon trap in btd6 when it got nerfed (idk how they gonna impliment it its just a suggestion)
Heres some ideas im just gonna throw out here for future PVP changes: -Limit amount of enemies you can send per wave (cap increases each wave, this prevents getting stuck on infinite waves) -NO GOLDEN PERKS (As shown in the vid g.pyro and g.cowboy are just too good on defense, and while the normal varients can still be good they are not as broken as the golden versions. Golden towers are always going to have an advantage in PVP so despite it sounding harsh it might be a safe bet to just ban them altogether) -Make waves only 45-30 seconds long (I found PVP to feel quite slow as well, if the first change listed is applied it makes sense that PVP should be more oriented towards a fast paced gameplay) -Add some sort of "Final stand" wave after grave digger (who appears at wave 25) (This is so the match doesnt always end in a draw if both players kill their grave digger, it could be tank spam with sending disabled to test whos defense can last longer similar to tower battles) (EDIT: I realized like 2 minuets after posting this you could slowdown/freeze tanks with certain towers lol, to counteract that id just make it so the tanks spawn with modifiers making them completely immune to movement debuffs so raw damage is the only way to defend against them)
in BTD battles 2 got right is that the boss equivalent (bfbs, moabs, Zomgs, BADs, DDTs) hurt your Eco. but you get Eco for sending necro. WHY THE FUCK CAN YOU GET ECO WHEN SENDING BOSSES?!!??!11!!!?
I agree with 2 and 3 but limiting amount of enemies you can send? Why? And a final stand would drag out the game longer. Players should be taking advantage of the gravedigger and spawn necros or breakers, speaking of which they should 100% lower eco and NOT increase it.
As a member of the tower battles community, the only thing that makes tds pvp interesting is a bug, breakers spawn on both side when killed, so by placing defense at the back of the map you can kill your opponent unless they also place all their defense at the back. The sending isn't hard to defend, so the game is just survival but you don't want to lose lives.
I feel like this could be improved if everyone has the same loadouts. They could either be randomized or chosen by both players, just so that you could spice the game up. Maybe someone can bring an accelerator, while the other person brings gladiator. It's unfair when only one person has gold cowboy since they decided to pay with money, while the other perso did not.
There is a bug with breakers and the skeletons that the necromancer spawns, they just appear out of nowhere, and I’ve lost so much health to breakers just appearing at the end of the map somehow. Also, my friend was playing pvp mode and he suddenly just lost all his health to nothing.
Main problem is early sending is too strong and late sending is too weak. In the btd battles game there is almost always a way to kill your opponent with a rush, just that its very risky if they do in fact defend it. Here in tds if you do not kill your opponent quickly through early enemy spam then thats it, you WILL reach grave digger. Another thing i would really like to see are the limited use tower and bloon boosts from btd, they added a lot of strategy to that game specifically.
i do actually love pvp, something about it is so satisfying especially when you can actually damage the other person and have a reasonable chance against them however the obvious issue of needing to bring both gpyro and gcowboy becomes really apparent, as if you dont bring either you are missing out on either immense crowd control (enemy spam) or eco (results in less defense therefore enemy spam) hopefully they fix it next playtest, and cowboy either gets nerfed in pvp or cant make money from player sent enemies... its a step in the right direction though!!
Eco timer and wave timer needs to be halved, sending is very very unbalanced in general, cowboy/gcowboy needs have its cash gain halved, and yeah as you said, btdb mechanics in tds can and will never work. I think gcowboy’s mechanic should be a thing since bloon trap is a wonderful feature from btdb2 as it deters from sending, but it could be removed on the lower levels and maybe only enabled on lvl 4-5.
Put a limit on how much you can spam per wave and make sure the player unlocks enemyies on wave 2. Also golden cowboys cash spin is a core mechanick of his you kinda cant change that since each shot fills his meter so either rework cowboy AGAIN or leave him be. Also i find it funny your opponent can kill himself by spamming breakers and necromancers! If i kill em in the back he dies because if he doesnt have back defense hes gonna loose.
The last glitch made me lose so much because random breakers would just appear on my side at the end of the map and I’d just be cooked because my towers were at the front…
I found the new pvp-test kinda fun but the bad thing is that I always had pyromancer, executioner, jester or elextroshocker in my loadout, they should make normals be spawnable first at wave 4 and also not make you be able to spawn 100 million zombies each minute
Like bro, at certain moment in random moments blue breakers start spawning in the middle of the track and would instqntly outrange my towers making me lose or forcing me to spend mony on a pyro in the back 💀
@@thembigstonks7016 also, it's not only breakers; anything that in some way generates a new enemy will also have it appear on your side. it seems like breaker4s spawn on both sides every time they break which causes an absurd amount of enemies if breaker4 is spammed
It would really suck if golden cowboy can’t make money from sent enemies. Instead, make farms a little (LOT) stronger. That way you can counter cowboys by using farm and just not sending a lot. Not sure if this is the greatest idea, but it would be sad if g-cowboy looses its niche.
One Solution for the enemy spam one and that is a 5 seconds cooldown (For normal zombies Aka Normal Speed and Slow since they spawn 4 per One spawn) and it would solve one problem
Tbh every time someone says easy in chat it should make 5hem lose total tower dmg by 1.25% each time. Everytime they place a tower it has a 1.25% debuff, stacks up to 10% and each 5 times u play where ur not toxic it goes up by 1.25%. Just an incentive to be kind basically.
or how about not caring what they spam, best way to deal with toxicity is to ignore it. Doing your idea would absolutely make the toxic dude spam ez even harder at the end of the match if he wins because he was at a disadvantage
Add new : - modes with unique enemies like pizza party - Skip button Add these modifiers : - 50 % coins from towers - 75 % fire duration ( 25 % less ) - 75 % range towers ( map very small and the towers are too strong ) Rebalance : - Normal zombie -1 - Speedy zombie -1 - Heavy zombie -1 - Bosses and necromancer cooldown + 3 seconds - Shock + 50 $
There is a whole lt of bugs in pvp. First there is this breaker bug when you kill it, it randomly spawns more in out of no where. Same thing with necromancer when it dies, it sometimes spawns more skeletons out of thin air.
Actually it's just that whenever an enemy dies, any enemies spawned from that spawn on both sides (this is why single target CANNOT win pvp on their own RN)
I agree on everything except for the cowboy part,if you have cowboy he should be able to make money from the things the opponent sents ,if your opponent sees you use cowboy and he still sends a million slows , it is his fault you get the money . Cowboy shouldn't be nerfed imo, generating money is his whole thing after all .
There is a bug where the breakers and summoners are “unkillable”. They still spawning small breakers or skellies despite the fact that they died. I literally lose becuz of this bug. Idk what is happening but it happens 😊
give pvp it's own wave structure and enemies instead of using easy mode. With it being based on easy mode, well it makes it incredibly easy. If it had harder enemies and a unique wave structure and bosses it would be way better.
PVP needs to give gems instead of gold. There should also be a speedrun mode where you race your opponents to finish a mode first. To make pvp give rewards, it should be normal matchmaking= normal rewards and matchmaking with a party = no rewards
The devs made this so they could get criticism on how to make pvp better and this is what eggcrypted is doing why are you getting mad lol hes telling the devs how to make pvp fun and playable for everyone *WHICH IS THE POINT OF THEM RELEASING IT FOR TESTING*
there is a difference between constructive criticism. Thanks for being constructive for the devs! Unlike a certain youtuber who shits on the devs for no reason, you know who he is
I actually want PvP to be like a gamemode where you can farm normally in a normal solo match like 3 golden scouts at the starts while you farm Not those type of modes where you get so much cash per wave
And then there is gladiator, it’s not even funny how op it is in that game mode. I’ve used it myself and it feels disgusting being able to handle their push and spawn zombies on their end
I like its concepts, but i think it needs something more creative. Cause rn its just every other pvp tower defence and thats bad. It needs something creative to make it good.
I have found pvp to be quite entertaining. My loadout only consisted of brawler and gold pyro. I won EVERY time. You just place two level 0 brawlers and a level 0 pyro for hordes and hiddens then just send lol I won with this method about 20 times
some people just dont understand how hard it is to script a game. im a dev and im also making a td game and im 2 months in and all i have is a botched placement system, one tower model, and 25 waves of zombies, not to mention a final boss that does nothing to stun or has and special abilities. its hard ok?
@@togeluga_the_catYou know, this mode will be quite big like towers battles still has like 500 players because it has a pvp mode and tds pvp will probably attract a large number of players because pvp has so much to offer and it all depends on how your opponent plays
37/40 players I have faced have been beaten in the first 2 waves just place down a gladiator and spam normals, I honestly think there should be level borders like lvl 10 could only face lvl 100 players and so on so that’s fair
i had a 42 minute game that just kept going after grave digger untill the game just decided to end. and told me i lost. and the guy was super toxic acting like he won fair and square
About the breaker bug, getting cash from your sends is actually not the worst part, the worst part is the fact that you can purposely sell and place towers at the back of your path and when you kill the breakers at the back of your path the breakers will also spawn at the back of your opponents path, this means you can troll your unexpected opponents by wave 12 by having them send breakers and then you kill the breakers at the back of your path then your opponent unexpectedly dies from his own sends due to a bug and becomes completely confused
The first match i joined this gamemode, like after 1 minute the other person left. I had to wait for the zombies to come in, because i didnt even know sending existed... AND IT GAVE ME NO XP?? HUH???
Personally i think they should just REMOVE the eco mechanic i think it should just be how it used to be in old TDS pvp so you can farm normally but you can also still send but you dont get money overtime
Here is how 2 fix, Make it so an enemy sent douse not count towards time Make it so you can ban x number of towers, including your own towers Everyone have the option to not ban any towers and hope your enemy don’t Splash, we’ll just use glad or pyro, idk Wait you can all unban 1 tower just 1/x (prob5)
@@trickygamer555 what does that have to do with anything? Just because it’s got its own set of problems means tds can’t benefit from some of its positives?
PVP definitely needs to be much more balanced rn cause the early waves are agonizingly slow and the late waves are full of spam and sometimes you and your opponent get locked in a complete stalemate
Also I think a sort of blacklisted system would be great since there’s some towers that completely destroy the game *ahem!* gold cowboy *ahem!* so blacklisting them would be perfect if you want a much more fair game
oh you poor soul, you know next week theres a mini event coming and we allready getting news about the fallen re-work, the trains still chugging at full blast
I agree with your opinion Weekly updates makes you feel burned out even if it’s good (this happens with ps99, slap battles, blade ball(if they have weekly updates) bedwars, ect)
Hot take but golden event and hardcore towers should be banned in pvp pvp is meant for fun skillbased matches theres no skill involved when you spam golden towers hc towers and op event towers
1. I wish PVP mode actually rewarded both players if they both won with no health lost. It’d be fun to decide whether it’s better to cooperate & you both win, or sabotage & you get your reward quicker. 2. They should swap out the grave digger on wave 25 with a PW2 abomination or some other high health enemy. Then, make it so the only way to win is to kill the abomination. It doesn’t matter if you stall the abomination, if both of you die on that wave, you both get nothing. This would either give a reason to kill your opponent off before it’s too late, or it’d require your "cooperation" to go farther than simply not sending enemies.
3. I don’t think anybody would want this, but let’s say the reward for triumphing by sabotaging is 500 coins. Now, imagine both players somehow beat the abomination on wave 25, they see a *potential* reward of 1,000 coins, and then they see 2 buttons: Split or Steal. Both of you could get 500 coins, one of you could take it all, or you both could get nothing.
1 idk what to say 2 PW2 Abomination rn is cooked as replacement for tank, it can't exist without modifiers, also the PVP uses easy mode wave structure, I am sure this won't be the case in final release, Also it would just be a guarantee lost becouse abomination has 20k HP and if you kill even if you kill the abomination it will reanimate, get 10k hp back and become faster, stallung us not an option becouse it has both no stun and no freeze immunity (no stun immunity now works for a whil now, it was fixed in lunar overture update), since towers in PVP can barely handle giant bosss spam then I don't want to imagine abomination
Theres a potential problem with event towers. If an event tower becomes meta the whole gamemode will be completely unbalanced since not everyone can get them.