Ok i tried out this patch for a while today. It helps, but not enough.
I’m still doing 80% or more of the damage.
Some of this is poor map design. Well, the maps are specifically designed to be “Fuck You Tower Defense Fans” maps where your towers are near useless no matter what you do. Sadly, these maps seem more common later on. Some people might like these maps, but i don’t because they seriously damage the tower defense aspect of the game. I hated them in orcs must die and i hate them in sanctum 2. Just let me play a tower defense game you assholes.
Even with increased damage, the super low range of basically every tower except the long range sniping ones means that even with the slow tower, which is basically required in every level, enemies don’t spend much time under fire even in a maze. Here is where the new and improved “Fuck You Tower Defense Fans” maps come in. When you add the inability to maze at all with low tower range, you get ineffective towers and the player doing all of the damage.
Then there is resources which are still broken. I get enough to create one small to mid cost tower each wave on my current map. That is bullshit.
I’m starting to suspect that tower balance sucks.
In Sanctum 2 you can pick significantly fewer towers. i think it is 5 total from memory. 2 of those are reserved for slow and lightning, which are required for every level.
Note: no matter what towers i take from below, the vast majority of my limited money is spent on slow and lightning.
Cannon sucks from what i can tell. The damage per second is too low and they seem ineffective against enemies which are hugely armored in the front but vulnerable to lightning.
Gatling has too low range. Enemies out range it way too easily for it to be worth it.
Missile launcher is ok, but fires so slowly and does pretty low damage. The damn missiles will also hit in to stuff pretty often. I end up taking this one a decent amount.
Drone is situational. It does constistant, low damage. Against normal enemies, this is mediocre, but against heavy enemies where your other towers do zero damage, this can be nice. If i know i’m facing a lot of heavies, i tend to take this tower.
Scatter Tower: i do like this one. It is like a gatling tower without the crippling range. The high range makes it actually usable on most maps. Good for the small guys that rush your core.
ACP: I can’t figure out a use for this. It is constantly pulsing from what i can tell, but the problem with this is that it is slow as hell, so most stuff just runs by it without getting hit. They should have made this only drop when an enemy is near so that at least it gets the first hit.
Violator: I take this on most maps simply because of the range. They don’t seem nearly as effective as the first game at killing stuff, but given the range problems most towers face on almost every map, these are very handy.
Laser tower: I just got this but initial impressions are so so. They seem completely ineffective unless you have a max slow tower AND a good maze. The damage is high if you get them going though so maybe in a perfect situation they could be good.
There is an exception. Some of the “Fuck You Tower Defense Fans” maps are made in such a way that a lightning tower can’t get range on enemies. In that case i’m forced to use the crappy cannon towers and load up on other ranged towers, because i have no choice.
After playing sanctum 1 with tons of towers that are basically all good choices, sanctum 2 is hugely disappointing by having a very limited number of towers, most of which suck.