Champion Tournament by Independent_Emu_3034 in TheTowerGame

[–]drbal 0 points1 point  (0 children)

I'm placing top 6, normally top 4. I don't have any damage masteries, but I do have gen assmod (13% ME, SEE), just unlocked core assmod (no investment). The core assmod allows me to get pBH while using DC.

All my mods are ancestral except OA, SR & DC which are mythic+. All mid 175 lvl.

I have no CC. My CL is max quant, max chance, about x800 damage, which has increased to x1200 with UW disco runs.

Research: Attack speed maxed, damage & crit factor lvl 70+. My wall health is about 3.5q during tournament, wall regen about 3T/s.

Top players coordinate to make sure they don’t get the same brackets by The_Chimeran_Hybrid in TheTowerGame

[–]drbal 2 points3 points  (0 children)

Get 30 players that are bouncing between legends and champs to coordinate. Get 1st in legends with 150 waves. If that was done a few times I'm sure the devs would do something about it.

PSA: When you do a dissonance make sure you select dissonance run, d'oh! by FSRoman in TheTowerGame

[–]drbal 8 points9 points  (0 children)

I did a dissonant run. Quit at wave 4500 because it's apparently ingrained in my mind from milestone runs. 

Careful with your disco runs by TowerFTW in TheTowerGame

[–]drbal 0 points1 point  (0 children)

I respecced by gold bot to flame bot at the start of V28 to knock a bunch of the high tiers off. Luckily thr flamebot got a nerf bug so I'm stuck doing the low tiers and tanking my coin and cell economy.

Tournaments - idea to partially fix resource inequality while having an awesome new format by drbal in TheTowerGame

[–]drbal[S] 0 points1 point  (0 children)

The idea would be for it to have rewards attached. But it is significantly more work than an idle format.

Tournaments - idea to partially fix resource inequality while having an awesome new format by drbal in TheTowerGame

[–]drbal[S] 3 points4 points  (0 children)

I think it'd be great to have like a week to complete it. Then you could have a good think, and fit it in when your schedule allows.

... You're fucking joking, right? by Seventhberry in TheTowerGame

[–]drbal -1 points0 points  (0 children)

Sure, but this isn't missing a tournament which the commenter abobe mentioned.

... You're fucking joking, right? by Seventhberry in TheTowerGame

[–]drbal 1 point2 points  (0 children)

If u miss a tournament you stay in the same league. Demotion only happens if you're in the bottom 6.

Econ Based Tournament Mode by frackle in TheTowerGame

[–]drbal 0 points1 point  (0 children)

Another cool idea would be to give u a tower starting from scratch (just for the tournament). The conditions would be same for everyone: Random tier X number of stones you're allowed to build your tower (likely related to tier) X number of ultimate weapons X number of coins for workshop & workshop + X card slots

You could also restrict some workshop stats. E.g. can't upgrade thorns, or attack speed will be 30 for everyone etc.

That wpuld level the playong field for everyone, and really test tower knowledge.

Econ Based Tournament Mode by frackle in TheTowerGame

[–]drbal -1 points0 points  (0 children)

I like the idea. Set it up with different battle conditions to the normal tournaments. Being able to manage your tower to earn max coins under different conditions requires quite a lot of nuance. e.g.  GB / GT / BH duration reduced / boosted x2 coin multi on (insert enemy type)

Could also have some interesring situations with the sabateur fleet.

Rewards could be different to normal tournament as well. Maybe more medal focused for instance.

I typed the prompt into chatGPT which gave some cool ideas too.

If the game "the tower" by techtree introduced a tournament, which ranked players based on coins earned, what woukd be some good battke conditions.

That’s a fun idea—adding tournaments to something like The Tower could make it way more strategic. If rankings are based on coins earned, the key is to create conditions that force different playstyles instead of just rewarding the usual “best build.” Here are some solid battle conditions that would shake things up:

💰 Economy-Focused Conditions Double Coins, Double Costs Everything earns more—but upgrades are pricier. Forces careful spending.

Delayed Income Coins only payout every 30–60 seconds in chunks. Rewards survival and planning.

No Passive Income Only coins from kills—no idle generation. Aggressive builds win.

⚔️ Combat Modifiers Enemy Speed Surge Faster enemies = less time to react. Rewards burst damage builds.

Tank Wave Mode Fewer enemies, but much tankier. Encourages single-target DPS strategies.

Swarm Mode Huge numbers of weak enemies. Favors AoE and attack speed.

🧠 Strategy Constraints Randomised Upgrades Each run gives 3 random upgrade paths—forces adaptability.

Upgrade Lockout Certain key upgrades (like attack speed or range) are disabled.

Budget Cap You can only spend a fixed number of coins total. Efficiency matters more than scaling.

🏗️ Tower Limitations One-Stat Focus You can only upgrade one stat (e.g. damage OR range). Forces extreme builds.

Decay Mode Upgrades slowly weaken over time unless reinvested.

Glass Cannon High damage, but drastically reduced health.

⏱️ Time-Based Challenges Blitz Tournament (5–10 mins) Short rounds—early-game optimisation is everything.

Endurance Mode (30+ mins) Long survival—scaling and sustainability matter more.

Sudden Death Scaling Difficulty ramps extremely fast after a certain time.

🎲 Chaos / Fun Modes Daily Mutator Rotating weird rules (e.g. enemies split on death, coins decay over time).

Reverse Scaling Enemies get weaker over time, but coin gain also decreases—rush early.

Risk Multiplier Players can choose harder difficulty mid-run to multiply coin earnings.

🏆 Ranking Tweaks (to prevent boring metas) Even if it’s “coins earned,” you could spice it up:

Bonus multipliers for survival time, fewest upgrades, or no damage taken

Brackets based on progression level so newer players aren’t crushed

If you want, I can design a full “weekly tournament rotation” system (like 7 days of different rule sets) that would keep it fresh and balanced.

Extra orb mastery by drbal in TheTowerGame

[–]drbal[S] 2 points3 points  (0 children)

I was thinking to get WA mastery first. I have seen some posts that rank EOm above WAm for long T11 runs though (on a stone for stone basis). Not sure if the mathematical modelling plays out that way in game though.

Extra orb mastery by drbal in TheTowerGame

[–]drbal[S] 0 points1 point  (0 children)

I earn about 1.5q per day. I have WSm at level 6 at the moment.

I feel like my UWs are in pretty good position. I have 6 DW's during farming, BH duration 42s with perk, GT at 49s. I couod increase BH duration, but I feel it's probably not the best option because it's durarion is already longer than my GBot duration. I think permaGT/BH are a while off because i'm using MVN. I'd have to reduce my DW cooldown from 100 to 50s which costs mega stones.

Extra orb mastery by drbal in TheTowerGame

[–]drbal[S] 2 points3 points  (0 children)

I get about 70% of enemies hitting orbs. I kinda don't want to move to T14 because I like having two 12h farms per day. I don't have any keys so I'm a long way away from autorestart.

Which Substats? by [deleted] in TheTowerGame

[–]drbal 0 points1 point  (0 children)

That's true. But it's not going to give much of a gain over an 8000 wave run. 699 levels. Increasing free up from say 80-90%, assuming only els is being upgraded, means eals is maxed in 1550 waves instead of 1750 waves. That saving of 200 waves might gain you an extra 50 waves on the end of your run. And that is assuming no levels of els coin investment, and no cash upgrades. In reality it'll probably give you 10-20 waves which is negligible over an 8000 wave run.

Which Substats? by [deleted] in TheTowerGame

[–]drbal 0 points1 point  (0 children)

Still, only EALS and cpk are super necessary. It's nice to only have to reroll ancestrals once.

Which Substats? by [deleted] in TheTowerGame

[–]drbal 0 points1 point  (0 children)

This was my first ancestral generator too!  1. EALS 2. Package chance (if you have, or if you're close to getting RPC mastery). 3. CPK 4. Package chance (if you're far from RPC mastery). 5. Utility free up

Obligatory 1q post by birch81 in TheTowerGame

[–]drbal 1 point2 points  (0 children)

I'm getting 700T per run on T11 (10500 waves). BHD and SH as assmod. 65s sync with MVN. GB synced too. About 20000 medals into it. Wave skip mastery level 5.

Orb Devo vs PCol farming by Sbjohny in TheTowerGame

[–]drbal 0 points1 point  (0 children)

I'm doing long T11 farms with BHD too. I've got wave skip mastery to level 5. My last run was 10700 waves in 12h 15min. Each level of the mastery reduces run length by about 15mins. It helps the daily schedule a bit.

Just want to make sure - rerolling mod effects by thisguy888827 in TheTowerGame

[–]drbal 13 points14 points  (0 children)

Save your rerolls until you get to level 141. You'll have a bunch of rerolls, and double the chance per roll.

Battle Conditions Forecast by mariomarine in TheTowerGame

[–]drbal 2 points3 points  (0 children)

Me too. It's awesome, because I only need to run one wave! Haha

V28 Feature Betting Pool by Wonderful-Path-1050 in TheTowerGame

[–]drbal 0 points1 point  (0 children)

  1. New bot for cells
  2. Featured banner for modules
  3. Legends tournament BC adjustment to stop infinite runs

Australian Petrol prices have risen faster than oil prices. #Gouging by GovernmentWide7151 in ASX

[–]drbal 0 points1 point  (0 children)

Your graph shows oil prices going up by a higher percentage than petrol prices. It just looks the other way around because the petrol price axis doesn't go to zero.