In the first and only pvp season i got general 3 and champion accel and it stinked. With the mini rework coming in 2027, heres how i'd fix pvp.
1. Eco Sending
Pvp's eco sending creates a meta entirely reliant on splash towers, eco sending has go straight up. Sending enemies no longer boosts or deducts your eco. yes it makes bringing an eco tower mandatory, but with my future changes it'll make sense.
2. Tower Slots
Boost it up to five. I see no reason why its still four, it creates little variety when it comes to pvp. Hell i could see six, but that'd be overdoing it. Considering without eco sending you would want an eco tower, this makes sense anyways.
3. Pvp Consumables
PVP consumables are boring and just directly buff enemies you send or subtract hp from your enemies base. Instead of this pvp consumables should focus on debuffing your enemies towers. This means a variety of consumables that forces the enemy to be extremely careful of what towers they use correspondant to the debuffs avaliable, and raises the skill floor significantly.
4. Sending
Similarly to TDX, you can buy enemies that you can send, and regardless of what arena your in, YOU can choose up to 10 enemies that are available as sends (since no eco sending, its just cash now). These could be avaliable for coins or gems, and create proper pvp progression outside of elo grinding. (for example, a pvp enemy loadout could be something such as fallen hazmats, fallen heros, etc)
5. Expanded Bans
With proper consumable and enemy send loadouts, at certain elo thresholds, it would make sense to have players ban those aswell.
6. Randomized Arenas & Maps
Fairly obvious, dont see any reason why certain pvp "arenas" should be locked behind elo thresholds when they dont have any higher or lower skill floor. As for maps, this is fairly obvious insight. This would be communicated before bans.
7. CANNOT preview enemy loadouts
You COULD take a glance at their most frequently used towers, bans, etc (aka expanded pvp profile), but enemy loadouts cannot be previewed so you dont just completely nullify them by mirror matching their loadout or just picking every consumable that counters their towers.
This should expand the skill floor of pvp significantly and make it an actually fun gamemode.
how i'd fix tds pvp
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id just delete it but ok
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"buying enemies"
yeah atp just delete pvp altogether- 2
yeah tdx is notoriously grindy
also when i heard buying enemies i immediately jumped to a gacha because ive played crk too much lol
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doiasjd
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Y'all are so allergic to eco sending it's laughable. "Wah, we have to use splash towers," Okay? That's like saying you have to use an early game tower in survival instead of having a loadout of Farm, Juggernaut, Accelerator, Pursuit, and Kingpin.
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For any clowns in the back, the whole point of eco sending is to make the game not just be hyper focused on spamming farm towers to rush with bosses, and to make weaker enemies more valuable to send. Look at Tower Battles' PVP, something everyone glazes. Normals, Speedies, Slows, Hiddens, and Toxics are all useless, and Mysteries and Lightnings are little more than Hail Mary attempts. Boss1 and Boss2 are either win cheese or instantly stop being good to send the minute the next thing on the pole is unlocked, and Necromancer Bosses are basically exclusive to overtime. And the other three are literally just cheese attempts if your opponent isn't dying to what you're using. There's no strategy to sitting in a seventeen Farm field and waiting until wave 9 to Boss1 rush.
If your no eco, buyable enemy system were to be added, everyone would just load up on ten cheese enemies and the meta would devolve into blocking cheese... which happened in Tower Battles minus the buyable enemies, with a little something called FREDS (Farm, Railgunner, Enforcer, Double Supports). Why would I bring Abnormal into a loadout if it doesn't do anything for me? That slot could go to Fallen Squire, or Circuit, or Void Floater, or some other cheese enemy, or even just Heavy if I want an early game fodder enemy.
That's the point of eco sends. They're meant to give enemies like Abnormal, or Slow, or Hazmat a purpose beyond fishing for cheese, which their stats make them pretty bad at (excluding Hazmat, why is he so early an eco send). TDX's enemy system is built around this, with you needing to balance your economy and offensive enemies in your loadout rather than just putting eleven bosses and Resurrected John in a loadout and going cowabunga. You just want to take TDX's concept and remove the balancing act part of it because you're Tower Battles pilled and think that Farm greeding into cheese pushes is 'good PVP', which would make the enemy slot system just dedicated to fitting as much cancer in a loadout as possible.
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How to fix pvp:
Remove it