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* CombatantCooldownSystem: The basic premise of the game is to send a formation of heroes into combat that plays out like this. Even though all combatants move automatically based on their own skill cooldown, with no player input to initiate usage of skills, the player still has pre-mission interaction in setting up their team (heroes, movesets, equipment), can select targets, and use each hero's [[LimitBreak soul skills]] as part of strategizing.
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AntiRegeneration: Battle Priest, the second hero added in with an update, does this with his soul skill, "Healing Nexus". He heals an ally for a large chunk of health, and the targeted enemy is applied with a debuff (which is considered a hidden buff within the actual parameters, letting the player accidentally remove it if using an enemy buff remover, but prevents enemies in special campaigns from removing it themselves) that prevents them from being healed by any source, whether it be a natural passive, a life drain ability, or an ally using a healing move (allies using healing moves simply can't target them though, outside of cleric using cleanse to remove a debuff).

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* AntiRegeneration: Battle Priest, the second hero added in with an update, does this with his soul skill, "Healing Nexus". He heals an ally for a large chunk of health, and the targeted enemy is applied with a debuff (which is considered a hidden buff within the actual parameters, letting the player accidentally remove it if using an enemy buff remover, but prevents enemies in special campaigns from removing it themselves) that prevents them from being healed by any source, whether it be a natural passive, a life drain ability, or an ally using a healing move (allies using healing moves simply can't target them though, outside of cleric using cleanse to remove a debuff).
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AntiRegeneration: Battle Priest, the second hero added in with an update, does this with his soul skill, "Healing Nexus". He heals an ally for a large chunk of health, and the targeted enemy is applied with a debuff (which is considered a hidden buff within the actual parameters, letting the player accidentally remove it if using an enemy buff remover, but prevents enemies in special campaigns from removing it themselves) that prevents them from being healed by any source, whether it be a natural passive, a life drain ability, or an ally using a healing move (allies using healing moves simply can't target them though, outside of cleric using cleanse to remove a debuff).
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* Anti-Armor: Both versions exist. Valkyrie's soul skill, "Melt Armor", deals fire damage, and receives bonus damage equivalent to the target's armor percentage. Two heroes, Knight and Blackguard, both have attacks that have the added effect of reducing the target's armor percentage.

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* Anti-Armor: AntiArmor: Both versions exist. Valkyrie's soul skill, "Melt Armor", deals fire damage, and receives bonus damage equivalent to the target's armor percentage. Two heroes, Knight and Blackguard, both have attacks that have the added effect of reducing the target's armor percentage.
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Difficulty Spike is now YMMV


* DifficultySpike: This applies to a few different aspects of this game:
** Wizard's Chosen for Keeper Level 45+ becomes very difficult until you acquire strong stars and gear unless you slow level, as the star ratings and equipment tiers of the opposing A.I.'s heroes begins to ramp up exponentially.
** Tower raids at Keeper Level 55. By then, you'll be matched up against many of the "Old Level 55s" who've been farming soul stones, gear, and defending monsters/machines for a number of months. For those who just hit the max keeper level, towers are bound to be hellish until they also grind for a good amount of time.
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Vendor Trash is being disambiguated + moving to YMMV


* VendorTrash: Almost all Common & Uncommon weapon & armor drops fall under this category once you advance to at least Rare gear. Also applies almost all monsters that drop normally as well as machine loot drops because so few of them are viable tower defenders.
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* DisintegratorRay: Archmage has a move called Disintegrate, and Zaluss has an attack called Disintegrating Breath. Both deal huge damage, and are the only moves in the game (other than another of Zaluss's moves, Cage of Bones) to use *stun* as a damage type, meaning the target's stun resistance, which is normally only used to shorten the length of stunning moves, is what lowers their damage. Archmage's is the strongest move in the game numerical-damage-wise, at least for hero characters (monster and machine skills increase in damage as the entity itself levels up, so high level enemies can end up having higher base damage on their skills), whereas Zaluss's is the second-strongest attack he has, only out-damaged by the PurposelyOverpowered [[NamesToRunAwayFromReallyFast Wave of Death]], technically third when taking into account Endless Pain dealing damage 15 times.


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* {{Oculothorax}}: The Demonic Watcher, being a Beholder {{Expy}} from Dungeons&Dragons, which the game is primarily based on. Unlike the Beholder though, it only has 5 eyestalks instead of 10, and 4 attacks rather than one for each eye (which would result in a total of 6).
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*Anti-Armor: Both versions exist. Valkyrie's soul skill, "Melt Armor", deals fire damage, and receives bonus damage equivalent to the target's armor percentage. Two heroes, Knight and Blackguard, both have attacks that have the added effect of reducing the target's armor percentage.


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*Damage-IncreasingDebuff: Besides the anti-reduction skills, two heroes directly use this in their moveset. Witch has it as an active skill, hitting a single target and making them take up to +60% more damage (and has a passive that increases its effect by up to 1.25x, up to 75%). Mystic has it as her soul skill, applying it to *every* enemy for up to 65% increased damage. Sadly, a quirk with the game makes the damage increase incompatible with damage that's "tacked onto" a skill, such as weapons that add their damage as a special damage type, skills that add damage as a special damage type, and weapon damage on damage-over-time skills, making the debuff only affect the attacks base damage.


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*Status-BuffDispel: Spellsword's soul skill, and unique ability (and most defining feature). She removes any positive buffs on enemies, and deals a bit of damage per removed buff.
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* WoundsThatWillNotHeal: A downplayed variant; it's a catacomb modifier, so it only affects a single catacomb mission before changing to a different modifier.

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* WoundsThatWillNotHeal: WoundThatWillNotHeal: A downplayed variant; it's a catacomb modifier, so it only affects a single catacomb mission before changing to a different modifier.
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*LifeDrain: Numerous entities have attacks with this property.
**Warlock and Blackguard both have their own ranged shadow-damage active skills that will heal them for 100% of the damage the move deals. (Note, however, that Warlock has weapons with special damage types that separate its damage from the attack itself, and doesn't contribute to the healing.)
**Necromancer also has a shadow-damage active skill, but his is a melee attack and the percentage is based on the level of the skill (although it caps at marginally above 100%). His soul skill, however, is not only ranged like Warlock's and Blackguard's, but also hits every enemy, allowing him to fully heal from near death with enough targets even if he doesn't deal much damage, although it naturally has a lower percentage than his active skill (capping at 62% of the damage dealt).
**Vampires, Shikar, and Shikar's DegradedBoss variant have the Vampiric Strike skill, which deals physical damage and heals the user based on damage dealt. This is in addition to a passive HealingFactor on Shikar and normal vampire lords.
**Berserker is an odd example; not only is his life drain a passive (meaning it can apply to any damaging move), it's a drain on kill move, meaning he has to deal the killing blow to heal. It also only has a chance to activate (capping at 78%), but it also heals him based on his maximum health, rather than how much damage he dealt, and heals for a signifcant portion of it (capping at 55%), capping at a full heal in only 2 kills. It also applies even if an enemy activates their LastChanceHitPoint, allowing him to repeatedly "kill" the same enemy multiple times and get healed multiple times.


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*WoundsThatWillNotHeal: A downplayed variant; it's a catacomb modifier, so it only affects a single catacomb mission before changing to a different modifier.
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*ExactWords: Buffs say they grant an effect briefly, due to being temporary. However, the Overload skill found on Runed Golems and Runic Construct doesn't, because it's permanent. Whereas buffs eventually fade away, whether on their own, getting forcibly removed, or upon death, nothing can wipe Overload's attack and defense increase. It never dissipates, it can't be wiped, and if the machine has a way to get revived, killing it doesn't wipe it.
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**As stated under ScrappyMechanic on the YMMV page, upon unlocking enchantments, the game fails to mention that enchanting equipment increases in strength every time you unlock a new enchantment level (every 5 levels after unlocking enchantments), and that enchanting something locks it into the lower strength if you enchant something below keeper level 51. You'd most likely have to read about the fact somewhere online to realize it.
**In order to unlock the Ninja hero, you need to earn the in-game achievement for beating 50 player towers. The only other heroes that have strange requirements to unlock outside of either randomly finding through portal stones or hiring from the hero shop are Pirate (who you hire from the hero shop during the tutorial to introduce the mechanic), Barbarian (who you gain from a portal stone upon completing the tutorial), and Valkyrie and Battle Priest being bought for either gems or real-life cash. Nothing in the game mentions or otherwise indicates that you must do this do unlock Ninja, so it isn't unreasonable to think you might randomly find him from either form of portal stone or find him in the hero shop to hire are are just extremely unlikely to not be getting him. What makes Ninja an even weirder case is that some other heroes can be obtained by special methods too, such as Paladin being unlocked for the 10 tower attacks achievement, but don't explicitely require such methods to obtain them like Ninja does.
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*GuideDangIt:
**Some campaigns or specific missions within campaigns have special properties on enemies that aren't inherently obvious. For example, in Item Quest 7, [[AllThereInTheManual unless you read the "uber stage notes" on the discord or forums]], you might not realize that the Suits of Arms have the guild boss's Excruciating Aura passive, which reduces enemy (your party's in this case) healing strength.
**The Wizard Tower uses Catacomb modifiers on floors 20 to 31, but doesn't tell you, nor does it state which one enemies receive at the start of the floor. In fact, in order to make it harder for the player to notice, they only use the ones that influence the enemy's stats (such as increased health, increased attack and/or defense, or increased resistances), just so the player won't realize what's happening when their healing is randomly blocked for no reason or the enemies randomly start with bonus health.
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*BreadEggsBreadedEggs: The Rise of the Machines campaign rewards crafting components. The first mission rewards Hardwood, the second mission rewards Steel, and the third mission rewards both. Also, the fourth mission rewards Mystical Essence, and the fifth grants both Steel and Mystical Essence.
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*ItemCrafting: Weapons, armor, and machines. As such, the RandomDrop system only drops common and uncommon rarity items in these item categories. Naturally, higher rarity items cost more gold and components to craft.


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*TimeLimitBoss: Combined with DamageSpongeBoss for the guild boss. This prevents players from dealing too much damage to the boss per attack, especially after an exploit was discovered that allows massive damage to be dealt per attack.
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*ArmorPiercingAttack: Every damage type (and stuns) has the capability of being resisted by every entity in the game, even if the entity has a base resistance of 0%. However, one type, aptly named True Damage, is exempt - it isn't included in the list of stats as a damage type that an entity can have a resistance to, and everything automatically has a 0% resistance to it that can't be increased, whether through passives, equipment, or buffs that boost all resistances or all resistances + armor. Nothing is capable of blocking or reducing it (besides dodging) except for simply having higher defense than the attacker's attack, or by using a buff that reduces the damage of incoming attacks by a percentage.
**The Barbarian hero has a passive that gives her a chance (with the percentage being based on the skill's level) to deal True Damage instead of the attack's regular damage type. As she only attacks with physical-typed damage anyway, the passive essentially gives her a chance to have her attack be this.
***The October 24, 2018 (v2.0) update added in a new set of Epic rarity equipment that have negative affects and hero/enemy passives on them. One such equipment, the Wrath of the Mountain, is a fist that has the same passive on it, among others. Since both fist users also exclusively deal physical damage (besides one having their own Armor Piercing Attack), this essentially does the same thing as it does on Barbarian.

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** Beating a boss revenge camp, gives the epic boss monster of that came, but sadly they are no too good, so they are more for trophies then an actual reward.

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***The dragon now has milestone rewards up to stage 75, but beyond that still applies.
** Beating a boss revenge camp, campaign gives the epic boss monster of that came, but sadly campaign. However, by the time they are no too good, so they are more for trophies then an actual reward.can be obtained, they're most likely not going to be useful.



** Artisans & heroes can only be trained to your current Keeper Level .

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** Artisans & heroes can only be trained to your current Keeper Level .Level.


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***They also have a hard cap of level 100, despite what some special campaigns would have you think. If Ninjakiwi were to grant a player an item beyond it's normal level cap, they're only able to grant an item up to level 100.
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* NoSell: Due to the way the game is coded, entities with comparatively tiny attack stay will still deal a few points of damage to entities with a high defense stat. However, complete no-sells are possible.
** An Immune Potion will make the hero take 0 damage from a number of incoming attacks, depending on the tier of the potion. Good AntiFrustrationFeature for a LuckBasedMission.
** The Parry skill reduces the damage of the next attack the entity receives by 50%. If this gets stacked twice before being hit, it will reduce the damage received by 100%, this guaranteeing 0 damage.
** Amazon’s Cover Allies ability reduces the damage that all of her allies (except herself) receive by a percentage. If this stacks high enough, she can reduce the damage received by 100%, which again results in a guaranteed 0 damage received.
** Am enemy that dodges will receive no damage from an attack, no matter how strong. Whether you dodge or not is determined by the RandomNumberGod, so dodges can sometimes make or break a game. There are hero combinations that can increase the chance, but [[LuckBasedMission luck is still a major factor.]]
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*DamageSpongeBoss: The guild boss is this, especially ever since his HP has been doubled.
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* Last Chance Hit Point: Some monsters have the Defy Death skill which has a 50% chance for a normally lethal attack to bring them down to 1HP instead. However, it’s taken further by the fact that Defy Death can happen multiple times in a row, effectively making the monster temporarily invincible. This can be triggered an annoyingly large number of times or not at all, [[RandomNumberGod depending on completely random chance.]]

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* Last Chance Hit Point: LastChanceHitPoint: Some monsters have the Defy Death skill which has a 50% chance for a normally lethal attack to bring them down to 1HP instead. However, it’s taken further by the fact that Defy Death can happen multiple times in a row, effectively making the monster temporarily invincible. This can be triggered an annoyingly large number of times or not at all, [[RandomNumberGod depending on completely random chance.]]
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* Last Chance Hit Point: Some monsters have the Defy Death skill which has a 50% chance for a normally lethal attack to bring them down to 1HP instead. However, it’s taken further by the fact that Defy Death can happen multiple times in a row, effectively making the monster temporarily invincible. This can be triggered an annoyingly large number of times or not at all, [[RandomNumberGods depending on completely random chance.]]

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* Last Chance Hit Point: Some monsters have the Defy Death skill which has a 50% chance for a normally lethal attack to bring them down to 1HP instead. However, it’s taken further by the fact that Defy Death can happen multiple times in a row, effectively making the monster temporarily invincible. This can be triggered an annoyingly large number of times or not at all, [[RandomNumberGods [[RandomNumberGod depending on completely random chance.]]
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* Last Chance Hit Point: Some monsters have the Defy Death skill which has a 50% chance for a normally lethal attack to bring them down to 1HP instead. However, it’s taken further by the fact that Defy Death can happen multiple times in a row, effectively making the monster temporarily invincible. This can be triggered an annoyingly large number of times or not at all, [[RandomNumberGods depending on completely random chance.]]

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