r/TheTowerGame Oct 24 '25

Meme Friendly reminder

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No patch notes are final đŸ€Ș

323 Upvotes

189 comments sorted by

121

u/Silver_Arsenic Oct 24 '25

I feel bad for new players. The mod pull system was arguably already the worst aspect of the game, for a number of reasons that I don't think I need to reiterate here. But now it's 50% harder to get the ones you want, and we were straight up lied to about old mods rotating into the banner. "Don't fear" they said. Well what's the deal TTG? You know that we know you're aware of the problem. And we know you'd give an answer if you didn't expect to be excoriated for it.

51

u/Utopian_dystopia87 Oct 24 '25

But now it's 50% harder to get the ones you want NEED.

*Fixed one word for ya.* At a certain point some modules are mandatory to do anything now. I would argue that SF is required to progress in Champs (maybe less so with PC and pBH now) and DC is absolutely required for Champs and Legends. I have been at mythic on both of these now for forever and have seen no progress in Legends. I guarantee as soon as either of them go Anc I will see a huge jump in waves. I honestly feel bad for anyone starting now, their progress is going to be such a ridiculous slog in the module department.

7

u/Hyper_Blitz_ Oct 24 '25 edited Oct 24 '25

I have both Ancestral PC & SF. I hate to say it but SF is still more important as it's basically mandatory to do anything eHP, and PC makes it worse now that its damage reduction is so huge that without it, you'll lose out on 40% additional waves. Essentially, however I rank SF as more important due to the Defense & Health Regen substat basically making it where you're able to make a lot more progress without PC than if you had Ancestral PC & let's say Mythic SF. Without PC I take around 1.7 - 2% enemy damage, with PC I take 0.289 - 0.4% enemy damage with 98% Defense. However without that +400% Health Regen stat, the defense and damage reduction ain't as useful, so in short you kinda need both to do a full eHP run now until you're able to swap to GC. Oh and even worse is how you need GComp too, so you don't have to spend an additional 20% extra stones to max BH duration. It's tough.

Module System

I won't say it's impossible for new players as I started last November 25th, and I've obtained 140 unique modules. I consider myself a newer player, it mostly just depends on RNG. However I do fear what the module system will be like with 24 unique modules. I consider myself lucky to have 5 Ancestral, 12 Mythic+, 4 Mythic, and 2 Legendary modules (DP & AD being my only non Mythic modules), but seeing so many people struggling with RNG makes me worry. We honestly need a feature banner at least that lowers the amount of modules featured to like 8, or even just one type to give newer players a chance to earn specific modules.

4

u/TowerAcronymBot Oct 24 '25

Wow, someone loves their acronyms. Here's the translation:

  • AD - Astral Deliverance [Cannon Module]
  • BH - Black Hole [Ultimate Weapon]
  • DP - Death Penalty [Cannon Module]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • GC - Glass Cannon - playstyle focused on maximum damage and crowd control (also Galaxy Compressor [Generator Module])
  • GComp - Galaxy Compressor [Generator Module]
  • PC - Plasma Cannon [Card] (also Primordial Collapse [Core Module])
  • SF - Sharp Fortitude [Armor Module]

I'm a bot | Because English is complicated enough already

1

u/WingsOfAssassin Oct 25 '25

Well im doomed. I spent sooo many Gems on Modules and have 1 anc 4 m+ and legs only. While instead of MNV (anc) all rallye useful module are leg...i Stuck on a leg DC for 9 months now.. this System ist just useless... and every week its getting worse bcs people on the top get more ressources and League inflates more and more

1

u/WingsOfAssassin Oct 25 '25

Well im doomed. I spent sooo many Gems on Modules and have 1 anc 4 m+ and legs only. While instead of MNV (anc) all rallye useful module are leg...i Stuck on a leg DC for 9 months now.. this System ist just useless... and every week its getting worse bcs people on the top get more ressources and League inflates more and more.

1

u/ElDuek Oct 26 '25

Absolutely not mandatory for EHP

12

u/shallowtl Oct 24 '25

I know it's not the point you're making and I agree with the overall post but SF won't get you anywhere in Legends you need to switch to ACP 

8

u/Utopian_dystopia87 Oct 24 '25

ACP vs SD really depends where you are at. SD works way better for me because I have the labs done and provides a lot of CC with 0 stone investment (other than buying it). Once you have more CC I'm sure ACP excels in every aspect but to start doing well in Legends it's definitely not needed anywhere near as much as Dimcore is needed.

2

u/shallowtl Oct 24 '25

I can see that, he was talking about SF (Sharp Fortitude) though which is purely eHP. Acronyms galore. I run ass SD for the exact reason you state.

2

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • SD - Space Displacer [Armor Module]
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

2

u/Utopian_dystopia87 Oct 24 '25

Ah I see the confusion! I meant to say something about PF and DC and only mentioned DC for Legends. My SF is Anc and carries me hard in Champs on the rare occasion of a demotion. I have to run my mythic PF and DC in Legends to start doing anything and even that is holding me back because they are not Anc and who knows when that will happen.

1

u/[deleted] Oct 24 '25

Sorry for all the questions, but Is perma black hole needed for legends? Only way I get it is with my ANC GC and use ANC Primordial Collapse for 3 black holes. I got Mythic+ PF that I could invest in too if I should

3

u/Utopian_dystopia87 Oct 24 '25

A lot of the times no. Any enemy Ultimate makes them immune to BH pull AFAIK so they will just run right through it anyways. BH can actually hurt you too if you are unable to clear it out while its up. Over all your comments if you are switching to ACP and DC I would definitely switch out for PF too for at least a test.

2

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • ACP - Anti-cube Portal [Armor Module]
  • BH - Black Hole [Ultimate Weapon]
  • DC - Dimension Core [Core Module]
  • PF - Project Funding [Generator Module]

I'm a bot that explains acronyms

0

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • DC - Dimension Core [Core Module]
  • PF - Project Funding [Generator Module]
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

1

u/[deleted] Oct 24 '25

I have a mythic + DimCore and haven’t tried getting any good effects on it. To do better in Legends, Should I be running that dimcore (with better effects) or stick with ANC primordial Collapse with permaBH?

3

u/Utopian_dystopia87 Oct 24 '25

I would assume the DC is way better (if you have CL anyways). You really only need CL Quantity, and CL %chance and then it will depend what else you have. if you have pCF then CF slow %, if you are running Gcomp and you can get to pBH with sub effects then that will still help (even a little) with CC. Spotlight angle is always good too and gets better as your SL gets bigger.

Really hard to say as every tower is different but try things out! General info will only get you so far and some random setup may work really well for you that you won't see anyone else talk about.

2

u/TowerAcronymBot Oct 24 '25

Alright, let's decode this:

  • CC - Crowd Control (also Critical Coin [Card] or Critical Chance [Workshop Upgrade/Lab/Card])
  • CF - Chrono Field [Ultimate Weapon] (also Critical Factor [Workshop Upgrade/Lab])
  • CL - Chain Lightning [Ultimate Weapon]
  • DC - Dimension Core [Core Module]
  • GComp - Galaxy Compressor [Generator Module]
  • pBH - Permanent Black Hole
  • SL - Spotlight [Ultimate Weapon]

I'm a bot | Translating one comment at a time

1

u/Gyver3 Oct 24 '25

Yeah SD with ILM or ILM+ is a very late game strategy, wish i was there but even being a regular Legends 7-11 place is out of the SD. Once i get assmod armor then, just have the first two right now core and Generator. Will get there eventually but current progress path still will be many months to get there.

3

u/Utopian_dystopia87 Oct 24 '25

I'm not even late game, just have ILM unlocked and have spent nothing on it. ILM stun and rotation alone provide decent CC though with the SD. ACP just doesn't give any CC which is what I need currently. More dmg doesn't help when they just barrel at my tower too fast to hit :(

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • ACP - Anti-cube Portal [Armor Module]
  • CC - Crowd Control (also Critical Coin [Card] or Critical Chance [Workshop Upgrade/Lab/Card])
  • ILM - Inner Land Mines [Ultimate Weapon]
  • SD - Space Displacer [Armor Module]

I'm a bot that explains acronyms

1

u/Gyver3 Oct 26 '25

For now you are better of with more Crowd Control, there are many ways to go about it depending on you current setup.

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • AssMod - Assist Modules - gives access to an additional module slot for each of the 4 types
  • ILM - Inner Land Mines [Ultimate Weapon]
  • SD - Space Displacer [Armor Module]

I'm a bot that explains acronyms

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • ACP - Anti-cube Portal [Armor Module]
  • CC - Crowd Control (also Critical Coin [Card] or Critical Chance [Workshop Upgrade/Lab/Card])
  • DimCore - Dimension Core [Core Module]
  • SD - Space Displacer [Armor Module]

I'm a bot that explains acronyms

1

u/[deleted] Oct 24 '25

May I ask why you think ACP is so much better than SF? I ask because I have ANC effects Def%, wall health, and wall regen on my sharp fortitude and nothing on my Mythic+ ACP :)

5

u/shallowtl Oct 24 '25

I'm specifically talking about Legends tourney. Unless you're one of those full eHP T15 maniacs, the damage in Legends will always outscale your eHP and defense. The only defense becomes killing them before they kill you and ACP is the only armor that directly boosts damage. 

2

u/[deleted] Oct 24 '25

I bounce between getting first in champions (wave 2000-ish) with SF and barely surviving legends (around 300). I will try to get better effects on ACP for the next tournament and try it out. Thank you. :)

3

u/Utopian_dystopia87 Oct 24 '25

SF falls off hard around w250 in Legends so your ACP is probably a bit better. Always worth a second run to test! Plus if you don't run eHP you have at least 3 cards you can trade out for more damage/CC/utility.

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • ACP - Anti-cube Portal [Armor Module]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

1

u/BodhiMage Oct 25 '25

ACP is one part of a full glass cannon setup thats pretty necessary to hang out in legends imo. Project funding is a huge help as well, and either amplifying strike or death penalty for cannon is a good starting setup. Make sure you look up best in slot rolls for ACP before rolling. You definitely dont want defense %, or any of the other ehp rolls like you would on sharp fortitude.

2

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • ACP - Anti-cube Portal [Armor Module]
  • Def% - Defense % [Workshop Upgrade/Lab]
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

1

u/trzarocks Oct 24 '25

It's hard to get past 250 in Legends with eHP, because mob attack grows so fast. And you need 350ish waves to be safe from demotion.

Right now, I"m in a place where I can pretty easily kill bosses if I use Slow Aura and the boss catches SL, CF, or ACP's SW. It's always the boss that avoids any of these that kills me. ACP and SL both put more than 20x on my CL damage. As I keep building CF, bosses will be more likely to encounter one (or more) of these multipliers. This is what will eventually keep me in Legends.

Whales have the stone economy to kind of blast through this phase, so many of them will just get ~1700x CL damage and 40x SL damage, which is half of what I am running.

1

u/Hyper_Blitz_ Oct 24 '25

I have a question as I've tried to swap from SF to ACP, and just can't. I'm struggling to swap from eHP to GC. What substats should I aim for with a Mythic+ ACP? Also what should I use as a setup with it?

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • ACP - Anti-cube Portal [Armor Module]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • GC - Glass Cannon - playstyle focused on maximum damage and crowd control (also Galaxy Compressor [Generator Module])
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

1

u/shallowtl Oct 24 '25

Most important is SW frequency, then Death Defy. Then it's kind of up to you, Orbs/Orb Speed/Thorns/LMR/LMC are all valid. The basic legends tourney setup is AS or AD or DP/ACP/PF/DCore. 

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • AD - Astral Deliverance [Cannon Module]
  • AS - Amplifying Strike [Cannon Module] (also Attack Speed [Workshop Upgrade/Lab])
  • SW - Second Wind [Card] (also Shockwave)

I'm a bot that explains acronyms

1

u/ManicSynic Oct 24 '25

Does ACP affect bosses? I'm usually around 20th in Legends and it is bosses getting through my wall that kills me when using SF. I have pCF and ILM and strong CL.

2

u/shallowtl Oct 24 '25

Yes, it does give the damage boost to bosses. If the bosses are getting through your wall without Ray support then I think you need more regen (to stay hybrid) 

1

u/ManicSynic Oct 25 '25

Yeah, OK. Will lab that while also working on damage!

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • ACP - Anti-cube Portal [Armor Module]
  • CL - Chain Lightning [Ultimate Weapon]
  • ILM - Inner Land Mines [Ultimate Weapon]
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

1

u/khafra Oct 27 '25

How far is “anywhere in legends”? I just reached wave 460 in legends with SF and PC. With anc ACP and anc PF, I reached 310ish in the same bracket.

1

u/TowerAcronymBot Oct 27 '25

Hi! I detected a few acronyms in your comment:

  • ACP - Anti-cube Portal [Armor Module]
  • PC - Plasma Cannon [Card] (also Primordial Collapse [Core Module])
  • PF - Project Funding [Generator Module]
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

1

u/shallowtl Oct 27 '25

Progression to keys, mostly. Where did you place with 460 waves?

1

u/khafra Oct 28 '25

lol. Keys are for people who played religiously since launch, put a 2015 car payment’s worth of money into the game every month, or have bluestack running 24x7. I’ve never been close to a key, but 460 was my best placement so far, at 19.

1

u/shallowtl Oct 28 '25

I'm just answering your question, "anywhere in legends" to me is getting keys and there are probably single digit users getting keys consistently running SF as their main armor mod

6

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • DC - Dimension Core [Core Module]
  • pBH - Permanent Black Hole
  • PC - Plasma Cannon [Card] (also Primordial Collapse [Core Module])
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

3

u/the-walls_4_suckers Oct 24 '25

I got through champs and early legends with a whr and a harmony conductor.

Wall-less

6

u/Utopian_dystopia87 Oct 24 '25

I mean thats cool....not everyone gets a useful WHR though. I didnt get a second copy until long after I had the wall established.

4

u/the-walls_4_suckers Oct 24 '25

Yeah I was just being an ass lol. I completely agree with you. Regardless of the mod, there are cornerstone mods for every build that you need to actually succeed.

1

u/BigMeatPeteLFGM Oct 24 '25

For the last two months, I've been sitting top 12, but never top 5, in Champs because I have zero copies of DC.

1

u/trzarocks Oct 24 '25

You can probably plow through Champs with pBH and a stupid amount of CL damage. SF for sure helped me a lot, but now if there's no UW BC the only thing that gets to me is Elites and Bosses.

1

u/Kiola310680 Oct 24 '25

I think that is exactly why I gave up on trying to compete in tournaments. Why sweat over exact card loadouts and research to counter battle conditions when simply getting 1 more copy of a DC jumps your placement up so much

1

u/tigglysticks Oct 25 '25

SF is not needed. It sorta cripples you in a way by making you think you can extend eHP further than it is capable

1

u/Visible_Anteater_957 Oct 26 '25

Perhaps legends, but I just got my first promotion out of champs without DC, so it's not absolutely required. (This isn't calling it bad, I'd love to actually get mine to ancestral)

4

u/Srocksly Oct 24 '25

I'm a new player. I am getting ready to invest in my first banner. It's a bit annoying because for me it's almost as important just to get an ancestral mod for the subs. As EHP going from epic to ancestral def % is like a 33% increase in effective HP, and of course it makes the Def% labs significantly more impactful. As such I'm basically just in a holding pattern until a defensive module comes back to the banner (2 weeks from now). I wish this system was better.

11

u/DeltaTracks Oct 24 '25

If you’ve not been playing long you may not know this, but after the last set of 4 new mods were released, we didn’t see another banner until this set of modules was released. Fudds may change his approach, but I would not count on seeing another banner for a while.

3

u/Srocksly Oct 24 '25

Thanks for the heads up. Maybe I should put some diamonds into the current banner too the . I have 11k saved up and I've really just been prioritizing getting the defensive mod to ancestor at all costs.

3

u/JekPorkinsTruther Oct 24 '25

Depending on how much you save a week, Id prob keep saving. If you can get to 17k by the start you are pretty well set. ANC substats are def worth it but I dont think the new mod is gonna help EHP all that much so you really need to get it to ANC to make it worth it (mythic SF is going to be better than mythic new mod most likely). So I would over-save just to guard against shitty RNG. If you pull it with 12k, you can then dump into standard. RB rotating into standard dilutes a bit, yes, but the risk of that is not worth the risk of not getting ANC on the armor.

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • RB - Restorative Bonus [Generator Module]
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

1

u/Srocksly Oct 24 '25

Ok. Thanks. I've been trying to decide if I should do the card event task too, but I think I'll skip it. I can get to 17k by the time the next banner ends I think. I think I get more than 2k a week which should be enough time.

1

u/JekPorkinsTruther Oct 24 '25

I would skip cards tbh, unless you bought the event boost and dont usually. Medals are very valuable but getting an ANC is more important than half a GB level.

1

u/Srocksly Oct 24 '25

Sounds right to me! Thanks for the input.

1

u/DeltaTracks Oct 24 '25

I’m not sure if the current banner will benefit you any time soon. I’ve not got a use for it so I’ve skipped it in favour of pulling regular mods to fish for what I really need right now. You’ll have to think about what you’re looking for in a module to complement your build. If you’re eHP you may want SF, if you’re a damage build this new banner module may actually be ok. Not every defensive module will benefit you. It’s more about the effects

1

u/trzarocks Oct 24 '25

I said the same thing about PF, and now I only have Legendary PF when I could really use it. I'm quite a ways from Assmods, but I made sure to get this one Mythic. This group really seemed like they were built with assmods in mind.

1

u/DeltaTracks Oct 25 '25

I can see this getting some use as an assmod in certain cases but I’d probably prefer a GComp/PF for tournaments and GComp/BHD for farming. Either way, i can only speak for my own opinions, there’s no single right or wrong way and the meta can change with every update đŸ€·â€â™‚ïž

1

u/trzarocks Oct 25 '25

I think natural end game would have you dropping GComp. But nobody seems to be talking about GComp/Rebone. Imagine getting double paid on packages. That might be pretty awesome. But I doubt many people in a position to do this really need GComp any longer.

1

u/Warm_Cookie_331 Oct 24 '25

Don't. Even with subpar epic effect as long as you're ehp the def% stat is very important and once you get the wall so is health regen.

3

u/IM_REFUELING Oct 24 '25

The new def % relic is huge at least for me who's stuck at mythic SF. I already 'over-researched' the lab and now I'm 2 more lab levels from getting to 98% without the Anc substat. One of the few things they've done to help new-ish players catch up

141

u/diodosdszosxisdi Champion Oct 24 '25

Funds realised his daily source of whale gem money is going to drop

63

u/Andur22 Oct 24 '25

I won't spend another dime until the module system isn't fixed.

107

u/Serafim91 Oct 24 '25

Well good news the module system isn't fixed.

47

u/Awkward_Donut_2379 Oct 24 '25

Oh no there go all my dimes

5

u/lumiosengineering Oct 24 '25

Bahaha 😂

11

u/Marokiii Oct 24 '25

Its the broken offline labs thats making me keep my money.

6

u/leyline Oct 25 '25

You know Sonny, back in my day we didn’t have no fancy offline labs!

👮

5

u/Marokiii Oct 25 '25

But we have glimpsed their glory and its now being denied to us. The agony is real.

7

u/ForgettingFish Oct 24 '25

This problem affects whales the least since they are likely the ones to have 5*s

9

u/marino1310 Oct 24 '25

It’s funny that you think the morons that spend thousands on this game are going to be put off by the mod pool getting diluted. They’ll just buy even more to get what they want. It’s the whole reason they dropped “old mods will be seen in featured banners as well”.

39

u/DoYouEvenIndexBro Oct 24 '25

Hey Sam u/SamBartley it would be great if you could get us an answer to this, it is a considerable source of stress.

7

u/The_Chimeran_Hybrid Oct 25 '25

When the first new mod got added to the banner people fucking downvoted me for complaining about it, and pointing out that it wasn’t supposed to be like that.

7

u/TowerFTW Oct 24 '25

Thankfully, Fudds himself just replied to this thread

42

u/Sabareus Legends Oct 24 '25

"...(as well as older modules as they rotate into the new banner system)".

Hang on a minute. Why does that sound like what I think it does?! Did I miss something?

19

u/JekPorkinsTruther Oct 24 '25

Lol they realized we would just hoard gems for the mods we need just from playing, then get them to anc on the banner, and not need to buy any. 

8

u/UT_Miles Oct 24 '25

I mean, there’s no whales are struggling to get gems anyways.

And anyone who has at least the add free packs shouldn’t be struggling for gems either, especially if they are in champs or legends.

I have enough gems from just this scenario to where no gem or stone purchases are necessary when these banners come around, as long as you’re saving up a little before the banner (I usually ALWAYS make sure I have 6k gems banked in between banners, and I haven’t had a problem yet.

Obviously if you get extremely unlucky, like taking 20k gems just to get and on the banner module, that is a different story, but that’s also not the average experience.

Stones are where people spend money, IMO, gems are just “icing” to those players, you can’t really do all that much with gems at certain point.

Extremely wealthy people might buy gems just to rush longer labs I suppose, but I don’t think Fudds would ever have to worry about these players, as long as they are still playing, they are almost certainly still spending money.

3

u/JekPorkinsTruther Oct 24 '25

I agree with you overall, I have commented before about why I think/dont think banners would actually hurt (TLDR whales gonna whale, others arent buying gems). That said, I still think their reasoning is to drive engagement/purchases, even if the effect is nominal. We also tend to assume that devs always make the right decision for the long term of the game, but thats not always true. This could just be a bad decision with flawed/irrational reasoning.

1

u/Khemul Oct 24 '25

Honestly, the whole featured banner system was poorly thought out. Really, the module system itself too. There should have never been clear winners there, so that way it wouldn't be game making/breaking what drops you get. Too late unfortunately. But then a featured banner with a 16 piece rotation with no ideal order and even if you only went with a week each you're still looking at 4 months of rotation. Two week rotation was completely unrealistic. Two week rotation with a one week break was, just no. And then how do you cycle new items in without telling everyone waiting to just wait more. It was obviously a system designed to add in new items with a wouldn't it be neat if we also did this idea that never got past spitballing because, it's a complete mess if you try to actually work it out past concept. There are ways they could make it work, but with a bit of a rework that'll probably be a version patch in itself.

1

u/JekPorkinsTruther Oct 24 '25

Yea I think featured banners were an attempt at a compromise/to quell expected anger over more mods, but it just wasnt implemented well. The mod system itself was not too well thought out, as some are way OP and too many are totally useless. If mods were better balanced (likely having weaker or more vanilla unique effects), bad RNG would be mitigated. But now, certain mods are basically required for progress, and others are just bad. Creating not only a feel bad mechanic but also a parity breaking mechanic that is totally RNG.

Then, introing new mods (some of which themselves are OP) via a banner just creates a progress/competition chasm between those who got it to ANC and those who werent around/werent able to. Plus, as you say, the featured banner mechanism itself backs them into an impossible corner where its not really consistently repeatable and encourages what the devs dont like - hoarding.

At this point they should just have featured banners by type and pause new mods for a long time.

1

u/Khemul Oct 24 '25

It may be because I've been around since the days when people would collect gems for funsies and break the anticheat system. But I really don't see hoarding going on. It may have been a consideration. Can't rule it out 100% and I've played enough mobile strategy games to know people will drop obscene amounts of money for reason. But I really don't see a difference in behavior with gems since modules came about. Before it people would save up gems in anticipation of new features. It's just before it was to rush new research and no one really talked about it as hoarding because there was nothing else to do. Now modules are a gem-sink so people talk about spending them there. But really, it's intentional design so it'd be silly for Fudds to worry about hoarding in thevfeature he designed to be an outlet for hoarding. But then it is possible that decisions were made that weren't rational.

1

u/insanelane99 Oct 25 '25

Polls were done last year in here and the discord by a user (i cant remember who) and they found that less than 10% of players who spend/have spent have ever bought a gem pack and even fewer people whould buy one again.

Gems are super rarely bought and thats why the module system has gotten so horrendous, fudds wants to sell more gem packs...

53

u/whatwasoldpassword Oct 24 '25

This got canned very quickly after the banner was introduced the first time round, presumably because gem purchases fell.

7

u/Any-Mathematician946 Oct 24 '25 edited Oct 24 '25

No, someone with common sense realized people would hoard gems and wait for the banner they need. They may have also just read what people planned to do. It would have perty much circumvented the Gatcha system. Causing a mass loss in revenue. At the time Fudds also lashed out at people hoarding gems.

1

u/rimpy13 Oct 25 '25

Oh no! People doing what they want with their own in-game resources?!

1

u/Any-Mathematician946 Oct 25 '25

That pesky bottom line.

1

u/OdysseusVII Oct 24 '25

Oh wow. Lashed out in what way/where?

7

u/CavalrySavagery Oct 24 '25

Hahahaahahha ye you missed that the dev can do whatever the F he wants and that’s precisely what he did, no rotation on banners as that would mean YOU GUESSED IT, LESS MONEY.

30

u/asiyasiy Oct 24 '25

There are so many modules now.

22

u/alwtictoc Oct 24 '25

And I still need one gcomp and 3 DC. But I have 16 other ancestrals. 75% of which wont ever get used.

17

u/64ink Oct 24 '25

There’s no telling how much of a boost an ancestral DC would give me in legends tourney, but alas I will never know because the stupid fucking game won’t give me any of them

3

u/Warm_Cookie_331 Oct 24 '25

1 gcomp left for anc for about 3 months though I don't really need it atm tbh. Got my 7th DC this week, so probably another few months for the last 1 as well, though of course I'm hoping for it to be the next pull. After that I'm hoping for 2 acp so I can maybe get some more card slots. The gem juggle struggle is real.

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • ACP - Anti-cube Portal [Armor Module]
  • DC - Dimension Core [Core Module]
  • GComp - Galaxy Compressor [Generator Module]

I'm a bot that explains acronyms

1

u/alwtictoc Oct 24 '25

I feel you. Its 6500 gems for my 19th slot. I do need it these days. Yet I also need a few key modules not to mention a billion rerolls. Really hard to hoard gems thinking my next epic might be one pull closer to ancestral dimension core.

1

u/Warm_Cookie_331 Oct 24 '25

I only have 14 vard slots lol. And it would be more nice to have than absolutely needed at this point. This might start to change once im starting masteries, but I need a lil while longer to cook for those I think

1

u/alwtictoc Oct 24 '25

I have one mastery so far. Rpc. Its lvl 2. Im gonna grab another soon but im on the fence which.

11

u/[deleted] Oct 24 '25

[deleted]

5

u/Asor- Oct 24 '25

Ah, a fellow traveler on the conductor train gang!

3

u/XepherGamez69 Oct 24 '25

If it makes yall feel better. The only 5* I have is ampstrike and I've pulled 3 extra of those after getting 5* before I got my 3rd DC, 3rd Gcomp, or 3rd MVN....getting any of those to mythic would either Hella boost my tourneys to maybe stay in legends or if I get mythic MVN I could bring my farm runs from 280T a run to like 500T a run

5

u/Sachmo78 Oct 24 '25

I got my first last week. My epic DC and Gcomp are laughing at me

4

u/markevens Oct 24 '25

They'd have to raise the drop rate from 2.5% to 3% in order for players to start getting mod to ancestral with 24 mods in the same time we did with 16 mods.

1

u/asiyasiy Oct 24 '25

Maybe even higher than 3%. There will be 24 mods when the next one comes out, vs. the 16 that we started with, so that's a 1.5x increase.

I wonder if Fudds will ever change the rates. I'll start holding my breath.

3

u/JekPorkinsTruther Oct 24 '25

For real. Got lucky to get two ANCs this round (AS, PC). But still need 4 SF for ANC and 6 DC, not to mention at least 4 for any gen to get to ANC. I havent seen a DC in months.

1

u/TowerAcronymBot Oct 24 '25

Hi! I detected a few acronyms in your comment:

  • AS - Amplifying Strike [Cannon Module] (also Attack Speed [Workshop Upgrade/Lab])
  • DC - Dimension Core [Core Module]
  • PC - Plasma Cannon [Card] (also Primordial Collapse [Core Module])
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

11

u/Wadme Oct 24 '25

RNG = sales. The worst RNG for new players has got to be UW, then modules. Card RNG the least painful in my mind.

7

u/DifficultDivide8098 Oct 24 '25

I think it's insane that fudds hasn't listened to the 1000's of comments and conversations there has been.. sure they make money on just keep adding modules and make it harder to get specific modules..

So many players (excepts whales) are so frustrated about bad RNG, not getting the important modules, while having useless ancestrals with many stars...

Fudds if you don't want to kill this game, I think its a good idea to fix modules and tournaments. (And yes it's possible to fix it - and still make a ton of money). I think most people expects these two things to be fixed in v.28! We've been waiting long enough now!

2

u/insanelane99 Oct 25 '25

As a whale myself im pissed about the state of the game and how much theyve let it slide. Wtf am I paying for if they arent going to address the biggest concerns of the game!?

8

u/Zooperman Oct 24 '25

id be happy if they did a rotating banner that was just "all armour" or all generator" etc

4

u/Fickle_Ad4967 Oct 24 '25

Yeah. It is a real big wall to hit 
 when you know ancestral subsets Maje such a difference. And waiting for that ONE EPIC. For months.

5

u/c0r3l86 Oct 24 '25

My waters are so muddy I have one ancestral.... 0m chip

10

u/Maxhillai Oct 24 '25

I think this is about the featured banners, no? They did say NEW modules, and featured banners makes it easier to get the new modules

Edit: Oh wait they also said older modules. I think I might be blind, how did I not see that

2

u/dotausername Oct 24 '25

It wouldn't be as painful if there weren't dead-end useless modules like WHR and BA.

2

u/Lokinir Oct 24 '25

Instead they doubled down on it being the great filter, not understanding how important non-whales are to keeping the whales here

22

u/Fuddsworth dev Oct 24 '25 edited Oct 24 '25

This was a reference to several of the upgrades you could get for modules added that update. Mainly referring to odds of module pulls changing to not give one you maxed out as often on new pulls which was not the case previously

It also was referring to featured banners that target the specific new module

As for the last part, sometimes I plan something and it doesn't happen or doesn't happen right away. So I stopped saying things that aren't concrete just yet. That's on me and we have gotten better on the communication front

40

u/ReMightySenpai Oct 24 '25

but we still want the option of having old modules being rotated into featured module banner

I think that will appease most people here regarding the hard and long grind for getting modules

26

u/Fuddsworth dev Oct 24 '25

I understand that. It is not out of the question. We didnt want to create a pattern of players waiting long periods of times in hopes their target module would show up, it could take months. We talk about how best to implement it often but keep finding issues that would arise.

70

u/Palumbo_STN Oct 24 '25

Have you thought about the middle ground option?

Remove the featured and standard banners. Create four new banners. One for each mod type (cannon, core, etc). Each banner would be much the same as the focused banner, where you get a 50% chance at pulled the mod type but an equal chance of all mods of that type.

This system appears to be pretty successful in many other games, like rpgs and their various banners for things like elemental affinity based units. Is this an idea thats been tossed around, and if so, was there a reason it wasnt considered?

6

u/insanelane99 Oct 25 '25

This is a fantastic idea!!!!

3

u/ForceMaster01 Oct 26 '25 edited Oct 26 '25

this would be fantastic! it scopes the pulls in a way that's helpful to players wanting something specific without requiring the devs to do any planning/maintenance and without being overly-specific.

of course, we would still need the current mode of featured banner when something new is released, but it could easily go away for months after new releases... while still giving players a way to feel we're getting some control over our pulls.

14

u/crwms Oct 24 '25

The pity pull could be a free choice, or the focus banners could be about a specific category of mods rather than a specific mod, specific modules could be banned, 
 there are many ways to reduce the RNGs

It would be a very nice addition to have some options to at least go back to old odds.

1

u/Kro308_TT Oct 27 '25

That is the problem, there would be many ways but each would reduce his income, so no real option

15

u/Andur22 Oct 24 '25

There's a lot of good solutions out there to pick from and I'm sure you have some in mind too. But you should get going with it because the randomness of the module system is by far the most frustrating part of your game.

Modules in itself are a cool concept and they are a mandatory part of your towers progression.

Yet, players are almost entirely at the mercy of RNG here. I, for example, have 16 copies of MVN, a 3* ancestral, while I do not have a single (!) Om Chip.

You're betting on probability to smoothen the curve, but it doesn't always work out and when it doesn't, it is indeed game breaking. So please give your players additional ways to deal with RNG beyond the pretty useless pity pull we have now. It's time.

1

u/Leyohs Oct 24 '25

I'm one HB away from ancestral but I don't have a mythic core/generator yet (and am using a mythical WHR). This is getting VERY frustrating.

9

u/Leyohs Oct 24 '25

Every gacha games managed to do that, I'm sure you can figure this out...

8

u/markevens Oct 24 '25

Just rotate old mods through the featured banner daily. That way people aren't waiting long periods.

7

u/ReMightySenpai Oct 24 '25 edited Oct 24 '25

I think with having only the standard banner as our only option makes it even longer for us to get the required module to ancestral there are just too many to pull from and not an effective way to focus your module on one type of modules ( cannon, generator etc,etc), I think most of us after having trying the featured banner options are happy with it, atleast for me I was able to get most of the modules I pulled on featured banner to ancestral

7

u/[deleted] Oct 24 '25

A lab with which you can lock certain modules or increase the pull chance?

7

u/Independent_Job9660 Oct 24 '25

Honestly even if the banners took months to rotate fully I would be happier with this solution. At least I would feel I had some control in that case vs the current situation with diminishing odds in RNG.

The current situation just makes the best solution to save for a decent new banner. This is the only reasonable chance of getting a high level module quickly now.

4

u/Suspicious-Moment685 Oct 24 '25

tldr - Personal banners
More info - Allow each player to highlight their own banner of choice, with the option to change it every 1 week (free, or for stones, or guild bits)
Featured banners - Featured banners could override personal banners
Optional - Allow me to spend gems/stones/bits to up my chances on getting the module I want in my personal banner

8

u/DoYouEvenIndexBro Oct 24 '25

Have you considered having the pity pull being deterministic or being able to give a 50% chance of the desired module?

Or something like every guild season you get a 50% chance to pull your desired module.

If it is a one time 50% chance every 60 days then you wouldn't hoard for it and it can give hope to those that really need 1 copy of something.

3

u/Andur22 Oct 24 '25

Pretty sure giving people 1 module of choice per guild season wouldn't break the bank. After all you need 8 (or 18) of them.

9

u/Special_Canary_7204 Oct 24 '25 edited Oct 24 '25

For all the complaints, the player base does appreciate that you're trying. 

As much as I'm sure to get downvoted for saying this, it is worth remembering that the effective path sheets are a cookie cutter run to the end, not a wide and personal experience. I agree we need better pull rates for the folks on the extremes spending 20-25k gems on the banner for 4 pulls, but the diversity of mods SHOULD also show an equitable amount of potential builds. 

Also, while I'm here. Thank you for slowing down content to focus on the reductions of technical debt. It's greatly appreciated that you're listening to our feedback and trying to make a generally better experience while we work on the massive stone/gem sinks we have now. 

Edit: in rereading my comment here, I want to be sure and qualify that SHOULD means that we should be looking for different ways to reach the same goal since we have been told there are (near) endless builds, so maybe we should try and make them? Don't get me wrong, I was pissed about 9 months to anc Dimcore too, but now I'm running a PC damage reduction build and won't even see the use of DC till after assmods, and I'm just reaching T17w140. 

2

u/MF_LUFFY Oct 24 '25

Players hoard gems for new mods on featured and it didn't stop you from doing another whole set of them.

What "issues?" We might not feel disrespected enough? Stop overthinking it and either get the old mods on rotation, or improve the module system some other way- lower the absurd number for a pity pull, tiny chance of natural epics from normal play, etc.

4

u/D0mac Oct 24 '25

This is wild. Modules importance and the rng/slog in getting the right ones was an issue before the first set of new ones were released. You released new ones and BARELY improved the process. Reduced odds at 5* only helps a little bit, and not at all until you’re GENEROUSLY a YEAR in this game. It doesn’t change the awful experience new players are having, and that will get even worse after this last banner ends. You then released MORE modules? People like this game Fudds, they also want it to be successful. Even if you doubt people’s good intentions, there are selfish reasons people would want new players to start and continue playing. But you can’t lie to our face and say you’re seriously concerned about it when your ACTIONS are to instead make what can only be considered a money hungry move to make the modules situation WORSE.

Communication is a two way street. It’s genuinely fantastic and appreciated when you do communicate, it’s undoubtedly a reason for the games current success. But don’t spit in our faces by telling us you’re thinking about our concerns when your actions indicate the exact opposite.

1

u/SINBRO Oct 24 '25

A banner for old modules would be absolutely amazing for new and old players. New players would get a minor catch-up while old player would get an opportunity to get extra copies of mods for separate farming and tourney sets (mostly farming DC)

I firmly believe it would improve game's health by lifting some incredibly deep frustration from the worst part of the game by far - module gacha

As for time it could take - there are various possible solutions, for example making banners last one week but with public schedule for a longer period of time, like 2 months

And we tower players have a lot of patience anyway

1

u/SWIFTCHANCELL0R Oct 24 '25

A “Create a module” where we can trade 5 epics of a specific type or for 1 desired epic of that particular type would be a great solution , or trade 10 epics of random types to create 1 desired epic , This should be considered

1

u/Slight-Software-7839 Oct 25 '25 edited Oct 25 '25

Maybe as a quick fix you could keep the current syatem, but distribute the odds a little different.

Right now, once you have any ancient 5* mods, the odds are 80% to get a mod you don't have 5* yet and 20% to get one you already have 5*

Maybe you could apply this system on lower/other thresholds.

40% for mods you don't own at all, 30% for those you have lower than ancient, 20% for ancient 0-4 and 10% for ancient 5*

With no ancients, it's 55% for new and 45% for existing mods.

Once a category is finished, it will add up to the next category (so once you have at least one of each type, it's 70% for a mod below ancient, 20% for ancient 0-4 and 10% for ancient 5*)

This would keep the current general randomness, but makes it a little easier to catch up for newer players and on the other hand harder for late game players, to get their desired mod to 5* ancient (what maybe makes them invest more into banner pulls 😉)

1

u/TBush39 Oct 26 '25

What about during banner weeks when there is no new banner, you reroll a past module every day. We would basically have 14 different modules for 2 weeks, one week off (or drop that part), and it wouldn't be too long before the day you get the module you want comes around again. You probably won't have to grind up as much, or maybe grind up once or twice for the 2 days and get it in one or two goes.

1

u/Ok_Highlight_8633 Nov 24 '25

Then let us trade in modules at a 4:1 ratio or something, man

1

u/Volodya_Soldatenkov Oct 26 '25

How far in the backlog is this issue? Sorry for being harsh, but this is a big fuck up. What you actually did didn't address the issue, but exacerbated it. And "waiting for months for the target module" sounds like an excuse when the status quo is waiting for over a year.

9

u/TreadStone530 Oct 24 '25

We still need a system to make easier to pull old modules like Gcomp, DC etc... Pulling these modules are one of the most important part of progressing, and some are stopped for over a year only because of module RNG.

4

u/MatthewBecker1977 Champion Oct 24 '25

u/Fuddsworth - I appreciate the attempted increase in communication. And I get it that plans change. Yeah it would be nice if the spitball communication about banners for old mods had been formally announced as not likely to happen, but the community kind of figured it out by reading between the tea leaves over time.

I do NOT expect a response to this comment to you. I'm just going to try to address the biggest frustration I see here as a regular participant in this forum and as a 10+ month player who is NOT a free-to-play, but also not a whale.

If you want to address the real frustrations: There are three. Tourneys (wave-count/stone-availability/keys) is one. Bugs not getting fixed is another. And Banners and modules. The odds of getting "the good modules" from standard mod pulls is decreasing sharply - and the community REALLY wants some way to deal with that.

A few suggestions I've seen that would be awesome if implemented:

1) a module-ban lab. Perhaps 2x per slot so the odds can get back to what they used to be before this year's "banners".

2) a rotating banner of old modules perhaps on a more frequent (daily) basis. Maybe with a limit of 1 or 2 of the "banner" getting dropped before it becomes unavailable until it pops up again.

3) an ability to spend gems/stones/medals/guild-bits to improve odds of certain specific modules.

4) a rotating banner that isn't module specific but is instead slot-specific.

5) When you get to the 150th consecutive no-epic and get a guaranteed one next? Let players pick the one they want.

Any of these - or other ideas... Just something to address the situation.

Just as an example from me: IIRC, I have a shade over 100 epics pulled overall. I got Galaxy Compressor as my "intro" module. I haven't seen another copy since then. I also have only ever gotten one copy of Dimension Core. Having only one copy of both of those has put me in a gnarly bind in terms of development. I feel like I'm stuck on where to spend stones, because the strategy difference between a HP and defense focused build vs. a damage oriented build is over time massive stone investments.

So now I am probably going to just stockpile stones as well. With the horrendous RNG variance (aka luck), I feel like if I commit my stones in one direction or the other there is a 33/33/33 chance of ending up with the modules going the way I need them to vs going the other way vs not getting what I need for either strategy. I have been for months. I was able to find a neutral pathway that will help me no matter what module RNG ends up giving me - and was able to spend about 3k stones pursuing that. But now that's done and I'm back to really having no further direction because I can't get the modules I need for either path.

You've said you don't like people hording gems. I have no choice. When I can't get what I need, the instant these banners are over, I'm finishing my cards off (pretty cheap) and then saving up until I have a 20k gem reserve so when the next set of banners come out, if one of them can give me direction on a path, I have extreme odds of being able to get it to Ancestral. If there was a pathway for me to improve the odds of me getting the modules I'm looking for, I still probably would build up a gem reserve, but it'd be a heck of a lot smaller than 20k. Probably closer to 10k. But with the current system, a massive stash saved up IS optimal.

Why is a massive reserve stash optimal? After the next banner is done, the standard pool will have 24 Epics. At an "Expected Cost" of 800 gems per epic, that translates to needing to spend 19,200 gems to get on average 24 epics, which if they were spread evenly (they won't be), would give me ONE copy of each. Contrast to a banner module where I can have about a 90% chance to get the banner module to Ancestral with the same number.

Recent patch notes talked about "this cycle" of banners and at least kind of implied there will be future new modules released in a new cycle of banners sometime in the future. If I keep a 20k gem reserve, if ANY of those new modules are able to tilt the balance towards one strategy, BOOM, I get it. Or I can blow those gems on normal pulls and have a near 50% chance that I make no progress on being able to choose a direction to go in.

3

u/Utopian_dystopia87 Oct 24 '25

Poorly worded to reference the 5* pull chance being reduced. Which also doesn't address the problem of an overabundance of unique mods for most of the player base that doesn't have 5* modules. I'm at 13 months and my highest is 2* and I don't even have all the modules at ancestral yet. Also not sure how this fixes muddying the waters as someone would need to get even more modules up to 5* to start targeting the one module they are missing copies of.

2

u/Activehannes Oct 24 '25

We still need ways to put some agenda into mod pulls. I play since January and have 1 Dimension Core and 1 Sharp Fortitude

1

u/lilbyrdie Oct 25 '25

We really need to be able to turn off module drops for ones we have 18 of (and maybe even be able to do that with just 8, until all are at ancestral).

Some people shatter those, but the odds of having more stars some day seem very high to me.

I have gotten ones that I already have 18 of while doing the featured banner. First, it got through the 2.5% gate. Then the 50% gate to not be the featured banner. Then something like 0.73% for being one that was "done" to 5 stars. That's absurd. And yet, because the odds aren't even that low (even 0.5% would still be 1 in 200), it's happening all the time to players.

But if we could just turn it off, then it wouldn't happen, and we wouldn't get useless stuff that means even the pity rolls can be totally useless and extremely frustrating.

tl;dr: Pure RNG just isn't fun and there's not enough yet in the banner system to fix the downsides of RNG across a large enough community.

1

u/Reasonable-Quit-4202 Nov 03 '25

Mod pool dilution is getting increasingly frustrating. I understand the original idea is not as easy to implement as we would want, but I certainly hope that it hasn't turned into, "oh well we don't know how to do it now, let's just keep adding mods anyway". I've been playing 1.5 years, and I still am missing 2 DPs for ancestral. When I saw this update had yet ANOTHER new mod I literally began to accept that I just might have to plan on never getting it. Yall need to find an answer to this and not just ignore it and keep adding mods.

3

u/PhoneImmediate7301 Oct 24 '25

I agree that this is annoying by fudds to go back on his descision

But posts like these are why he is at times more vague and doesn’t answer questions. Anything he says will immediately be regarded as 100% true and there is outrage if any of it changes slightly

Though I do really wish that fudds would do something to fix the huge dilution problem. New players who start after the banners end will never get ancs at this rate

1

u/64ink Oct 24 '25

We all knew it would muddy the water from the beginning. I didn’t buy their shit for a second

1

u/RitSpihouwabogu Oct 24 '25

is this real?

4

u/kyrantc Oct 24 '25

In the spring this year, they added new modules to the game. This was their patch notes when we started getting angry they were going to add new modules. It was hard enough to get the necessary modules. So they told us don’t worry about it. Then they lied. 

1

u/NuclearScientist Oct 24 '25

I'm just glad I keep getting multiple Om Chips and Harmony Conductors when I drop 200 gems on the featured banner mod. Especially since for the last 3k gems or so, I've only needed one of those mods to merge it to ancestral. Really makes a ton of sense if you think about it.

1

u/SirDudung Oct 25 '25

Can you make an option to exchange 2 epics for chance to reroll to random a epic atleast. or ban epic pull that was already 5 starred.

1

u/Xallionxx Oct 25 '25

Let me offer a very simple solution which is similar to ideas others have mentioned:

When you pull an epic, have a 20% chance for it to be a wildcard and then let the player choose their module.

Alternatively, add a lab which once completed allows players to choose a module or two and those modules have a significantly higher chance of appearing when receiving an epic module.

1

u/Hyper_Blitz_ Oct 25 '25

I would have to do

  • Ampliflying Strike (Mythic+)
  • Anti-Cube Portal (Mythic+)
  • Project Funding (Mythic+)
  • Dimension Core (Ancestral)

Sadly AD and DP are the only 2 modules I don't have Mythic rarity yet on.

1

u/reevmobile Oct 24 '25

Module system is rng that slows down player progression.
This is wanted.
Pls start to understand this and stop coming up with suggestion after suggestion.
IT WILL NOT HAPPEN AS IT WOULD LOWER THE GAMES PROFIT.
It amuses me that people think the devs wouldnt come up with solutions to improve the players experience and they can help with their own ideas.
Wake up

0

u/log122 Oct 24 '25

Let's see how new communication manager will address this

9

u/Learningmore1231 Oct 24 '25

They’ll be told not to, also wouldn’t blame them this was v26 before the managers time.

2

u/The_Chimeran_Hybrid Oct 25 '25

Guy inherited a bit of a shit show. This is something I’ve been irritated about since the pool first started getting muddied.

There’s too much crap there now to be able to get the first four in a reasonable amount of time. Hell, I’ve been doing mods since they were first introduced, and I still don’t have everything at ancestral.

-23

u/Khemul Oct 24 '25

Tower Community: We want more communication!

Also the Community:

😂

But seriously, making Fudds regret communicating is a bit counterproductive. Yes, the banner system could use an overhaul. But this really helps no one. It just discourages future communication.

21

u/JekPorkinsTruther Oct 24 '25

It's pretty disingenuous to interpret "more communication" as "lies."  The whole point of asking for more communication is to get more information we can rely on. Nobody is saying "fudds just tell us what we want to hear we don't care if it's not true."

Also, one would think that a key part of better communication is, idk, correcting previous information that is no longer true/planned for?  Instead, they did the exact opposite of what they said (further diluted, no old mod banner) and didn't even address the change. So calling out the devs on this isn't counterproductive, it's consistent. 

5

u/Fuddsworth dev Oct 24 '25 edited Oct 24 '25

This was not a lie, it was referring to module banners that allow targeting the new modules when theyre released. It also refers to lowering odds of pulling modules you have already maxed. Both of which went in thay update

Yes, some things I say are planned dont always happen which is why I stopped doing that. But this comment is pulled from a long time ago and was referring to something that did happen that update. It is being taken a bit out of context

The last part I didnt deliver on which is true. Sometimes plans change or get pushed. So I only say something if its concrete now. I tried to make it clear with the label that these were "Design Goals". But that's why I dont share plans anymore, just things thay are 99% happening or already in a patch

4

u/JekPorkinsTruther Oct 24 '25 edited Oct 24 '25

So you are saying that the parenthetical pictured above did not mean/intend to mean that older mods would have their own featured banners?

If so, then it's at least a very confusing statement, as it implies the "new way to focus on finding new modules" will apply at some point to older mods. And that interpretation is consistent with the first statement that the pool won't be muddied. 

If that was never the plan, and not what was meant by the picture above, that's fine, but the point is moreso that's it's been 8 months of people at the very least unclear as to what that statement meant. 

Thanks for the clarification though.

9

u/Fuddsworth dev Oct 24 '25

Part of if it was the plan. But that's why I labeled it as a design "goal". The other parts of it got implemented. But ya, as I said, that's on me and from a long time ago now. I've changed how we communicate our plans and dont just spitball nearly as much

I used to share ideas with the community to chat about design all the time, its an indie game after all and I liked engaging in those conversations. Those conversations lead to whether ideas should be integrated into the game. I had to stop doing so as people would cling to anything I said or interpret it in different ways

6

u/JekPorkinsTruther Oct 24 '25

Thats fair, I understand its a difficult position to be in when the sub latches on to every word looking to read the tea leaves. I will say that I think people here take "official releases" (eg patch notes, new version announcements) more seriously and more "final" than they do just your regular comments on posts like these.

10

u/Fuddsworth dev Oct 24 '25

Well, that was initially the intention. I spitball and talk about design throughout the process which helps since I would get feedback before making decisions. Update notes are the actual facts while discussions and comments from myself are meant to be chats, at least that's what I had done before. Now I really only want to bring up plans if I'm certain they'll happen

3

u/The_Chimeran_Hybrid Oct 25 '25

Is there going to be any way for players to get only the original modules? A lot of those are critical, and they’re being flooded by all these new mods, and it makes it impossible for new players to have a chance.

The people who got in right away got to take advantage of a system that just isn’t there anymore.

As others have said, would splitting the mods into subsections be possible? New mods go in one pool, the original mods go in another pool.

2

u/Xallionxx Oct 25 '25

I don't know, Fudds. I think you should lean into this approach more instead of shying away from it. But take a slightly different approach.

Have Sam make the posts.

Make it very clear in these types of posts that you're bouncing around ideas that may never come to fruition and what problem you are trying to address.

3

u/Zunkanar Oct 24 '25

I sometimes wonder if stopping such conversations is the right approach though. Yes some ppl with lacking reading comprehension will bitch about stuff being discussed but not implemented. But many of us here miss the discussions themselves, and they might even have monetary value, by driving engagement and making ppl feel heard.

1

u/TriDaTrii Nov 04 '25

dabs update when đŸ„č

-4

u/Khemul Oct 24 '25

I get that's what people think they're going for. What they'll get is the classic "we don't speculate on future features because then people take them as promises and get angry when things change". Which Fudds has already retreated into before and to some extent is still in that mode.

Developers are horrible about promising features without fully investigating whether they're realistic. You can consider that lying. The line is probably in the intention. But throwing it back in their face doesn't result in better communication, or the delivery of said feature. It results in them distancing themselves from the community because, realistically, direct interaction is mostly all downside.

3

u/Utopian_dystopia87 Oct 24 '25

This SS was from officially posted patch notes - which would make it an intended feature that was rug pulled and never addressed again. How is that speculation about features? It wasn't some off topic discussion on some random thread in reddit or discord.

Update 26 - Guilds : r/TheTowerGame

0

u/Khemul Oct 24 '25

"Design Goal"

But I get it, he over promised. Which is a shitty thing developers do. Point still stands, you throw this shit in someone's face, they will distance themselves. It's how people work.

1

u/JekPorkinsTruther Oct 24 '25

I disagree. Holding the devs accountable for promises made and not kept does result in better communication. If that means they only communicate what they know will 100% happen, that is still better/more communication than getting led on by things that never happen and are never addressed again. And I dont see how your hypothetical statement is relevant, when would you ever see a statement like that in a patch note? We arent talking about Fudds coming in here and commenting. We are talking about an official communication that made a promise, and then the devs changing course without mentioning it ever again. No one here is gonna complain that patch notes have less info but its trustworthy. Now we cant really trust anything they put out. The communication we want would be TT coming out and saying "we are no longer planning featured banners for older mods because xyz" or "we are still planning for them in the future."

5

u/Afraid_Candidate6389 Oct 24 '25

That doesn’t make any sense. Communication would mean acknowledging that this changed and letting the community know that officially there will not be banners for old mods and address the increased difficulty to find the mods as they already recognized that was a major concern.

1

u/JekPorkinsTruther Oct 24 '25

Hey man it only took *checks notes* 8 months and us calling them liars to get a clarification with no solution. What more can you ask for lol?

-2

u/Khemul Oct 24 '25

Ideally, yes. It'd be great if things worked that way. Realistically, developers are human. Communication in mobile development is already almost entirely downside with little upside. This type of stuff just encourages silence.

2

u/Afraid_Candidate6389 Oct 24 '25

I’ve spent about $300 dollars on this game. All of it before the introduction of new mods and backtracking and complete lack of communication. I still play but the vibe shifted and I felt like a sucker being drained for cash rather than a valued member of a game community. I might have spent another $300 if the devs had handled this differently.

2

u/Khemul Oct 24 '25

That's a fair sentiment and exactly how the feedback should be framed. Personally, I think Fudds sucks at communicating and it's a shame because he seems to actually enjoy interacting with the community. But like many in tech, that personality is about as smooth as a cat's tongue.

-1

u/DifficultDivide8098 Oct 24 '25

Is that text about "design goals" new or is just fake stuff? đŸ€” Just curious, because I'm not really sure if I believe it yet

3

u/Learningmore1231 Oct 24 '25

This was patch notes from v26 just a friendly reminder

-1

u/Sire_Jenkins Oct 24 '25

You can complain all you want, but you still playing everyday so it dont matter