As the title implies, I'm suggesting a few changes to the current defenses.
Cannon - make it so that it damages units in a 1 tile radius at melee range (perhaps 30% of its total damage per attack as residual damage)
This suggestion is simply to give the cannon a little more firepower against groups of giants, barbs, or hogs attacking it (note that the splash residual damage only affects unit in a 1 tile radius, at melee range, where the cannon is facing and firing. Ranged units will not be affected, unless of course they stood at melee range in the direction the cannon is firing.
Archer Tower - just wanted these archers to shoot in either a straight path when targets are about 6 range, and in an arc when 7 range and longer
Mortar - craters would be nice, instead of the same burnt ground effect giant bombs would give. The craters would force units to go around it to avoid the obstacle. This effect would only be temporary during battle.
Wizard Tower - give the wiz tower a passive sub ability: Charge - the wizard atop gains heat and charges for a powerful AOE attack,
dealing damage to a larger area (1.5 tile radius, +20% damage on the charged attack, will only activate after the wizard attacks 6
consecutive times, meaning he's able to attack once every 1.3 seconds for 6 times)
This may be a bit OP but it does give the wizard tower an exciting feature
Air Defense - just a bigger rocket explosion would do
Hidden Tesla - make the tesla change target reset the same as its attack rate of 0.6 seconds (normally, high level teslas reset when ohko their target, and the reset takes at least a second, defeating the purpose of its high dps)
Thats about it.![]()



