Board Thread:General Discussion/@comment-32292007-20180718210227/@comment-32292007-20180719024415

Legofan9o5 wrote: What happened to the original thread? To summize my prior post:
 * Druids have the most potential early game but have poor late-game potential and one of the worst abilities in the game. Spirit of the Forest would be fantastic once the game is further optimized, as a bunch of brambles may as well catch your device aflame.
 * Wizards have a bland and generally un-utilitile Path 1, an expensive start to Path 2 and an extrememly useful Path 3 until the Tier 5 Upgrade. All Tier 5 are pretty awful actually.
 * Alchemists have fantastic late-game options. Path 1 to boost the likes of Super Monkeys to double potency, Path 2 with only Unstable Concoction being viable and Path 3 having one of the most powerful Tier 5 upgrades ever.

Spike wanted the thread to be on General Discussion rather then Questions and Answers

Edit: Here is what you said:

It truly is a difficult call all things considered.

To get it out of the way, Druid has fantastic utility as a pure offensive tower, comparable with a 2|3|0 Dart Monkey with significantly geater potential and synergy with Obyn. It however suffers in higher difficulties where investment into a stronger offense rather than a collage of Druids is far better. Plus the ability is probably the worst in the game ($100 for each farm in the radius? If you have no benefits for the Farms, I'd rather put down a village or cram more farms into that spot thank you very much.)

Wizard Monkey has one fantastic Path 3, and two other paths I personally do not get the appeal of. Path 1 is just not impressive enough to invest several thousands of cash for it. Path 2 has always had a high enough initial cost in Dragons Breath to keep me away from it, though its performance may still justift the cost. No, Path 3 is where it's at, making any map without water for Submerge and Support available still capable for Camos to be removed. Of course, you also get Soulbind, Mr. Bottomtier himself, but we can just ignore him for now.

The best is arguably the Alchemist. Path 1's Acidic Dart Mix and Berserker Brew are frankly fantastic with Super Monkeys, effectively doubling a Sun Avatar's and Tech Terror's performance against MOABs. Path 2 is the weak link with its ability, but has a lot of potential destruction in Unstable Concoction alone. And Path 3 has money gimmicks that lead to Bloon Master Alchemist. Each has high merits, which places it as the superior tower for me personally.