It’s been a wild couple of weeks here at Trendy. We’re excited to see people coming back and braving the Trials of Chaos. We’ve also truly appreciated all the feedback you’ve provided as it is helping guide our actions towards improving DD2 overall! As we mentioned earlier this week, we’re not done with the Trials update and have a series of changes we’re considering, implementing, and testing. Some are scheduled to come out next week, some are going to take us a couple weeks to complete, and others are scheduled to come out in future milestones. To show you that we are listening and taking your (sometimes soul-crushing) feedback seriously, we wanted to take some time to discuss some of the concerns you’ve raised since the Trials update:
Changing Chaos Enemy Spawns
Here's our Chaos philosophy: For each Chaos tier, we want to introduce enemies that counter certain defenses and strategies. Based on that, we want to reward you for recognizing and countering that threat. Each Chaos tier should have its own counters and strategies, and the build variety should be in the ways that you can counter them. Not everything should be effective, but there should be enough things that are effective to keep things interesting. Right now, the enemy and defense counterplay is muddied by the current combination of Chaos enemy spawns. There are so many types of defense counters happening that there's a very narrow set of counters you can use, especially in Chaos IV and V.
In next week's patch, we're changing the enemy spawns in Chaos II, III, IV and V:
Cyborks are an anti-trap/aura/node enemy. If you’re attempting to take down Cyborks with these defenses, you’re going to have a hard time. If you’re building around the Cyborks, we want to reward you for that behaviour. We don’t want to spawn enemies that also counter the defenses you would use to destroy Cyborks, so in Chaos II, there won't be any Vanguards from the previous Chaos (Chaos I).
Vanguards are replaced in the rollouts with standard enemies. We adjusted some of the support enemies (Dark Mages, Kobolds, Witherbeasts, etc.) in the same manner of reinforcing the Cyborks.
Chaos III is all about the Shield Geode and blocking projectiles, so having Cyborks show up in this Chaos impairs your ability to counter the Geode. Again, we don't want to punish players for countering the Chaos enemy theme; however, Vanguards support the Shield Geode theme of projectile blocking, so you will still see them in Chaos III.
This Chaos is centered around the Berserker Orcs. Berserkers are all about being fast and dealing high damage upon reaching defenses, so using things like stuns and knockups to slow them down are your main counter for this threat. Cyborks counter most of those kinds of effects, so you won't see Cyborks in this Chaos tier anymore.
Removed Cyborks from Chaos IV
New Chaos IV Enemy List: Berserker Orcs, Shield Geodes, Vanguards
Chaos V is all about Dark Assassins. We want players to work together to get those pesky Assassins off, and if you’re solo, we want your defenses to have a clear line of sight on them to prevent them from teleporting and healing. So having Shield Geodes and Vanguards disrupts that, so you won’t see them in Chaos V anymore.
Removed Shield Geodes and Vanguards from Chaos V
New Chaos V Enemy List: Dark Assassins, Cyborks, Berserker Orcs
Once you try out these changes, let us know how they feel. We’ll continue to make tweaks to the experience based on what we’re hearing!
Siege Roller Changes
In next week's patch, the Siege Roller won't destroy traps, auras and nodes! Rejoice! The Siege Roller caused players to never build certain defenses out of a certain crushing fear, and we figured that with our Chaos enemies providing enough counterplay, we can remove this.
There's also a bug where more Siege Rollers are spawning than intended. This won't be in next week's patch, but we're looking into a fix for the near future.
Inventory Loot Comparison Improvement
In next week’s patch, we’re including a way to more easily compare two pieces of loot in your Inventory, even when the items are equipped. You can pick up an item and hover over another item to compare those two items directly against each other. For example, in the picture above you can see our friendly neighborhood QA maestro Petire comparing an unequipped Totem with an equipped Totem.
Comparing Upgraded vs. Unupgraded Loot
While this is still in the investigation phase and not scheduled for next week’s patch, we’re discussing how to improve the user experience of determining whether an upgraded loot drop is better than your upgraded loot. Right now, our idea is to display the maximum potential stat value so you can determine if that shiny new loot drop will be better once it’s fully upgraded without having to do tricksy head math.
(super work-in-progress shots)
Hero Management UI Improvements
Something we’ve heard is that players with a high number of heroes are having a hard time navigating to certain heroes in the new Hero Management UI. We’re working on a Quick Select option that allows you to see a large number of heroes at one time and then go to that hero in the UI where you can then put them into your deck, check out stats or equip loot without putting them into the Deck. We're also allowing you to select the other cards in the Rolodex view without having to click the darn arrows. These changes are not in next week's patch, but they are coming soon.
Another big pain point we heard is that players can no longer sort individual bags. We’re still in the investigation period here, but this is something we want to get in sooner rather than later. Once we have more to show, we'll show you in a future blog!
Thanks again for all of your feedback! While we don’t have concrete details to share right now, we’re also investigating changes to improve the new loot system, Shard drops and more. We’ll have more details to share in future blogs.
And as a final reminder: Our 3X Daily Weekend Event is live from now until Monday. Enjoy!Love,
The Trendy Team