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Update 1.2 Released

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iamisom

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We wanted to ease players into our early game by making hero-specific loot drop more frequently on early maps. We like ramping our loot system to the player. As such we want early players to very frequently find immediate rewards. Later on when we’ve introduced more game concepts, we drop more variety of loot to show players the possibility space. There are a lot of options in the DD2 loot system for you to play with. We found a bug that was preventing hero-targeted loot from dropping on certain maps (mainly Town Entrance and Market) As a result, you’ll see more loot drop for your hero across the board:

  • Resolved an issue where items were not dropping at the intended frequency for the selected Hero.


Many of you have been pointing at easy mode Monk for awhile. We listened. What we found is that the Monk’s Lightning Damage Spec Node was adding an additional 100% damage every time the Spec Node activated. We’ve fixed the issue and Monks are fitting better into our hero balance paradigm:

  • Resolved an issue where the Monk’s Lightning Damage Spec Node did significantly more damage than intended.


Clarity is critically important. We identified certain stats and tooltips that were unclear or had bugs and cleaned them up:

  • The Apprentice’s Reduce Cooldown Spec now displays the correct percentage in the Spec Node page. There were some additional edge cases that were fixed in this patch.
  • The special stat “% chance to drench on hit for # seconds” was displaying different number of seconds depending on if the item was equipped or in the inventory. The tooltip should now display the correct number in all places.
  • Physical and Magical Armor have been renamed to Physical and Magical Resist for items.


General Bug Fixing:

  • Switching between characters with an item that has the lifesteal special stat no longer breaks the functionality of lifesteal. 
  • Resolved an issue where the “Chance on Damage Taken for Fire Explosion” special stat on items would never trigger. 
  • The special stat "% chance to stun a target for # seconds" no longer applies to the Monk's Lightning Aura.[/list] 
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AussieMark quote:

Thanks for the update, is this everything? or are there some hidden goodies for us to find? :)

 This is the full list of the notes. Our next content patch will be in January (we're away for the holidays starting next week). We're cooking up some really great things for you, which we'll talk about more in our Influence Report video later this week. 

In response to AussieMark

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While you're correcting words, I would suggest to rename "defense power" to "tower power" or something, because Defense usually stands for damage taken, as opposed to damage dished, and "defense power" just sounds like resistance.


A few examples of balances that may tip the scale of preference for something else than lightning aura, instead of nerfing:

-Allow a combo between frozen monsters and 'physical damage' like cannon ball.

-Increasing range of all 'straight line' towers like cannons.

-Increasing resistance/health of all towers.

-Increasing wave length or adding more waves (that will force people to repair their auras mid-wave or have them destroyed or switch to a more permanent option.



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[[69010,users]] quote:

While you're correcting words, I would suggest to rename "defense power" to "tower power" or something, because Defense usually stands for damage taken, as opposed to damage dished, and "defense power" just sounds like resistance.


I like the way you're going with all this Trendy.  However, don't fall in the same trap as Diablo 3. If I understand this correctly, the lightning aura damage is cut by half. You effectively took the build that almost all your players used, and destroyed it. What do you think will happen to those players that spent 50h gearing for a specific build? They'll just change items and call it quits? Some might, but some will just feel like gearing for "flavor of the month" and they will simply lose interest in your game. Nerfing is never the correct solution. You say that a certain pattern did more damage than intended? Then power up the rest of the entire game. Let those that enjoy that powered aspect of your game keep doing it, and allow new players the choice to use other aspects of your game.

Take a look at the Diablo 3 forums. It's filled with toxicity, because every single class has been nerfed time and time again, instead of balancing things adequately. There is absolutely nothing wrong with a class being overplayed, you just have to make sure the rest of the skills/classes(not aura) are as fun, not that the fun class(aura) is as boring as the rest. http://us.battle.net/d3/en/forum/3354739/


A few examples of balances that may tip the scale of preference for something else than lightning aura:

-Allow a combo between frozen monsters and 'physical damage' like cannon ball.

-Increasing range of all 'straight line' towers like cannons.

-Increasing resistance/health of all towers.

-Increasing wave length or adding more waves (that will force people to repair their auras mid-wave or have them destroyed or switch to a more permanent option.


Note: I didn't actually play yet, I was just told by a friend that the aura does half damage now. If we misinterpreted the patch notes, apologies.

 It can't be called tower power, because the defenses aren't only towers... What about the traps.. And the auras..? And the walls...? Actually, the majority of the defenses aren't towers, so that wouldn't work.

In response to Belgarionriva

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[[69010,users]] quote:

While you're correcting words, I would suggest to rename "defense power" to "tower power" or something, because Defense usually stands for damage taken, as opposed to damage dished, and "defense power" just sounds like resistance.


A few examples of balances that may tip the scale of preference for something else than lightning aura, instead of nerfing:

-Allow a combo between frozen monsters and 'physical damage' like cannon ball.

-Increasing range of all 'straight line' towers like cannons.

-Increasing resistance/health of all towers.

-Increasing wave length or adding more waves (that will force people to repair their auras mid-wave or have them destroyed or switch to a more permanent option.



 From my testing cannons do appear to do bonus damage or insta-kill frozen targets already.  Just like a frozen target falling from the air will shatter and die.  It's just that cannons are way too short ranged compared to frostbite towers.

  In response to Belgarionriva

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could you make the huntress mine trigger a little bigger because I find half the time none of the mines even go off or make it get bigger when you upgrade it with a bigger blast area of effect like in DD1 

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[[31571,users]] quote:

Each update is a step in the right direction. Thanks for listening and making this a really great ride.

 Thanks for the words of support! We're super excited about where the game is going, too. We love all of the feedback we've received so far, and we can't wait to keep making the game better.

In response to Funatikz

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[[24703,users]] quote:

As a heads up - The Boost tower for monks has the wrong text value - for 'Clarity' and has done since release

Can you be more specific, please? Also, screenshots of the error would be really beneficial here. Thanks!

In response to avaLancHe

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[[69010,users]] quote:

While you're correcting words, I would suggest to rename "defense power" to "tower power" or something, because Defense usually stands for damage taken, as opposed to damage dished, and "defense power" just sounds like resistance.


A few examples of balances that may tip the scale of preference for something else than lightning aura, instead of nerfing:

-Allow a combo between frozen monsters and 'physical damage' like cannon ball.

-Increasing range of all 'straight line' towers like cannons.

-Increasing resistance/health of all towers.

-Increasing wave length or adding more waves (that will force people to repair their auras mid-wave or have them destroyed or switch to a more permanent option.



We use the word "defense" because, like [[60252,users]] said, there are traps and auras that aren't technically towers so much as they are defensive units. But we understand the confusion here. 

There's already a combo between frozen enemies and the Cannonball Tower. In fact, anything that deals "Crushing" damage (such as the Cannonball Tower and several abilities) can shatter frozen enemies.

I've logged down the rest of your feedback. Thanks!

In response to Belgarionriva

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[[69010,users]] quote:

While you're correcting words, I would suggest to rename "defense power" to "tower power" or something, because Defense usually stands for damage taken, as opposed to damage dished, and "defense power" just sounds like resistance.


A few examples of balances that may tip the scale of preference for something else than lightning aura, instead of nerfing:

-Allow a combo between frozen monsters and 'physical damage' like cannon ball.

-Increasing range of all 'straight line' towers like cannons.

-Increasing resistance/health of all towers.

-Increasing wave length or adding more waves (that will force people to repair their auras mid-wave or have them destroyed or switch to a more permanent option.



 Maybe not tower, but there has to be something other than defense. Defense sounds like a characteristic/property more than a physical object.

In response to Belgarionriva

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Always good  to see some bugs fixed, but I'm a little sad that there won't be anything new before the holidays that will make it more interesting or at least a little harder.


You probably know many people got like everything there is to this game at the moment. All we can do now is play for hours to maybe find an item that has maybe 2 or 3 points more. Isn't there anything you guys can do before the holiday that won't cost you much time and makes it a little more interesting again? I would like to play during the holidays, but now there is nothing to gain.

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*cough* copy paste from steam dected: 

The special stat "% chance to stun a target for # seconds" no longer applies to the Monk's Lightning Aura.[/list] 

hehe =P jokes aside keep the amazing work guys step by step DD2 will go from amazing to amazing++ =P


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Belgarionriva quote:

While you're correcting words, I would suggest to rename "defense power" to "tower power" or something, because Defense usually stands for damage taken, as opposed to damage dished, and "defense power" just sounds like resistance.


A few examples of balances that may tip the scale of preference for something else than lightning aura, instead of nerfing:

-Allow a combo between frozen monsters and 'physical damage' like cannon ball.

-Increasing range of all 'straight line' towers like cannons.

-Increasing resistance/health of all towers.

-Increasing wave length or adding more waves (that will force people to repair their auras mid-wave or have them destroyed or switch to a more permanent option.



 Well then suggest a better word, cause i have one heck of a hard time and sound like jako and even the devs think the same.


And Tower Power just sound stupid as well :P

In response to Belgarionriva

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[[64699,users]] quote:

Always good  to see some bugs fixed, but I'm a little sad that there won't be anything new before the holidays that will make it more interesting or at least a little harder.


You probably know many people got like everything there is to this game at the moment. All we can do now is play for hours to maybe find an item that has maybe 2 or 3 points more. Isn't there anything you guys can do before the holiday that won't cost you much time and makes it a little more interesting again? I would like to play during the holidays, but now there is nothing to gain.

 Anything that would make it more intresting to those kind of ppl would take a LOT of effort, very few things in programming take very little effort least of all big changes like what you ask for

In response to MrKiwii

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Loving the Nerf in the monk aura, glad i so knew it was comming. It is still my go to build, however since the monk and the huntress have the best synergy in the game right now. I hope once you redo the squire he can combo better with the other heros. Personally he feels left out imo. The other 3 have multiple combos while he has really just 1. Keep the updates coming can not wait for what is next.

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[[69010,users]] quote:

While you're correcting words, I would suggest to rename "defense power" to "tower power" or something, because Defense usually stands for damage taken, as opposed to damage dished, and "defense power" just sounds like resistance.


A few examples of balances that may tip the scale of preference for something else than lightning aura, instead of nerfing:

-Allow a combo between frozen monsters and 'physical damage' like cannon ball.

-Increasing range of all 'straight line' towers like cannons.

-Increasing resistance/health of all towers.

-Increasing wave length or adding more waves (that will force people to repair their auras mid-wave or have them destroyed or switch to a more permanent option.



I suggested tower because the game is known as a Tower defense game. It's not specifically related to 'towers'. It's just everything you create.

 Instead of Defense:

-Unit

-Summon

-Creation

-Object

-Defensive unit

etc

In response to Belgarionriva

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Really nice update! Even though we didn't get any new content the big fixes are amazing!

Unfortunately it came out exactly when I'm not at home to test or, but tomorrow I'll put my hands on it!

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[[19243,users]] quote:

Loving the Nerf in the monk aura, glad i so knew it was comming. It is still my go to build, however since the monk and the huntress have the best synergy in the game right now. I hope once you redo the squire he can combo better with the other heros. Personally he feels left out imo. The other 3 have multiple combos while he has really just 1. Keep the updates coming can not wait for what is next.

 Personally i don't feel the squire is left out at all. I find myself preferring squire towers to apprentice towers when combined with lightning and geyser traps. Granted this is before the nerf and i haven't tested since yet but i always ran into issues with magic resist mobs making it through the auras and getting into positions that they can't be hit and end up killing my app towers. But since the squire towers do physical i find the mobs that are resistant to magic just get torn up before getting out of the aura's and those that are phys resistant are already being torn up by the aura's anyway. Again this is all before the nerf so I'll have to update once i've run some maps.  

In response to mordyo

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mordyo quote:

Loving the Nerf in the monk aura, glad i so knew it was comming. It is still my go to build, however since the monk and the huntress have the best synergy in the game right now. I hope once you redo the squire he can combo better with the other heros. Personally he feels left out imo. The other 3 have multiple combos while he has really just 1. Keep the updates coming can not wait for what is next.

This is coming from the perspective that My app towers are my ogre killing towers they just add to the DPS on them. I would use squire if i Knew the ogres were not resistant to physical i think they are though i could be wrong. I just assuming they are more resistant to physical than magical damage.

In response to mordyo

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