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Changes Coming to Chaos, Siege Rollers and More

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iamisom

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Greetings Defenders,

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:


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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:


Chaos II

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.

  • Removed Vanguards from Chaos II

  • New Chaos II Enemy List:  Cyborks


Chaos III

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.

  • Removed Cyborks from Chaos III

  • New Chaos III Enemy List:  Shield Geodes, Vanguards


Chaos IV

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

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!


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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.


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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.


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(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.


Bag Sorting

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
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Dear trendy, There's also another issue I'd like to point out.

 I like to play GunWitch. But if I use her all the time, that means the chances for the totems, relics, etc to drop are almost 0. 

Can you adress this issue? Is it even a known issue?

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@Ordemarebys quote:

Dear trendy, There's also another issue I'd like to point out.

 I like to play GunWitch. But if I use her all the time, that means the chances for that totems, relics, etc to drop are almost 0. 

Can you adress this issue? Is it even a known issue?

That's a really good point. I'll talk to the team!

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Sounds promising. 

[[4370,users]] I've waited about 10 days for a reply on my items being gone & still haven't received a response. I'm convinced I was forgotten as I didn't even receive an apology for such a long wait.

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Finally guys,now we are talking!

With those changes we can take the best of our defenses,Nice job trendy,hope those changes arrive soon.

Ps:Ty for taking  one of my suggestions :D 

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Thanks for the update! This is what I envisioned for chaos in the beginning. Each chaos tier changes what spawns, instead of a clustered mess on C5, where only one thing works as it sucks otherwise.


Please tell me you guys are also going to look into tower balance as well. I mean buff some towers that are pretty worthless. As well I think tower speed is a bit overvalued, (raw not shard or % based) as most medallions which spawn with tower speed overshadow those without by far. Example I have two medallions, one with 8k def power + 2k def speed, it outclasses a medallion with over 11k  def power and def health. If you are building right, don't really need health at all for most buildings.

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Most of these changes seem really promising, but a potential problem that I see is that if people eventually all progress to be purely doing c5 since that drops the best gear, then since cyborks are in c5 traps and auras will become irrelevant again.

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Yes, yes, and more yes.  Excellent changes to the game, and I'm really glad you took the time to outline your intentions.


There is one thing I would like to suggest in regard to the trials change: Master tier.  These changes are all great for a learning curve, nothing is being thrown at you that invalidates an overwhelming majority of defenses.  There is, however, one issue, namely that Chaos V is never going to see traps/auras/nodes.  It stands to reason that in the highest difficulty, the game should throw everything it can at us.  Now I know what you're saying: "That's what we already had, it makes players only use flamethrowers and rams."  That is correct, because all of these challenges were in *EVERY* lane.

What I am trying to get at, is that the ultimate end-game for DD2 would involve lanes randomizing which Chaos tier they spawn, while still having the maximum stat values.  So for example, one lane might use Chaos III's unit composition, while another lane might have Chaos IV.  This is exactly what you want for your game.  You want players to be able to look at a lane, identify the challenges it will present them, and build their defense accordingly.  I would absolutely love this implementation, because it means that my building would change every time, even on the same map.  In one instance, I might be building a trap lane, whereas another session I might make that same lane projectiles.

The best part of this: if you isolated it from trials, and put it as a "master" mode, you could constantly add in more Trials tiers, and Master would simply add the new calculations into its lane randomization.

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Thanks a lot for this update!

I hope a lot of people will feel relieved after reading this :)


The fixes to chaos sound promising. Might need a lot of balancing to really stay difficult though.

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Gun Witch PS4

Can you please remap the controls for her abilities to the way they were before the update. Below is a list of the old controls for the Abilities that have moved and the reason I feel the their original position/layout was better.


Broom Vault - Circle: As it is an evade attack I feel it's important that Broom Vault is assigned to a "face" button  and not be part of a L1 or R1 sub-menu


Vroom Broom - (Hold) L1, X:  I often use this in combination with jumping/mid-air jumping and because of that I find it feels much more intuitive/natural for Vroom Broom attached to the X Button despite it also being the Gun Witch's healing.


Ice Needle - (Hold) R1, L1: As all of the Gun Witch's other abilities  were assigned to places on the controller that felt right I did not mind Ice Needle being assigned to this button combination.


I hope that makes sense. I am also interested in other people's thoughts as well.

Thanks

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@Valthejean quote:

Yes, yes, and more yes.  Excellent changes to the game, and I'm really glad you took the time to outline your intentions.


There is one thing I would like to suggest in regard to the trials change: Master tier.  These changes are all great for a learning curve, nothing is being thrown at you that invalidates an overwhelming majority of defenses.  There is, however, one issue, namely that Chaos V is never going to see traps/auras/nodes.  It stands to reason that in the highest difficulty, the game should throw everything it can at us.  Now I know what you're saying: "That's what we already had, it makes players only use flamethrowers and rams."  That is correct, because all of these challenges were in *EVERY* lane.

What I am trying to get at, is that the ultimate end-game for DD2 would involve lanes randomizing which Chaos tier they spawn, while still having the maximum stat values.  So for example, one lane might use Chaos III's unit composition, while another lane might have Chaos IV.  This is exactly what you want for your game.  You want players to be able to look at a lane, identify the challenges it will present them, and build their defense accordingly.  I would absolutely love this implementation, because it means that my building would change every time, even on the same map.  In one instance, I might be building a trap lane, whereas another session I might make that same lane projectiles.

The best part of this: if you isolated it from trials, and put it as a "master" mode, you could constantly add in more Trials tiers, and Master would simply add the new calculations into its lane randomization.

Except for the fact that this is sort of exactly like the old Resistances thing, Magic resist vs Physical Resist, limiting your build, i guess, tho this does sound hypocritical. :P But it is the same thing, making you change your build per lane, not per map or whatever. It is a fine and hard line for trendy to walk right now.

In response to Valthejean

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@Valthejean quote:

Yes, yes, and more yes.  Excellent changes to the game, and I'm really glad you took the time to outline your intentions.


There is one thing I would like to suggest in regard to the trials change: Master tier.  These changes are all great for a learning curve, nothing is being thrown at you that invalidates an overwhelming majority of defenses.  There is, however, one issue, namely that Chaos V is never going to see traps/auras/nodes.  It stands to reason that in the highest difficulty, the game should throw everything it can at us.  Now I know what you're saying: "That's what we already had, it makes players only use flamethrowers and rams."  That is correct, because all of these challenges were in *EVERY* lane.

What I am trying to get at, is that the ultimate end-game for DD2 would involve lanes randomizing which Chaos tier they spawn, while still having the maximum stat values.  So for example, one lane might use Chaos III's unit composition, while another lane might have Chaos IV.  This is exactly what you want for your game.  You want players to be able to look at a lane, identify the challenges it will present them, and build their defense accordingly.  I would absolutely love this implementation, because it means that my building would change every time, even on the same map.  In one instance, I might be building a trap lane, whereas another session I might make that same lane projectiles.

The best part of this: if you isolated it from trials, and put it as a "master" mode, you could constantly add in more Trials tiers, and Master would simply add the new calculations into its lane randomization.

I personally really, really love this idea or something similar to it.

In response to Valthejean

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@Nerfles quote:

Thanks for the update! This is what I envisioned for chaos in the beginning. Each chaos tier changes what spawns, instead of a clustered mess on C5, where only one thing works as it sucks otherwise.


Please tell me you guys are also going to look into tower balance as well. I mean buff some towers that are pretty worthless. As well I think tower speed is a bit overvalued, (raw not shard or % based) as most medallions which spawn with tower speed overshadow those without by far. Example I have two medallions, one with 8k def power + 2k def speed, it outclasses a medallion with over 11k  def power and def health. If you are building right, don't really need health at all for most buildings.

Yes we are! 

In response to Nerfles

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@Valthejean quote:

Yes, yes, and more yes.  Excellent changes to the game, and I'm really glad you took the time to outline your intentions.


There is one thing I would like to suggest in regard to the trials change: Master tier.  These changes are all great for a learning curve, nothing is being thrown at you that invalidates an overwhelming majority of defenses.  There is, however, one issue, namely that Chaos V is never going to see traps/auras/nodes.  It stands to reason that in the highest difficulty, the game should throw everything it can at us.  Now I know what you're saying: "That's what we already had, it makes players only use flamethrowers and rams."  That is correct, because all of these challenges were in *EVERY* lane.

What I am trying to get at, is that the ultimate end-game for DD2 would involve lanes randomizing which Chaos tier they spawn, while still having the maximum stat values.  So for example, one lane might use Chaos III's unit composition, while another lane might have Chaos IV.  This is exactly what you want for your game.  You want players to be able to look at a lane, identify the challenges it will present them, and build their defense accordingly.  I would absolutely love this implementation, because it means that my building would change every time, even on the same map.  In one instance, I might be building a trap lane, whereas another session I might make that same lane projectiles.

The best part of this: if you isolated it from trials, and put it as a "master" mode, you could constantly add in more Trials tiers, and Master would simply add the new calculations into its lane randomization.

This is very similar to the thoughts that I had on these proposed changes, your idea of this master tier I agree with 100%. I would love to see a tier where lanes are randomized of what special enemies spawn, provided that this is defined when the map opens and which lane is a cybork lane for example doesn't move to what was previously the geode lane. And that there is at least one of each type of lane, so there is no chance of pure cyborks or pure geodes.

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@Yuhaku quote:

Sounds promising. 

iamisom I've waited about 10 days for a reply on my items being gone & still haven't received a response. I'm convinced I was forgotten as I didn't even receive an apology for such a long wait.

Send me an email at josh.isom[at]trendyent[dot]com, and I'll get this settled first thing Monday morning. (I'm on the road this weekend unfortunately.)

In response to Yuhaku

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@Nembus_x quote:

Gun Witch PS4

Can you please remap the controls for her abilities to the way they were before the update. Below is a list of the old controls for the Abilities that have moved and the reason I feel the their original position/layout was better.


Broom Vault - Circle: As it is an evade attack I feel it's important that Broom Vault is assigned to a "face" button  and not be part of a L1 or R1 sub-menu


Vroom Broom - (Hold) L1, X:  I often use this in combination with jumping/mid-air jumping and because of that I find it feels much more intuitive/natural for Vroom Broom attached to the X Button despite it also being the Gun Witch's healing.


Ice Needle - (Hold) R1, L1: As all of the Gun Witch's other abilities  were assigned to places on the controller that felt right I did not mind Ice Needle being assigned to this button combination.


I hope that makes sense. I am also interested in other people's thoughts as well.

Thanks

Excuse me if I come across as rude. They don't need to revert controls, simply allow us the ability to customize what abilities/towers are mapped to whatever button we choose (Had the infamous wheel to help with that customization), this was in DD1 so there's no need to ask for a revert when we've had better.

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Time for the cannonball meta! yeeee haww projectile c5!, Glad to see the UI changes picking a hero got a bit tedious sometimes when you have allot of heroes.

Keep tweeking lads

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I like overall the changes even  if all of this SHOULD have been in the update already. The siege roller change has been asked for months I guess it's better later than never.

And the chaos changes are OK-ish but  will be extremly confusing, I mean you expect players to remember all the 5 comzzbinations of enemies, one per difficulty level ? (granted the two first are very straightfoward). I really don't think this new idea is a good one, I think it's just countering your idea of chaos enemies with some quick bandage that doesn't solve the problems.


On top of that nothing about the 5 map ugly repetitivity of trials playlists really ?

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I think this looks good. Some nice UI changes / additions, nice siege roller changes, and i think the balance pass for chaos is going in the right direction.

Something that i kinda want that could alleviate the finding hero problem aswell is to have not only 4 keys be quick keys to swap heroes but have more keys be able to swap heroes when building and then during combat only the 4 first ones.

Another thing that would be nice is if the new hero browse could change position of the heroes so you could choose their order and such.

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@๖ۣۜPhoenixX quote:

I like most of these fixes.  For the new gear vs retrieved gear though i rather see the base power of my upgraded gear to compare, As everntually we'll figure out what each point of upgrade will give to stats

I think it would be better to have the max potential be displayed since if they ever have different scaling when upgrading only displaying your upgraded gears base stat would not show if it  was an upgrade or not if the other item has higher scaling. 

Also if you find an item that has 3000 or so base defence power and 30 upgrade levels it would not be as easy to know if a base 2800 with 50 upgrade levels would be better.

In response to ๖ۣۜPhoenixX

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