Before we begin, wed like to mention that there are two separate modes in Dungeon Defenders II a cooperative tower defense RPG campaign and a competitive multiplayer MOBA mode. Two separate modes. Let those words sink in. Dungeon Defenders II will still have the same amazing tower defense gameplay you loved in Dungeon Defenders. In fact, you might get some more info on that on Monday.
We faced a lot of issues with TrendyNet and DD1 at launch, and we wanted to get those issues out of the way with the competitive mode, not cooperative. Not to mention, we wanted the additional time to balance the heroes for the competitive mode and flesh-out/experiment with the gameplay of the cooperative mode.
Breathe easy, friends.
Moving on. Each week, were highlighting what separates our competitive mode from other games in the genre. This week, were focusing on our simplified consumable system.
Our competitive mode does not have permanent items or item builds. Instead, we only use consumables. Some of these items will give you temporary boosts (like Potions) and some will give you buffs that will last until you die (like Elixirs). These items are purchased using the gold earned during the course of a match.
Why are we simplifying the item system? To decrease the length of matches and make the mode more accessible to the average RPG or tower defense fan. Other games in this genre average around 40 minutes per match. Our multiplayer mode averages around 25, which is much easier to fit in-between defending Eternia Crystals.
Below is a list of the items you can find in the shop, and what each of them do.
Potions are the simplest and least expensive consumables. They last for a set period of time and can replenish your health & mana as well as increase your attack damage, decrease incoming damage, or reduce cooldown times.
Oils are powerful consumables that can be applied to a weapon and last until death. They let you deal more damage to towers, inflict damage over time, slow enemies, leech health, and more. But watch out, once you die the funs over. Only one oil can be used at a time.
Elixers are the most expensive and most powerful consumable. Each one has multiple effects and can turn the entire tournament to your teams advantage. Like oils, elixers can only be used one at a time and last until death.
Tomes allow you to perform feats that can save you from the jaws of defeat, but last a very short amount of time. These can be used to dodge abilities, run away, or even teleport to an allied tower.
Wards are for the tacticians among you (hey defenders!). They push back the fog of war allowing you to expose enemy movement and plan your attack.
Our alchemists are always working on new concoctions, so it's possible that more of these splendid creations may be available in the future. We will just have to wait and see!
How do you feel about the consumable system? Let us know in the Comments section!