DDGR Loadouts, Map Choice, and More!
Today we have an exciting new update which includes some huge changes we have been working hard on! There are two main features to highlight: Loadouts to customize heroes with new abilities and Map Choice which gives players the choice of which map and mode to go to next. In addition to these we have also made changes to game flow, balance, health, runes, weapons, and UI polish. Read on for the details or jump in the game and check them out right away!
Each hero now has at least 4 new abilities that are unlocked through a variety of quests and challenges. These new abilities are not intended to be complete replacements for the default ones but to enhance and give additional options to each hero. In addition to Abilities there are also two other types of Loadouts: Runes and Offhands.
These are alternate abilities for the Skill (Right-Click), Ability One (F), Ability Two (C), and Movement (Shift). Each hero has at least four new abilities but some have more.
These are two slots which allow players to choose some of their starting equipment and are also unlocked through quests like Abilities.
Before this update each hero would unlock and automatically equip a new Rune with each Hero Level. This was called Hero Mastery but it didn’t provide the kind of customization that we were hoping for. Now each Hero Level will unlock a new rune and players can choose one to start with.
Offhands will no longer drop from chests in-game but instead are something players unlock and choose to begin the game. They can still be upgraded at the Void Shop’s Blacksmith or purchased at the Void Shop’s Shopkeeper.
Each now also has a unique base effect which gives it a specific purpose and allows for more control over the role of the hero.
All of the new loadouts need to be unlocked. Some are simple quests like “Complete 5 Runs on the Squire”. Others are more of a challenge like in the above screenshot of “Defeating any boss on Hard by only using Defenses”.
One of the major goals for this update is to give players a choice of which map to go to next and if they want something that’s more challenging but also more rewarding or to just pick their favorite map.
With this players now must choose a portal to go through after each map victory. In Multiplayer the portal is chosen by the Game Host after all players are ready.
New Game Modes
A twist on the old challenge from DD1 and DDA. In DDGR it is different in that the Core will move between different stopping points where it is blocked by some inconveniently placed barrels. Luckily those barrels can be destroyed once the Core gets there. Unluckily the enemy is very attached to those barrels and will start attacking in order to defend them. Once all of the barrels have been cleared the core will continue on until it reaches the next stopping point or the end goal.
At the start of each wave and in between waves on Hard difficulty the Core will teleport to a new location. Chase it around and get there before the enemies do!
This is a brand new game mode to test out gameplay that isn’t centered on the Core. Navigate your way through three new maps avoiding traps, enemies, and then defeating a Mini-Boss at the end. These maps will only be found as a choice before the Boss map in each Act.
Each of these new game modes provides an increase in challenge and with it an additional reward!
While the Loadouts and Map Choice were the biggest focus in this update there are also a lot of other changes we have made to help bring the game closer to what we originally envisioned for it. These include changes to the basic game mechanics but also tweaks to balance and items.
One of the biggest changes previous players will notice is that there are no longer downtimes in between waves. The map will start after a countdown and then waves of enemies will come until it’s over with a final chest rewarded at the end.
With this we have also added a Pause function when the Escape Menu is open in single player.
In addition to the changes to waves there has also been a large amount of polish to everything from boss introductions to death cameras. We hope it provides a more polished and rewarding experience overall!
Another big change that players will notice is that Health will no longer regenerate after each map but persists between map transitions. There have also been various tweaks to Runes, Item Effects, Talents, and Health Drop rates in order to hopefully accomplish our goal of making Health feel more like a resource that must be managed.
Runes and Weapons
There are way too many various changes to list here but there have been changes to the balance of Runes and Weapons. Updates to the base effects on Weapons to make them all feel more unique and powerful.
We have also added some new Runes into the drop pool so look out for those!
One of the biggest changes that should be noticeable is that there will be more Runes and Weapons in the drop pool by default. Previously these would be unlocked through Hero and Account Levels but we didn’t feel like the default experience provided enough choices in Runes and Weapons. So with the addition of Loadouts into the Progression system we have made it so that most Runes and Weapons can drop.
We have also done an overhaul throughout the game on many different aspects of the UI in order for it to be more user friendly and generally polished. We hope that this provides a better overall experience but know there is still room for improvement so please let us know what else you’d like to see there!
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