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Update on Core Prevention Volumes


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Hello Defenders!


We recently fixed a bug that might cause you guys to think more strategically on how and where you build your Defenses! I wanted to take a bit of time to talk to you about it.


Cores in our game have what we call a Prevention Volume that keep you from building Defenses too close to them. The goal here is to encourage more diverse strategies in different maps rather than always having you build right around the objectives. A while back we discovered that most (if not all) our cores were bugged and didn’t have those Prevention Volumes working as they should have.


We fixed the issue and you will be seeing it in a hotfix shortly after we release our next patch. There is a lot of new and exciting things coming in our upcoming patch that we felt we should hold this back a little while until you all get used to all the new features. That shouldn’t prevent us from talking about it, though! Please feel free to reply below and let us know what you think of this change.


I am personally really excited to see what sort of builds you all will be using when this goes live!

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Interesting, i can see the logic behind it, as turtle builds are the root of lazyness, however i think that a simple don't shoot through cores would have worked.

I don't have anything against it, but personally i dislike a lot of no-building areas due to the limitation of it telling me how i can't build. I think the issue would be shooting through the cores and not exactly building near them, 'cause building near them itself is risky and can make your strategy fail specially on hardmode where core goes down so easily.


edit: I understand that it was a bug it happening, just saying that, some bugs are awesome because they become features, while i'm not a fan of turtling i don't think other builds that would require building near cores should be ruined because turtle builds.

ps: i'm not a fan of turtle builds nor do i use them much.

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I have asked on a stream that is shooting thru the cores going to be fixed.. This is not fixing that, it's just realistic to be able to build somewhere where is nothing.

Can't complain yet, I don't know how big is this area around it if it's more than the boost aura's..

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I don't imagine it being too bad in a full game since more players to guard lanes but my concern is about solo play...depending on the limitations placed it could be a disaster for builders with the exception of monks.


in regards to solo play...

I don't care for turtle builds but it did provide a comfort zone since it was essentially one person that had to monitor all the lanes. depending on how drastic this "fix" is, I can only assume players will feel forced into gearing up a lightning aura monk since this fix doesn't really affect that hero. oh well maybe the new spec node system (I know that's not the name anymore) will provide the other heroes with the tools necessary to make more strategic "pure" builds.



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well I developed all characters because I knew this happens.  At least with this killing tower builds I still have my monks :)

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The most effective with respects to time on ramparts is the monk aura/huntress geyser spawn build don't know many people who still build around the core unless they are bored and doing something different to alleviate the grind.

If incursions spread to other maps it would be prudent to take into account whether the monk/huntress combo would work or not, otherwise people will just do the same.

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It will be interesting to see how this effects current builds specifically the ramparts turtle build. While I'm not a fan of this particular build I also think it is not wise to have the prevention zone being too large preventing the build from being used. It's better to have the choice of being able to build how we want. If some people prefer to take the risk of having all their defenses around the core then that should be up to them. 


Shooting through physical objects is a no no in my opinion and changing that would have a similar effect as the Core Prevention mechanic but without the game explicitly telling us you cant build there. There is a massive difference between being told "No, you cant build there" and noticing that your cannonball tower is not shooting anything because it's view is obstructed. One is a complete stonewall while the other is the player learning to play the game.

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This is kinda cool since those turtle builds are such no brainers. But as a solo player I think this will make the game much harder. Just don't over do it, solo players are people too! Their hero can't be in every single lane at the same time.

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I also want to add that I've never been a fan of nerfs. Whether this was ever really a bug isn't my concern, but it's now become a well known build. I also want to say that rather than "fixing" something that could potentially ruin a solo players play style. Encourage them and others to try different builds by rewarding them when sub-cores aren't destroyed.


examples:

when subcore is destroyed loot chance by [x]%

during build stage player recieves [x] amount of mana if subcore isn't destroyed

extra reward box at end of game if sub-core still survives

guaranteed upgrade of reward box i.e. it spawns as purple so if subcore is saved it will turn into legendary


...there are so many possibilities to encourage different builds and it makes more sense in my mind that this would be a better route than possibly removing a type of build in current existence.

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Depends how close we're talking?  So far, I haven't really built right next to a core on any of the maps as that's kinda how it was on DD1.

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echoing with others have said pending just how big of an area we're talking, ramps incur is going to have potential to get very nasty on the 2 far side lanes. Cause if you can't place anything between the 2 main nodes where exactly are you going to build keeping in mind the locations of the 2 healing auras for those 2 lanes?


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