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is this the furture for dd2 just make all towers useless only leave a handful


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im a min/max meta player now on with the post

i can clear c5 fine but this games furture is just going down toilet u take a tower defence game and add new monsters that counter 80% of your towers only towers left r meta aka the ones that bypass projetile shields/the shield guys and the traps/auras r just a joke with the new emp orc skill even b4 u added the new skill traps/auras r useless only sand trap is useful cause it gose off b4 it is stunned and will most likely be nerfed at this rate and silly nerfs and buffing/adding more things to counter more towers 90% sure there was no playtest at all more like just add whatever looks cool or sounds cool and forget about balancing it


and loot atm is just so sad and chests r a joke u do a c5 map and u get green or blue chest so offen wheres the reward at i dont care if its more crap out of a legendary chest i should feel rewarded for just getting a legendary chest to spawn

how about looking back at dd1 and looking at how many towers u could use like all of them in dd2 u r taking away peoples fun with this great idea u guys had by adding the new emp orc and shield guys how about changing them so people can have fun with whatever tower they like even if its not meta they can still move on in chaos levels maybe slower but still get there

 u can still make the game challenging

and the patch that come out 2day nerfing abyss lord Secondary Attacks/Uncharged Secondary Attack damage reduced from 11 to 9 this was just beyond silly i was doing 180k-200k per click of my mouse when a monk/gunwitch r doing 2million to 3million in 1 click so the new nerf took my dps down to 120k so 8 clicks of my mouse to do 1million dps vs 1 click from the monk/gun witch doing 2-3million makes no sense how do u come to think the abyss lord 2nd click needs a nerf is beyond me and how about fixing the broken stuff like rollers and other bosses getting stuck in the spawn then starting with the dumb nerf hammer

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Is this the future of dd2?  It's was kinda like this always until the patches that boosted characters a lot and levels became pretty easy with using almost any traps. Before that it was always 1 or 2 types of towers that were the only ones that worked on the hardest levels. At first it was explosive/elemental traps and you had to boost them with frosty traps. Then geyser/LA became good around when harbinger was released (probably because of the bow). Then PDT.. then the patches that made everything easy for a little while. 

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"In the next few weeks, we’re going to address the more pressing UI and gameplay issues we've seen, which includes the hero management UI and Chaos enemy spawning."

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@NeedtoDie quote:

"In the next few weeks, we’re going to address the more pressing UI and gameplay issues we've seen, which includes the hero management UI and Chaos enemy spawning."

lol weeks with silly nerfs i beat

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In Chaos, we want enemies to exist as a counter to defenses and strategies. We also want those Chaos enemies to have counters as well. Right now, there are too many defense counters happening at one time. We're fixing this, and I should have more details to share on that either tomorrow or next week.

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@iamisom quote:

In Chaos, we want enemies to exist as a counter to defenses and strategies. We also want those Chaos enemies to have counters as well. Right now, there are too many defense counters happening at one time. We're fixing this, and I should have more details to share on that either tomorrow or next week.

Like I've been saying many times, the "enemy X counters defenses Y" way only works if ALL defenses are been countered by at least one enemy, otherwise we'll just use the defenses that aren't countered, like the current flamethrower and ramster. I do hope you guys come up with a great idea to fix this :)

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@iamisom quote:

In Chaos, we want enemies to exist as a counter to defenses and strategies. We also want those Chaos enemies to have counters as well. Right now, there are too many defense counters happening at one time. We're fixing this, and I should have more details to share on that either tomorrow or next week.

I understand that point, but it doesn't work when *all* of these special enemies spawn randomly on all lanes in all maps.

I think a system where we have to create dynamic strategies that change from game-to-game would be better, but when all of these special enemies are thrown at us randomly, the only option is to defend every lane the same way on every map so that it can defeat all of these enemies since its impossible to know what's going to spawn where.

If Trials worked similarly to onslaught where it's announced ahead of time what's going to be happening for the next 3 waves, we could do that. 


We could play Molten Citadel where Tenacious Geodes and EMP Orcs are going to be attacking from the East lane; Mighty Shield Goblins & Geodes are attacking with Kobolds from the South lane; Speedy EMP Orcs and Berserker Orcs with Trollblood are coming from the West lane.

We may not be able to just drop down our standard mindless copy/paste build to clear this map.

In the East lane, the Geodes will protect the EMP Orcs from projectiles, and the EMP Orcs will protect the Geodes from Traps. Even if the EMP Orcs leave a few Snaking Sands alone, they're not going to be an effective counter to Geodes in this instance because they are Tenacious and have a big CC resistance. So we'd have to figure out how to counter that lane. Possibly with Flamethrowers and Ramsters.

In the South lane, projectile towers won't work. Even if we focus down the Geodes or just stun them with Snaking Sands, the Shield Goblins will still block projectiles. And they're Mighty so we don't want them to get to our blockades where they can dish out a lot of damage. We don't want to place Flamethrowers out in the lane where they might be vulnerable to exploding Kobolds. So we could counter that lane with an attrition build by deploying untargetable ground defenses (Fire Auras, Explosive Traps, Proton Beams) throughout the lane.

In the West lane, an Attrition build is not going to be very effective for a number of reasons: A) the enemies are speedy so they won't spend much time inside the range of ground defenses, B) Trollblood will constantly regenerate a portion of the damage that they are taking over time, C) EMP orcs will disable traps & Auras. To counter this lane we might decide to use heavy hitting projectiles & nimbus clouds.


The next time we play Molten Citadel the lanes can be completely different so even though this build worked this time, we would not be able to copy the same build next time.


But when any lane can spawn any type of enemy on any wave in any map, it's impossible to craft a strategy to counter the enemies. You can look at what's coming on wave 1 and try to counter that, but then wave 2 can be completely different and you screwed yourself by trying to build ground defenses to counter Geodes on wave 1, but on Wave 2 EMP Orcs are coming down that lane. So we have to build every lane the same way because every lane needs to be able to handle whatever can be thrown at it. The solution is try to figure out how to make 1 defense work against all enemy types. This is what people are doing now with Flamethrowers, Ramsters, Nimbus (before this last patch), and Fire Auras (shout out to Zimmerman).

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