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TrendyEnt, please Balance basically everything.

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Thanks for the update Trendy dudes but you really need to fix the progression issue as top priority.  #1 complaint on reddit, here and other places are people struggling to progress because the progression mechanics are weird and undocumented.   

Perhaps a simple way is to give each hero a rating like C3-70% that says you are at 70% of C3 max which you would be able to see in the hero page.  Extra bonus karma points if it's easy to see in game so you judge if other players are properly geared up.  And then you add this hero rating into the comparison box that you get when comparing gear so you could see that this new blue armour is going to lose 1500 hero crit but improve your hero rating to C3-72% (+2%) and gives you a nice dilema - do I go for improved gear drops and lose some hero crit or wait for a better drop?

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@Trendy Brett quote:

We've been working on balance updates for the upcoming patch. We are still trying to 'bring most defenses up' rather than 'bring most defenses down'.

That does not mean we will not be making changes to specific defenses seeing extremely high utilization on many different Chaos tiers. There are a couple of defenses that we feel are above a 'fair' target, so those will likely be brought down while we bring many, many others up.

Here's a glimpse into what we're testing internally:

  1. Projectile Towers - Most of these are seeing substantial improvements. Cannonball Tower, Harpy's Perch, etc. are all seeing relatively huge increases in their stats.
  2. Hornet's Nest - We discovered a massive bug with this defense that was responsible for it's terrible DPS at higher stat ranges. It's fixed. It's damage is pretty solid now.
  3. High DU Defenses - Per other thread discussions, we're bringing down the DU cost (and relative stats) on many of our very underutilized, higher-DU defenses
  4. Slow ATK Rate Defenses - Due to issues with both overkilling and targeting failures, we're reducing (improving) the firing rate of many of the very-slow defenses. Earthshatter, is somewhat of the poster child of both this issue and the High-DU issue, and we wanted to make it viable again outside of being of just being used to proc Shatter combos on Frosty Proton Node. We are insuring we don't make Frosty/Shatter overpowered with this change though, so expect other changes to the Shatter combo for accountability.

That's not the full list of balance changes we're testing internally, but it shows some of our concerns / focus. We're looking mostly at defenses with this patch, and will target other areas as we move forward.

Will you be looking at lightning strikes aura?  Crit is fine, but raise attack speed or base damage to make it useful in public matches where enemies have more health.

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@MaJean quote:

Will you be looking at lightning strikes aura?  Crit is fine, but raise attack speed or base damage to make it useful in public matches where enemies have more health.

It's funny how they "fixed" it with the crit update. It was basically opposite of what it is now. High base damage with lower crit.

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@PandynatorDD quote:


@MaJean quote:

Will you be looking at lightning strikes aura?  Crit is fine, but raise attack speed or base damage to make it useful in public matches where enemies have more health.

It's funny how they "fixed" it with the crit update. It was basically opposite of what it is now. High base damage with lower crit.

Such a slow defense shouldn´t rely so heavily on crit. I love the LA and found a pretty cool way to use it against "the ladies" but that involves some weird experimentation  to get some "lady stunnage";) I´m not even sure I can contain that little secret for much longer....Emoji_Kobalt.png


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