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gianthippo96

suggestions

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-auto loot based on item power

-certain enemies shots are too direct and dont allow enough room for dodging imo, for example ogre spitballs, demon lord fireball, spider webs, goblin copters

-stuck enemies very frequently, spiders targeting crystals

-ogre aggro is very spastic, i mean seriously if a blockade goes down you know you cant win at that point because he will just head straight towards the crystal with no way to try to aggro him yourself unless your stats are already inflated and you can facetank him because if you move 2 feet away from him he will just ignore you

-some goblin copter paths and drop points feel very poor

-summit nmhc has way too many goblin copters especially during the boss fight, goblin copters; make your towers miss them, drop in an ogre, seek out players way too hard, shoot missiles that take a lot of effort to dodge, fly, have high hp.

-no good way to differentiate copter ogre and normal spawned ogres

-level locking difficulties when you can literally just join someone else even if you dont have the level requirement

-enemies should immediately be removed from your map upon to not clutter the map up with useless info

-can i see xp to lvl up?

-cant skip boss or end of mission cutscenes when u press it too early or something

-pressing t to change the tower view changes it for each character and you have to press t again to change it back for each one

-defense autoheal after each wave or atleast trap recharge please?

-northernmost ogre coptre on promenade isnt possible to damage until its pretty much already at the drop zone

Edited by gianthippo96
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A lot of these are good points!  You could do with clarification on some of them - what makes goblin copter paths and drop points "poor", for example?

Definitely report stuck enemies' placements when you see them, they've fixed those in the past.

A couple I don't agree with:

I definitely don't think most of the projectiles you listed need to be easier to dodge, I almost always dodge them and when I don't it feels like my fault for not paying enough attention or positioning well, which seems like the appropriate amount of challenge to me.  As an exception though, the demon lord fireballs do feel especially difficult to dodge.

I personally can't vouch for seeing too many goblin copters on summit.  I haven't played it on survival yet, though it seems you're talking about campaign anyway.  I could see how it might be difficult to deal with them if you opt not to use deadly striker towers, but I don't think that would be a sensible way to build on that map.

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3 hours ago, loppol11 said:

A lot of these are good points!  You could do with clarification on some of them - what makes goblin copter paths and drop points "poor", for example?

Definitely report stuck enemies' placements when you see them, they've fixed those in the past.

A couple I don't agree with:

I definitely don't think most of the projectiles you listed need to be easier to dodge, I almost always dodge them and when I don't it feels like my fault for not paying enough attention or positioning well, which seems like the appropriate amount of challenge to me.  As an exception though, the demon lord fireballs do feel especially difficult to dodge.

I personally can't vouch for seeing too many goblin copters on summit.  I haven't played it on survival yet, though it seems you're talking about campaign anyway.  I could see how it might be difficult to deal with them if you opt not to use deadly striker towers, but I don't think that would be a sensible way to build on that map.

I feel like on most chars I have to try way too hard to dodge most projectiles goblin copters especially and on squire its a complete pain to deal with them. I guess the summit too many goblin copters was just a low stat thing as it makes it nearly impossible to solo it with lower stats as you cant sacrifice too much du to build things specifically for the copters during the boss but at the same time its very difficult to manage the boss and 6 goblin copters chasing you around the map.

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Yeah that was one thought I had after replying, that maybe you're playing Squire.  Personally I play Huntress at the moment, and have played on Monk and Apprentice in the past.  So I always have ranged damage to take down any stray goblin copters.  Even when I first beat NM summit I didn't have particularly noteworthy gear as I hadn't been able to complete a NM survival by then, and the main concern was killing the boss before the boss killed my towers, which would have been the case regardless of how many copters there were.  That's also why I don't have any trouble with goblin copter projectiles - they just don't end up living for very long, as goblin copters don't have a huge amount of HP and it's always worth it to burst them down with your C ability.  The whole point of goblin copters, everything about their design, is that you have to kill them as fast as possible.  The projectiles exist as another punishment for when you fail to do that, so it makes sense that they're hard to dodge.

But to be honest, it sounds like you have problems with your build.  The summit has a huge amount of DU.  I'm not sure what you're using for walls and DPS on each lane, but you might be using far too much.  Just as an example, if you give each lane an aura stack (ensnare, strength drain and lightning, 13 DU total) and a spike blockade, you're using 16 x 5 = 80 DU.  That leaves 70 DU for DSTs, allowing you to build 8 total and have 6 DU left over, e.g. for gas traps.  8 DSTs should be more than enough to take care of the goblin copters without any hero DPS regardless of how much gear your apprentice has.  You can even make the lanes more DU-efficient by swapping spike blockades for elemental blockades, and lightning auras for inferno or even explosive traps.

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