MacPimpin 0 Posted December 22, 2011 Well, I think one could safely say that this is a compromise between Trendy and the playerbase on the issue of no respawns in NM UMF. They seem to want a no respawn mode associated with NM UMF and players raised hell when they put it in. So they're giving us what we wanted and keeping what they want as an even more challenging game type. I can certainly give a nod to the better loot for those able to do this HC mode as well. I don't really have an issue with the mode/concept/idea to be honest, and i'll still probably do it... but I do have issues with even better loot coming out AGAIN, and another mode being added to a mode that's not finished? It's just like icing a cake that hasn't been baked yet. Share this post Link to post Share on other sites
Ryun 0 Posted December 22, 2011 Will decreasing the size of traps also decrease the damage area accordingly, or will we be able to have powerful, high-radius explosive traps with a very small trigger spot? Share this post Link to post Share on other sites
flipstar 0 Posted December 22, 2011 Will decreasing the size of traps also decrease the damage area accordingly, or will we be able to have powerful, high-radius explosive traps with a very small trigger spot? I believe it just has something to do with placing auras/traps in certain places on maps where the spawn/crystal prevents you to place them due to having a high tower range stat (with myth items and all coming out). So I doubt the radius toggle will affect your damage (as that would nerf your stats too), but of course it'll affect your trigger range I guess (it'd be like toggling your hero's tower range stat lol). Share this post Link to post Share on other sites
JeremyStieglitz 1 Posted December 22, 2011 The trap retains its original blast radius, it's only the activation radius which gets adjusted downwards. So yeah, tiny bombs with BIG BOOM :D -Jer Share this post Link to post Share on other sites
Jonathan Bureau 0 Posted December 22, 2011 [quote]* Added optional Hardcore Nightmare Mode, no respawns allowed during Combat phase (but you don't lose until your core is destroyed). Yields slightly better loot & more XP than regular Nightmare Mode, and later further rewards.[/quote] Does that mean your gonna remove no respawns allowed during Combat phase in nm uberfest? Share this post Link to post Share on other sites
rizenxin 0 Posted December 22, 2011 Hardcore Nightmare mode? What? Really? Yes. Because players like this aren't challenged enough. Share this post Link to post Share on other sites
maplestorymary 0 Posted December 23, 2011 did survival get messed with? I cleared alchemy lab hard survival in 7.12a with 3 level 60s wave 25 had some 40K hp assassins. tonight i tried clearing it on easy with some friends and on wave 18 I noticed 150K hp assassins and 155 hp archers Share this post Link to post Share on other sites
Jighello 0 Posted December 23, 2011 Do placed auras/traps retain their 'size setting' after they're built, or are we able to build smaller ones to fit in tight spaces and then expand them after they're placed? Like the off-and-on armour trick (but hopefully without any health reduction). Share this post Link to post Share on other sites
tys 0 Posted December 23, 2011 115 hours played, only time the game crashed was when they were patching and the servers were down. Might be pc related. My GF has played on a seperate pc with different mobo, card, setup etc and she hasnt crashed yet either. Run your steam cache verification, it can do wonders for random crashes. Rotfl. Another wannabe expert. My pc and mac is fine, same with cache. Share this post Link to post Share on other sites
ceemeeir 0 Posted December 23, 2011 Do placed auras/traps retain their 'size setting' after they're built, or are we able to build smaller ones to fit in tight spaces and then expand them after they're placed? Like the off-and-on armour trick (but hopefully without any health reduction). If it was like that, they could just turn off the collision detection. If you place an aura down as small, it will stay small. Share this post Link to post Share on other sites
Nuck 0 Posted December 23, 2011 Ogre pathing in UMF2 still needs to be fixed:http://forums.trendyent.com/showthread.php?36671-Ogre-pathing-in-UMF2-still-bugged Share this post Link to post Share on other sites
Geis 0 Posted December 23, 2011 pls TE add level-1 mode , maybe Easy Lv1, Medium Lv10, Hard Lv20, Insane Lv50. Is DD just a farming game? Share this post Link to post Share on other sites
Droyur 0 Posted December 23, 2011 pls TE add level-1 mode , maybe Easy Lv1, Medium Lv10, Hard Lv20, Insane Lv50. Is DD just a farming game? ding ding ding! clap clap clap This game has no depth so the only thing they have left to do is to raise stat caps to keep people playing. Releasing something riddled with bugs makes people hang in there in anticipation of a fix. Share this post Link to post Share on other sites
Ahui_87 0 Posted December 23, 2011 The trap retains its original blast radius, it's only the activation radius which gets adjusted downwards. So yeah, tiny bombs with BIG BOOM :DEven better to read this! Man, if it works as intended this will be my favourite patch just because of this change. Every item-based stat-up in range made me rage about having less and less places to build traps on certain maps. Share this post Link to post Share on other sites
ceemeeir 0 Posted December 23, 2011 pls TE add level-1 mode , maybe Easy Lv1, Medium Lv10, Hard Lv20, Insane Lv50. Is DD just a farming game? not forced to play. It is MUCH easier to release a new difficulty than create a new map. The new difficulty can help to maintain the player base until new content arrives. I think hardcore nightmare can provide the ultimate challenge for hardcores, and no further difficulties will be needed. I would really like to see someone beat HC NM MM Glitter. Share this post Link to post Share on other sites
binky5152 0 Posted December 23, 2011 Why the 40% reduction in trap/arua range on NM? Share this post Link to post Share on other sites
ceemeeir 0 Posted December 23, 2011 Why the 40% reduction in trap/arua range on NM? I think because even with this change the insane amount of stat makes it perfectly usable. Share this post Link to post Share on other sites
ceemeeir 0 Posted December 23, 2011 Question regarding Double respawn time: Does it apply to single player only? I am asking this, because it is not entirely fun to sit 30 seconds, waiting for respawn in multiplayer. Share this post Link to post Share on other sites
xabk 0 Posted December 23, 2011 I think because even with this change the insane amount of stat makes it perfectly usable. Spiders web towers -> we try to use the most of traps and auras despite the huge HP nerf -> Trendy nerfes the range. And yeah, we're going to use them anyway because only cheaters can play w/o ensnares and strength drains. What I'm afraid of is the tower range nerf to follow. Because it feels too good — huge HP, huge range, huge RoF. Share this post Link to post Share on other sites
adzicents 0 Posted December 23, 2011 Towers are fine the way they are. Auras are still too powerful really, if people are still using almost nothing but auras and traps, something is still wrong. You should be able to use a good collection of all 4 characters throughout the campaign really. Sure each map will have it's specialty but otherwise it should be fairly balanced between builders. Share this post Link to post Share on other sites
tim_pkmn89 0 Posted December 23, 2011 Question regarding Double respawn time: Does it apply to single player only? I am asking this, because it is not entirely fun to sit 30 seconds, waiting for respawn in multiplayer. But it is fun in single player? Share this post Link to post Share on other sites
ceemeeir 0 Posted December 23, 2011 But it is fun in single player? Single player doesn't have that long respawn. Share this post Link to post Share on other sites
veridia 0 Posted December 23, 2011 Double respawn wait-time in nightmare * 40% reduction on Trap/Aura effective range on Nightmare * Increased Nightmare wyvern flight speed by 40% Strongly disagree with these three changes as wyverns are already impossible to deal with because the only anti-air defenses are towers and they are easily destroyed by spiders. Decreasing the size of auras makes them weaker against anti-air. Nightmare is already hard. No reason to make it harder IMO. That said, tower builds need a buff. Nerfing traps and auras isn't going to make people use already ineffective towers. It's just going to make sure that nothing is effective. Share this post Link to post Share on other sites
veridia 0 Posted December 23, 2011 Why the 40% reduction in trap/arua range on NM? Agreed. I think that this will be the straw that broke the perverbial camel's back for me. Share this post Link to post Share on other sites
Kirsbak 0 Posted December 23, 2011 SUrvival - Strategy only scales incorrect on Mist. map - Wave 24 nightmare has like 1/25 godly items only. Mist survival mix mode sacles incorrect after wave 20, loot goes into -100. Reqrds in tavern is bugged, and has either -100 in all stats or like 25 upgrades. Stupid things that should have been fixed a loooonggg time ago Share this post Link to post Share on other sites
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