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Showing content with the highest reputation on 07/22/2019 in all areas

  1. 2 points
    For the sake of completeness, I'll list all the base game challenges: No Towers Allowed: This is Pure Strategy mode, it can be replaced. Unlikely Allies: Since Ogres are Summoner towers, this one could probably get changed as well Warping Core: Excellent challenge, keep it. Encourages new builds and playstyles Raining Goblins: Loved this one, if nothing else because it was the only Nightmare we could beat to get a Mythic when that was a new thing. Wizardry: Challenges that require you to hunt through all the enemies to find the ones you can interact with are not fun. Valentines had the same issue. Ogre Crush: This challenge is fine. Nothing really special, but waves of ogres are a challenge Zippy Terror: I like the idea of this one. I would put it on a different map (Servants Quarters would be good) and allow some defenses Chicken: The problem here is that the chicken essentially doesn't get to play for a period of time. Maybe just swap the single HP with halving the chicken's health. Then they could still play, but it would be more intense. Moving Core: I like this one. Kinda like the warping core, but different enough to feel unique. Death From Above: My only problem with this one was that some heroes didn't have a good tower for it. Maybe lower the DU as well. Assault: Keep it. Or make it a mode for all maps. This is the best challenge. Treasure Hunt: This has is similar to Wizardry, but instead of looking for a specific enemy while the rest are invincible, you are looking for a visually distinct enemy and what it drops. I think this one works since the challenge is that there will be stronger enemies that you have to pick off. Monster Fest: This is a decent challenge. The removal of the crystals basically makes the heroes the crystals and the time limit means they can't just sit in one spot. Ideas for new challenges: Present Surprise: Upon starting the map, there's a setup of Jester presents filling the DU that cannot be sold (or perhaps allow players to place the presents). When you start the wave, they all open to random towers (though they are guaranteed to be towers). Orcicle: This is an attempted replacement of Wizardry. You have a wave of Orcs, but a couple have staves and act as mages, healing and summoning skeletons, along with the health/defense bonus from being an Orc. The goal would then be to find and kill these Orc mages while defending against an Orc horde. Technical Difficulties: Build your defenses, but when combat starts, X random towers will "break down", which is functionally equivalent to being hit by spider web. I would suggest X be something like # of players or increase based on difficulty. Retreat: I like to think of this like the mirror tracks in Mario Kart. Enemies spawn where the Crystals normally are. They advance towards where they normally spawn from. Each door has a set number of enemies that can reach it (basically the HP of that spawn point). If any of the doors reach their limit, challenge failed.
  2. 2 points
    i agree juicebag has all the information you will need but nothing helps more than just playing the game
  3. 2 points
    Tutorial doesn't teach u shards/MODs, as they are part of strategy setup for customization, they only teach u control wise to place down defenses, so don't bother to try to go back is my suggestion. As far as thorough explanation of the entire system, Search Mr. Juicebag, he's got pretty much everything there is to know about DD2 in his videos. When getting to smaller stuff, do read the text-description of shards/MODs u get, as most of them are very self-explanatory. As far as progression, expedition is where u do farming, and get introduced to various mob type. I call it "the second tutorial". After expedition, when u have experimented bits of defenses, mobs, u can move on to Mastery, and Onslaught (the mode that provides challenging content as u progress further). All of those Juicebag has good videos on, if u have specific questions.
  4. 2 points
    My favorite was Assault, though I would have liked it even better had the enemy build switched up between rounds instead of the same thing each time. Being the one to destroy towers and eternia crystals was a fun and unique gimmick to use, and I'd love to see that expanded upon.
  5. 1 point
    Except his post missed the entire point of the thread, like shooting a barn in broad daylight and missing. Do players in challenging areas use walls? No, which is what the thread is about, finding a way to make walls more part of the defense and not a complete waste of DU. This would also subsequently open up more of that hp limit that Chromatic cant use to make more content challenging for those who snoozed up the floors to 900 (and believe me it wasnt challenging at all for them until they hit that hp wall) so they would find what they want and still win rather than beat on the hp wall without ever having a chance. Things that are not an answer to this problem are: Sleeping through 500+ hours of content to get anything challenging, using walls in lower floors even though they are completely useless and will only take one hit, creating a new game. None of these solve the problem, they just ignore it. Does anyone want to be labeled as ignorant for ignoring a problem?
  6. 1 point
    MODs just drop anywhere on gears/relics. MODs has very clear description, 99% of them should be self-explanatory (like anti-melee, increase % damage to melee mobs ; defense rate, increase attack rate by % ; poison servo, gives defenses poison element ; etc etc) There is no "the meta" setup, since everything is customization and tailored to fight different specific type mobs. A setup may be meta to some people, but can be useless to others, because they have different play styles, and building strategies. For example u need Piercer servo, to pierce ; Poison servo, to poison ; melee-boom, to deal explosion damage upon killing melee mobs ; anti-range servo, to better kill ranged mobs ; Fire servo, to deal double damage to Frost enemies. (the biggest meta if any, in current state, is Crowd Control, which can be achieved by combining water/storm, or poison/earth elements ; before u step into onslaught, this can be applied to every single map u do) The quickest way to pick those knowledge up, is by playing, experimenting, and watching streams/videos of players who already implement those MODs to show various examples of setup for various enemies, like Mr. Juicebag.
  7. 1 point
    So i just found this Gem of a game on discord nitro, i was thinking to myself holy crap this game is brilliant. did some digging and found myself here on the forums . ( Cheers for inspiring me to reach out) I come to see you guys have been doin your thang for a while My worries is that this discord release is sort of promotional only. My question is this, Is the intent for the game to be entirely cross platform PC(discord/steam)/Xbox/PS4/Switch Also the kickstarter for this has ended but I still want to show my support. I respected the fuck out of small companies like you guys and i'm so happy people are still out there breaking the mold . Much love. For Etheria!
  8. 1 point
    Above your post, there's a button "DDA PRE-ORDER". U can still support the game that way. Hint has been given out for cross-play, although not confirmed. Cross-save is confirmed.
  9. 1 point
  10. 1 point
    Topic has come up many times. Challenging content is there. There's 0 people at 990+, 5 people at 900+. They are absolutely not afking, and struggle to climb even a few floors over a long period of weeks even months. Don't get why people keep playing tutorial content and ask for nerf or call the game no strat afk. Frankly, this almost feels like watching a college student do 1+1 all the time and call math worthless, asking for nerf to IQ so everyone can think 2+2 is hard. ( I honestly don't mean to be offensive lol, this is genuinely how I'm feeling rn...)
  11. 1 point
    Goin down in power is a quick trip to a lost player base. Shafting the mid-tier players because the the top few% can reach OP levels is yet another way of potentially alienating the player base. I personally no longer have any affinity for building walls (even though I did at some point in the past). I'm completely fine with them being a niche utility, if that. The entire Incursions game-mode is basically a joke from day-1. The only incursion that was mildly engaging was the c5 Bazaar map (where defenses despawn but can be placed instantly). It's replayability lay in it's completely unique playstyle coupled with the OP reward it gave back then (legendary gear and monk staff afair). THIS is the model that worked, imho. Boss Mode incursions could've played a similar role but were never realised. Instead we got these mildly tweaked maps which didn't require a massive change of playing the game to achieve success. Mastery is brilliant. It was hard as %@$# back in the day, and through power creep has got successively more accessible to the wider player base. IMO, this is exactly how it should be. // 2cents
  12. 1 point
    Technically there are clicker/incremental games that already do this, also passively for most. Start game and your number goes up, the more time you play the higher your number. You can run the treadmill as long as you want and it never ends, then when you are done you just stop playing. DD2 is a Tower Defense, where you plan out a build based on what you have in stock and what enemies you will be facing and change it along the way to optimize. The goal of the enemy is to make it past those defenses and to keep that from happening you use blockades to hold them back a bit longer. Gear is only relevant up to c7 and then its forever climb in Onslaught, there is no treadmill, it is a staircase, which does end. The unfortunate part so far is we have been given so much power in the recent times that blockades are useless and stacking more and more dps is the way of things. If they give us more power to balance out the lesser used things then do it again and again, its called power creep. In most games this is bad but in DD2 it is basically death because the game engine can only handle numbers up to a point. If the power we have gets over a certain limit then things breakdown and become irrelevant. For an example of this look at Incursions or Mastery, these are no longer relevant because of how much power we have given. Back when Mastery was released the best players in the game had struggles, now, anyone at c7 can complete them with the right defenses with fairly decent ease. Incursions are just played once, if that, to unlock weapons then forgotten. Onslaught on release it was hard for the best players in the game to get to floor 200, then Mods came and Marcos showed it was possible to max it out. CG then re-scaled Onslaught to what it is today and we again had/have players pushing far too deep showing that we still have vastly more power than we should. There is a saying that I believe is very common, "What goes up, must come down". We are at the peak of power, the next logical move is down. The higher up we go the harder and faster we go down.
  13. 1 point
    A change like this would be the final nail in the coffin for me. Climbing higher in onslaught is enough of a challenge and I don't want to nerf more aspects of the game. Personally, I'd prefer if they incrementally gave us more power (e.g. Petrify /w taunt) than to make the game more 'challenging'. I had way more fun during the Petrify+Taunt shenanigans than a whole lot of time before. Personally, I'm not looking for this game to be a 'job' or a test of my 'epeen'. I just want to unwind and progress through the gear treadmill.
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