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Showing content with the highest reputation since 04/13/2020 in Posts

  1. 47 points
    Hey All, Yesterday was a whirlwind for us - Our launch was an exciting culmination of a ton of work from a group of extremely talented developers, thanks to the community - 16 months is not a lot of time to develop a game as complex as Dungeon Defenders from scratch, but as we’ve messaged in the past, this is just the beginning for Awakened. The future is bright and we wanted to share a few thoughts about how we felt the launch went and how we want to move forward. What went well The response to the game itself from our community and streamers has been great. Balance, aesthetics, updates to the interface, the rewards we were able to get out- all point positive from what we’re seeing from you, the community. The momentum from the core experience and foundation is there to keep building upon, and build upon we will for the years to come! But, more on that later. What went “okay” There are still hard edges to smooth out, and bugs. Lots of bugs. Some are okay, and some are less than ideal. We know some players are being incorrectly flagged as hackers. We’re already on it (and them!). Remember to login to our ZenDesk here if you have any issues you’d like us to take a look at: support.chromatic.games Redeeming Kickstarter backer and preorder items has been a little rough. The in-game UX is less than adequate. Some codes were incorrectly sent out. We’re learning. We’ll fix it. Controller support is in a poor state. Lots of our UI’s currently suffer from this as the art has been coming in fast and hot. We’re on it, we promise. Performance optimizations are much improved from the beta / EA experience (we hope you can tell!), but there are still edge cases that are pain points for players. We’re aware and we’re on it. Translations are ‘a joke,’ let’s call it what it is. We are honoring our Kickstarter promise shortly, and our translation team will have their hands on our string tables shortly. We should have this sorted in the coming weeks. This is a high priority for us and our friends across the globe. This is probably one of the features we should have disabled until it was done properly. We’ll learn from it. What didn’t go well We realize that there has been some discussion about what 1.0 DD:A actually means as it relates to the amount of content present vs the original Dungeon Defenders. While we are happy to note that DD:A has launched with significantly more content than DD1 launched with, we understand that the perceived value of DD:A for some is less because over the course of the last 9 years, there has been continued development from not only devs but our fantastic Community Development Team (CDT) - and because there is more content in DD1 today, DD:A just doesn’t hold the same value to some players. We understand this, and it’s this feedback from the community that in part directed the move towards a price reduction for new players. We wanted the price point to more closely match where the game is at now, not where it will be 5 years from now. This didn’t go over well for a lot of you. We promised to honor our community of early adopters and advocates by promising not to touch this price. In short, we ended up fracturing your trust in us as a studio. Yesterday was an exercise for us as a team to digest and not be immediately reactive. We’re going to make it up to you, because your trust in us is extremely important - but more on that later. Legacy vs Play. We messed up here. As we got closer to 1.0, we realized that it just wasn’t possible to maintain player profiles for 1.0 for a variety of reasons - Items and gold in many cases were broken or have been exploited, the progression curve has changed, the way data is being handled has changed... Our solution was simple: How do we get this in your hands the quickest. We didn’t think it through, and we understand the outrage from our early adopters. You’re justified. We also agree that in retrospect the execution was a bad call, though the intentions were good (we promise!). We took a hard look at ourselves and decided that reacting immediately would be jumping the gun, so we apologize for not being fully transparent with the vocal outcry on launch day. Our goal was to come up with a viable solution before promising anything. And that’s what we’ve done - So here’s what we’re going to do to try to make our early adopters whole again. Legacy Progression Heroes We hear you loud and clear on wanting to play with everyone all in one area, so we’re already hard at work to make this the reality with every Defender in mind. As of this post, we’re creating a tool on our end that will allow us to bring your Legacy heroes over to the non-Legacy “Play” version. It’s not a very simple feat to accomplish, it’s not just a copy and paste system, but copy, bring up to date, and paste, where the updating adds quite a lot of complications. This is what we’re working towards copying over: Hero and Hero Levels Gold up to a cap Campaign and progression in general. Gear, at the very least ATTEMPT to bring it over. We’re very confident on the first two, but when it comes to gear it’s not as straightforward. We don’t want to promise that it’ll be brought over, but we are currently building out and testing tools on our end. Our current goal is to have this out by the end of next week. If it comes out sooner than that, or later than that, we’ll keep you posted as we find out. ALL of this means that you are able to continue playing on Legacy, and once the tool is setup, we’ll provide you a method to take your Legacy profile as it currently stands at that point in time, and do a one time copy over that replaces your Play profile (we are unable to merge them into one single profile). There’s a few methods we’re looking for you to use to make this happen, and we’ll make sure to update you once we’ve finalized it. This is completely opt-in, but is only a one time option. Price Reduction compensation We believe the move to lower the price point was the right call for the early and long term success of DD:A. On top of the rewards that early adopters have already received with their specific Kickstarter backer and pre-order tiers and the ability to get into the game early, helping mold the future and game directly, we will be granting all early adopters Shadow costumes. These costumes will be exclusive to early adopters of DD:A only. We get that this has caused frustration, and it’s not our favorite result, but it’s the best we can do given our resources at this critical moment in development. Our faith in our community is stronger than ever, and that was exemplified during our launch when our fans passionately cried foul. We want to make sure that everyone playing our game has a great time, feels respected, and is on the same page as us throughout development. We will have more information about how we plan to be more transparent with our community in the coming weeks. We hope that this check-in has helped explain why things are the way they are and we hope you continue to support indie games, support the DD community, and enjoy the efforts of our hard work! Thank you, Augi Lye, CEO
  2. 18 points
    My first entry, my personnal favorite, what's missing: pink forged name and correct ammount for the mana, of course it has to be level 200 the base i used was the green diamond <3 _____________________________________________________________________________________________________________________________________________________________ my next entry is this Backstabber blade ( thanks <Bonny> base weapon idea), its a reversed blade that you have to show your back to the enemy to attack em, extremly fun to play with. whats misssing: kewl fire colored name for the forge _____________________________________________________________________________________________________________________________________________________________ and my final entry i used YGK as a base and made it a revamp, really cool looking, straight foward item missing: level 2012 for when dad went missing and lost his precious sword and colored forge name i can live with any color the damage that i currently set on it deals approx 19mil with a 6k knight jj
  3. 12 points
  4. 10 points
    Back Story: This project began before my CDT endeavor and the original idea was to make a different version of DD1 that I wanted to play. Since many of you have may have heard there won't be anymore official updates for the game (content wise) in the near or distant future I decided to pick up this project again. Changes: Backing off the statement above to achieve this goal a lot of changes were made. Examples: New Difficulty New Barbarian Towers New Equipment Qualities New Items New Player Abilities / Revamped existing abilities New Maps Complete Tower Balance Changes Quality Of Life (Inventory sorting , boss timer skip , and ect to name a few) Bug Fixes Graphical / networking upgrades and many many more... For the full list of changes that I have made Here. Download: We will be handling download links and other stuff in the DD1 Redux Discord https://discord.gg/tnkEwf6 Information for Total Conversions/Mods: https://forums.dungeondefenders.com/forums/topic/19717-dungeon-defenders-development-kit-basic-overview/
  5. 7 points
    This is a reference to Curious George. It's a DPS and builder pet. There's a large trade off in either direction, but I see it to be pretty situational and fun to mess around with outside of the situations. The small size makes the monkey not get in the way when fighting things, like other normal-sized monkeys do. Stats (other than tower stats) are related to facts about Curious George Using Monk stats with hero boost at 5,000 Hdmg and 3,966 AB2: DPS on the Tavern dummy is 11,197,000. Each shot is 7,464,667, but the monkey has a choke point in the shooting animation that has a forced pause. The shots per second stat just makes the monkey eat/reload faster.
  6. 7 points
    First Entry: The Sicarius is my favorite weapon in the game and have always wanted a reason to use it. Another thing I enjoy is ruining upgradable events, so I mashed them together into this monster. I love this weapon because it gives you the option to be a good tower weapon or a good dps weapon, the choice is yours. For the dps side, the weapon is actually the Retribution so it does generic damage so it is actually usable, and the dps is about a 150k Blaster Rifle at point blank or 130k Blaster Rifle from farther. Then for the tower side, obviously it will not beat a good ++ Kraken Cannon, however, not everyone has a quad cap ++ Krakon. I think this would be a fun event item to have because it would be super unique for what people could use it for. Also, I don't know yet what I would put for the description yet, but there would be one.
  7. 6 points
    The fact PC players are getting expanded heroes before consoles even get the base game is offputting. And no updates at all is very concerning. The promises made in the Kickstarter campaign and what is being delivered are growing more apart every day. And us Xbox and PS4 players still have an exclusive window to look forward too.....
  8. 5 points
    How's this for a non broken implementation: Instead of applying a flat multiplier to the damage or rate of a tower, the beam instead adds a flat amount of tower damage or tower rate stat to the builder's stats. So instead of buffing an apprentice tower with a 1.8x multiplier to damage output, it could instead buff it by treating it as though it was built by an apprentice with an extra 400 tower power. All numbers here are arbitrary, but it should be easier to manage because the beam just moves us up the diminishing returns curve of our stats, instead of catapulting us above the curve. You could effectively tune the numbers such that the effect of a buff beam was as if the builder of the tower being buffed had an extra X item slots. Now the tower is only worth the DU if it can buff Y towers.
  9. 5 points
    Concept: The idea is playing with words, somewhat of a pun between "dicing" as playing with dices (refering that are the scaling numbers) and "dicing" as in slicing (refering that are the colors, high damage and choosen pet). The pet would have only 4 stats for visual purposes of the numbers. The 20 used for upgrades and in the description are a reference to tabletop RPGs to reinforce the theme of playing with dices. Item: Harpoon Pet Size: as big as Mr. Crackers. Pet colors: Main color black. Secondary color dark red. Name: The One Who Dices Description: <color:255,0,0>Dicing</color> and <color:255,255,255>Dicing</color>, He forever strives towards the 20... Mana Cost: 987654300 Raised by: <color:75,0,0>Mv Base damage: 45678 Shots per second: 9 Projectile speed: 87654 Hero HP: 123 Hero damage: 456 Skill 2: 654 Tower range: 321 Upgrades: 20 / 20
  10. 5 points
    DEFENDERS, Yesterday the Activating the Goblin Mech Update was released and it’s been a blast watching many of you take on the Technological Terror himself! We received a lot of great feedback and reports after the launch, and in our ongoing mission to make DD:A the best it can be, we’ve got a patch that went out this morning. Let’s get into some dang notes! Bug Fixes Fixed an issue where map unlocks were not happening properly. Fixed an issue where Deeper Well couldn’t unlock on Nightmare difficulty. Fixed an issue where the Session Browser wasn’t showing game mode type. Fixed an issue with the Thunder Spike Trap not dealing damage. Fixed an issue with the Crystal Core outline focus color. Fixed an issue with the floating rocks so that they render by default. Fixed a few issues with collision on Endless Spires. Fixed an issue with stuck enemies on Tornado Highlands. Fixed an issue with Boss accessories not dropping on Hardcore. Fixed an issue with customization appearing on the Hero Selection screen. Fixed an issue with the Steam Overlay causing rare crashes. Fixed an issue where gear quality was displaying incorrectly for some Defenders. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  11. 4 points
    Hey Darkdante, After looking into this, we're able to confirm that cheating did occur and the hacker flag was appropriate. There were 10,016 stat points allocated to a hero that should've only been allowed to have 26 stat points, so 9,995 more than possible. That's only possible from cheating.
  12. 4 points
    Everyone is handed a Nerf weapon in a Hunger Games/Battle Royale CG office match- who is the last one standing?
  13. 4 points
    Santa's helper is geared up for Christmas. https://steamcommunity.com/id/darthvadius/
  14. 4 points
    DEFENDERS, Yesterday we released Update 1.1 which brought in a ton of great stuff, being the tip of the iceberg for what you can expect to see coming in future additions for Dungeon Defenders: Awakened! With that, we’ve got something we’d like to address that wasn’t in the original patch notes to help bring clarity to some previously gray understandings. Tower and Hero Buff Interactions Update 1.1 changed how buffs work across the board and may be why certain setups feel weaker. Previously buffs were multiplicative and allowed some pretty crazy builds to appear, and this was before we even brought Series EV-A’s Overclock Beam into the equation. As a result, we made buffs additive instead of multiplicative. There are some big reasons for this kind of change, and we’ll touch on two of them. Anytime we want to add another tower or damage interaction into the game with future heroes or mechanics, we have to take into consideration how it all multiplies and balance it properly. This leads to additional Hero nerfs or releasing new Heroes with weaker tower/hero interactions. Ultimately limiting fun Hero mechanics later. Adding additional content, we’d have to take into consideration the buff builds that people were using. What happens is that the disparity between people using full buff builds, some buffs in their builds, and no buffs in their builds drastically increases, meaning content is steam rolled by one build, while another has no shot, further requiring a meta, instead of a meta making something easier but not absolutely required. We’re keeping a close eye on these changes now that they are out live, but received a lot of great feedback previously through our testing with Cavalry and RQA. Bug Fixes Fixed an issue where the Demon Lords ground flames were hitting the Crystal Core. Fixed an issue with the radial menu not correctly pulling names and descriptions. Fixed an issue with Achievements not displaying properly. Fixed an issue with host costume colors not replicating correctly for clients. Fixed an issue with how the Ancient Dragon was flying between positions. Fixed an issue where the top caps of Series EV-A Fields were not properly appearing. Fixed an issue with the Demon Lord’s swords not replicating properly in survival. Fixed an issue that caused default bag names from showing correctly. Fixed an issue with build mana on Massacre Survival Arcane Library Wave 14. Fixed an issue where the Demon Lord’s flying charge could damage the Crystal Core. Adjusted how spiders spawn to avoid a mass amount spawning at the end of the wave. Added Series EV-A’s second double jump animation. Adjusted the Deadly Striker Tower’s priority, so that Goblin Copters now take priority over spiders. Adjusted how bonus armor is displayed from Overclock Beam. Adjusted the quality of loot dropped in early maps for Massacre Survival. Adjusted projectile counts to only show if they are greater than one for weapon tooltips. Fixed an issue with how tower stat buffs are shown on tooltips. Added Sirens to Massacre Survival Tornado Valley. Fixed an issue with the Siren’s body having collision after being defeated. Fixed a visual issue on Summit that caused assets to visually disappear. Fixed an issue where Sirens and their buffed enemies weren’t displaying an icon. Fixed an issue with how Melee Damage and Melee DPS were calculated on item tooltips. They visually showed higher values than what they were actually doing. If you run into any additional bugs or have points of feedback, please visit our Discord as we have a new reporting system for bugs and feedback that allows us to parse through things as they appear. Known Issues We're looking into an issue with Enrage Aura interactions. Enrage Aura has been capped at 65% chance to enrage enemies while we continue to investigate. Challenge map balance in lower difficulties is a little too difficult currently. All items may appear as upgrades after swapping heroes. Visual issues that range across various tooltips. There's a crash related to using a QWERTZ/Czech keyboard. Possible workaround is to change the Windows keyboard setting to English. We’re still working on making sure any and all bugs that appear get squashed pretty quickly and thank you for all the feedback you’ve provided so far. While we’re getting these fixes in, we’ve already begun work on our next updates and can’t wait to share our work with you. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  15. 4 points
    I'm all for skipping it. Tower buffs in general being a meta requirement just doesn't do it for me. DD1 was a great game, and I'm glad I had the chance to play it, but man, once you hit that late game content, you had to build just such a way. This is why I was so disappointed that none of DD2's positive changes made the cut. That game was far from perfect, as anyone who has played it knows, but there were still positive aspects in there. I went into this thinking we'dget the best of both worlds, but with things as they are progressing now, it looks like we're being pushed into the same meta as DD1. I'd rather a new and unique defense than just another absolute requirement for progression, but it looms like that's where the game is headed.
  16. 4 points
    I'll be adding stuff to this post(to make a longer and easier to read list) and bump from time to time after adding couple of new things instead of creating new posts. ---------------------------------------------------------------------------------------------------------------------------------------------- - remove those blinking yellow borders from Aura's its a huge pain and disctraction - going through medium to unlock all maps and currently dropping green item feels like getting a Unique rare drop in other games, I'm at a3-s3 and I've dropped only 2 green items so far... It doesn't look balanced. I didn't even bother to pick up anything till A2. - targeting towers/auras/traps that overlap for upgrade or rapair needs to be fixed asap, even witch changing camera view it's really bad - add amount/type/direction of enemies to the map like in DD1, having this thing to be visible only at doors is simply stupid. Icons are small and the further away you are the smaller they get - add the name&cost of tower/aura/trap to the center of the screen when you're trying to place something, green border for icon in the bottom right corner isn't the best and the icon that's green on cursor is bad and you're not able to tell from it what you're placing coz it overlaps other green stuff - allow us to scroll out camera more when placing stuff with top view - make inventory key also close inventory in addition to ESC, cmon guys its a standard in every game and great QoL - cancel tower stats after pressing E again instead in addition to moving camera away from their hitbox - let us rebind LShift and G... - enemies in many maps get stuck and circle around one place until player comes near - enemies that push away defenses are the dumbest mechanic implemented in a tower defense game... i COULD understand that if I could later MOVE towers like upgrade or repair... but as it is now, nope, it's stupid. - top view camera in Arcane Library is still annoying as hell - Ogres are a bit dumb with throwing toxic balls right on their feet - lack of description for Bonuses and Multipliers when hovering in Summary screen - remove canceling tower placement when it's offscreen(stage where you pressed LMB and trying to rotate it properly but if you go too like 5m away from it it's being canceled) - why there is no "Solo" mode so players can pause game anytime they want? - attributes on gear are a mess, hard to read, mixed, make proper columns left for hero stats and right for defense stats - v1.0 and there's still no live update for Stats - no number update for collecting whole set on items hero is wearing, make it like "base + bonus" so if item has base 10 Fortify and you have whole set with 40% bonus is should be shown as "Fortify 10+4" - make Toggle stats stay by default after re-opening inventory instead of having players to press it every time - I hate that you've locked away the freedom of picking up difficulty & maps. "Do this difficulty and map to unlock this difficulty and map...", at least Hard should be available by default instead of only Medium, why did you decide to slow down players so hard in 1.0? - game browser is awful, can't filter stuff, breaks while scrolling if someone's game name is too long - add small icons(in addition to existing filter ofc) in corners for set items to easily tell which set is it coz sadly visuals for them are quite similar. Like for Guard set add small shield icon, for Miner's set pickaxe icon etc - make server type(Public/Friends) stay the way player picked it with 1st run instead of switching it to "Friends" every time player goes back to Tavern - cursor dissapears while trying to upgrade sometimes - fix the weapon types... who marked "Morning Star"(mace) or "Bo Staff"(staff) as polearm... Polearm can be a spear, halberd, poleaxe, glaive... - after pressing E to check tower range/stats let range persist for ~5sec, if tower has long range and it goes downwards the wall or something it'll dissapear before player can check it properly - lack of Quick Sell shortcut for single item, like Shift + LMB - can't sort items by Item PWR - while doing Endless Spire map on Insane my Ballistas preferred to attack Ogres that were further away instead of Wyverns that were 2m closer to them and were smacking my crystals. - Apprentice's Mana Bomb skill should be used on key release not when it's charged, same like RMB for his weapon - lack of description for Ensnare Aura/Str Drain, how strong is it? Nobody knows... - it looks like charging Kobolds ignore Ensnare Aura? Why? - no special enemies announcements, like "Prepare for Wyverns" or "Ogre incoming!" etc... - no party info in multiplayer game, no player list, their HP/Mana/Class, there also should be something like build icon that player can pick in their inventory to see if someone is DPS or Builder and it should be displayer on their portrait - Night Elves sliding through maps after grabbing aggro looks insanely stupid, and player can't even tell where they are in waves, just "puff" they're smacking you, make them run instead of sliding and a bit bigger maybe so players can see them - delays between waves in A1 maps are waaaaay to long... - So... Necros are still able to revive skeletons behind defenses(they're being pushed through) - Sometimes Ogres don't give a f*** about defenses and rush fo crystal, happend literally 5min ago in Insane Survival Wave 22 in Magus Quaters, Ogre just skipped Barricade and went for Crystal - Mana that lies on the ground dissapears when the boss countdown starts. Why? - disabled hero swap at boss countdown. Why again? - Alchemical Lab boss, when killed leaves his skill(those ground flames) on the ground for X-XXsec, it should dissapear when boss dies I think... - when during wave there's an info like "Crystal under attack" and I press ESC to call out menu cursor will dissapear at the moment of announcment pop up, every... single... time... - few times after respawn my camera was stuck inside character, you can imagine how annoying this bug was - so... after reaching Nightmare I feel like it's kinda forced to party play... It should be properly scaled, if player wants to solo let him solo but with proper enemy scalings, overall got quite negative feelings towards Nightmare and probably Massacre too. And then we add Spiders that nuke builders... Really unfun experience. - chat bugs all the time - inventory is way too small - no item stash? - inventory managements is truly awful - please add option to the filter to pick up items only with for example 2000+ PWR, "Upgrades Only" is a bit bad - drop transparency(dots) is too great, cant see anything under towers/traps/auras range - Mythical and Transcendent drops should have higher&stronger beams - all defenses should dissapear after finishing last possible wave
  17. 4 points
    Not many things wrong with this release. DDA isn't an insult to DD1 -- unless CG turns it into DD2 or doesn't bring in most of the DD1 content. DDA has been release for 7 days. If you fail to see how similar DDA is to DD1, and not an insult to DD1, then perhaps you need to play more DDA.
  18. 4 points
    I use a controller. I feel your pain x10. Changing back to my DPS character with 2 seconds left in the preposterously-restrictive timer on Lava Mines Campaign Massacre is harder and more stressful than using Shang Tsung in Mortal Kombat 2 and trying to get a fatality where you freeze the opponent with Sub Zero and then Switch to Kung Lao and throw your hat at them, decapitating them while frozen. Okay, it's an elaborate comparison. But it's harder than it needs to be by a lot. :)
  19. 3 points
    Xbox Codes are in the process of being sent as we speak, so check your emails shortly as may take a few minutes to arrive in your inbox though :)
  20. 3 points
    Hello Defenders! I have a very serious question for the community. And, I would really appreciate your response. Here it is: If you could ask the developers one question about their role/work at Chromatic, what would it be?
  21. 3 points
  22. 3 points
    https://steamcommunity.com/profiles/76561197978367453 blue boy
  23. 3 points
    The game has been officially released. Please stop spreading the lie that this is still early access.
  24. 3 points
    Update - CG has responded and is processing my claim. I'm happy to hear from them. They said the delay was in part to a staffing issues and requests are backlogged. Have hope.
  25. 3 points
    Dunno what your problem is, I actually had to work my way up from ancient mines, alch lab, magus quarters all the way until glitterhelm caverns. You slowly but surely progressed and that's the whole concept.
  26. 3 points
    I've submitted a bug report on this and mentioned it in the Steam forums, but I figured this forum might have a bit more traction on this. Right now it's kind of a critical bug. DSTs (and sometimes other projectile towers) will cease firing. I'm not sure what is causing it, but the reflect beams in front of them should be enough to assume it's not spider webs, and even then spider webs are a temporary debuff, this bug seems to cause them to stop completely. I made a recording of it as well for people's convenience: This has kind of stopped me dead in my tracks in terms of progression. I'm trying to level up my EV and a DPS Huntress, because I need them for massacre, but the best sources of exp are now locked off to me.
  27. 3 points
    I liked their post for you Patch notes are now live. Looks like they were just a little bit late getting it into the hands of the community. However, no mention of DU changes...
  28. 3 points
    I really like this game and where the devs WANT it to be in the coming year, I played a lot of both DD1 and DD2 and I don't think DD2 is a direction we want to be heading in. DD2 is still a game you can log into and play, I believe the kickstarter success of DDA is because a good chunk of us defenders didn't like DD2's direction for awhile now. That aside, giving you the benefit of the doubt, would you like to clarify what direction you would like DDA to be on @CC_Life ? I only ask because your OP is very vague. Why does the game suck? What elements of DD2 should be incorporated? No hate, I am just opening discussion. As someone that has been affected by this temporary 'legacy progress wipe", and is still REALLY loving the game since release so far, albeit with a handful of annoying/temp bugs :) :)
  29. 3 points
    I'd love to see tower destroyed notifications and possibly Ogre notifications. Maybe I just don't really check my towers enough, or check the map enough.. but I think it'd be real nice to have this feature.. Just a nice QOL addition. What do you guys think?
  30. 3 points
    Ok, so lets start with a major one. Split-screen multiplayer. One of the key reasons I personally bought the game. This would have allowed family to come together and play a co-op game. And what do Chromatic do? Fail to deliver what was initially stated and would have been a great family bonding experience. Something that would have made the game more interactive on twitch, direct chat integration. I would have loved to interact and mess about with a streamers game with this feature. Another potentially great feature thrown to the wayside in place of More Pets and Player Trading. I would rather throw my items directly on the ground like in DD1. What happened to new bosses? They were thrown to the wayside for DD1 bosses. I was hoping for the lore of etheria to be expanded, not for a poor remake of DD1 with mild changes. Some of which are for the worst. Better chat functionality? Just feels like old DD1's chat system to me. Its a real disappointment. So far, just a worse version of DD1. I was hoping for this to be a true sequel, not a flimsy remake. And the failure to deliver on promises just ruins your credibility. I would never recommend this game to my enemy. If you are going to spend money on this franchise, spend it on Dungeon Defenders 1. Because DDA is just a worse version of DD1. If I have missed anything, let me know.
  31. 3 points
    Recent reviews on steam are down to "mixed".
  32. 2 points
    Hey there, here's a google doc of DD2's market prices made by the community members in Discord. There are three different list of prices for each plaform (PC, PS4 & Xbox One) as it seems they each have a different economy. https://docs.google.com/spreadsheets/d/1Y4Ibp1pgFDpkgh9bDmH-XvYnfDhg5DE_K9OgruQ8LaM/edit#gid=2075882721
  33. 2 points
    Yea there is one on every map, and a few have changed location at least once already. Still trying to figure out exactly what it all means but it is inspired from the original appearance of the "Siren" in the old DD2 MOBA before it was changed.
  34. 2 points
    https://www.bilibili.com/video/BV1Zy4y167zZ this is a 13min40s run video and just no time to upgrade xd
  35. 2 points
    When I read the 1.2 release notes Diablo 3 flashed before my eyes so many times. Rifts, rift enemies (elites), transmogs, & reforging. In 1.3 we'll have Kanai's cube in the secret tavern room.
  36. 2 points
    2 crackers + 90 cv
  37. 2 points
    god this thread is so the depiction of what this game has turned into. The rebranding from trendy was supposed to be about fixing so many of these issues. I had originally made a switch pre order and somehow knew i shouldn't wait for the switch release. You know id givemost companies a pass for bad customers service through march april and even may but at some point they need to be doing their job and actually fix their issues. Something tells me the game just isnt doing well enough to keep up many staff members. I dont fully know numbers but looking at some of the trophies id say most people are already done with the game in any serious fashion.
  38. 2 points
    Someone's got to keep it alive. Or on lifesupport...
  39. 2 points
    Defenders, We wanted to get this small update out to resolve some issues for you all before the weekend grind commences. Enjoy the boss webbing debuff while you can! More bug fixes and changes coming next week. BUGFIXES BUGFIX: EV towers can now be placed on islands in Tornado Valley. BUGFIX: EV defenses could not be placed and pets could not target enemies when the player was standing on top of the Boiler in Alchemical Labs. Known Issues: Bosses are able to be webbed, they take increased damage during this effect. Attacks and movements are not affected. There’s an issue where Shadows are causing massive FPS loss on even the best hardware out there that we are investigating. Recommended you change the shadows setting to low for the time being while in your Tavern. Changing the setting while in gameplay may cause an unwanted crash. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  40. 2 points
    More like past 7 months
  41. 2 points
    Just wanted to give huge thanks to you guys (The Ich & partners) for making this spreadsheet and the document. Do you have any idea of the other changes to loot quality, difficulty scaling and balance changes? I noticed you guys have the values listed to for massacre survival here: https://docs.google.com/document/d/1qay_rHrWZgkhyYp0AgivSIIWSTDge-12UFWHt7dGBRE/edit According to this the loot should scale like usual, but people have been reporting that the scaling is pretty dissapointing. Do you guys have any idea what's going on with this? Anyhow, thanks again. Really appreciate the work you do.
  42. 2 points
    While I agree with the post above on a lot of things, I'm still very glad they decided to do a proper remake of one of my favorite games of all time after the mishap that was DDE. I have been loving my time with DDA so far even if it has fallen short of some of its promises. Hoping that a proper update to the grinding in Mass Survival combined with player trading can turn this community into what DD1 once was. Fingers Crossed! :)
  43. 2 points
    If you were here during the beta, there's nothing much left to say. If massacre survival comes out, maybe activity will pick up again.
  44. 2 points
    Iron Brigade is another example, sort of a steampunk/military action td game. Even though it's fairly different, Yet Another Zombie Defense HD might scratch the same itch and it's on sale for $0.51 right now.
  45. 2 points
    Local coop with friends is probably the least of the developers concerns considering the Corona situation lmao
  46. 2 points
    They are apparently working on the roadmap and they are unable to say anything to us because of that.
  47. 2 points
    Holy shit, I never realized you're Eh Nam. Now I am able to make the connection between your tweets on Star Wars and your subtle reference to Drakenfrost Keep with it back then when it was just out haha! On another note, it's awesome how some of the top climbers of all three platforms are on the forums!
  48. 2 points
  49. 2 points
    To drop investment in their new game, not fulfil contracts, and lose the learning they’re gaining from using an updated engine and reinvest in an old game that has no real development future left beyond bug fixes doesn’t make any sense.
  50. 2 points
    While I somewhat agree that CG shouldnt be putting all their effort into one game alone and letting it decide the fate of both games, I dont think this is the right way to go about things. There is already a rift between our communities and I dont think making it larger will help, even if it is to serve the purpose of getting DD2 attention.
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