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Showing content with the highest reputation since 02/25/2019 in all areas

  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. 12 points
    Hey CG. Rough launch huh. Anyway, waited till the work week started to make this post. easy to focus on some negatives, lets talk about some great things you all are doing. You all give a damn about your game and the community. It shows. You may not always have the best transparency when things go wrong but you always work extremely hard to make up for it and admit when you make mistakes, thats big and deserves to be recognized. The end of week open letter was appreciated, owned up to items that were done wrong, and provided a path forward. Thank you for listening to community feedback, and coming up with a plan to address it. ice needs a huge shout out, this weekend, instead of enjoying a few days off, they were manually transferring dozens of players characters from legacy to play and still had time to help the community in discord, and on a anecdotal note while doing all that spent hours helping me track down the hacker flag issue i was having on my account. Mary and Phillip as well provided support, answered questions regarding the launch and letter in discord this weekend. There were probably other CG working through the weekend to help as well, got an answer from the CG support ticket input in sunday morning, most small companies you wouldnt hear back till monday. Just wanted to give a quick beginning of the work week thank you to all of you post. Its easy to complain about the bad things that happened and launch, but the positives are sometimes missed.
  5. 11 points
    From: Colin “Elandrian” Fisher, Creative Director What’s up, Defenders! Welcome to our first post as Chromatic Games! If you’re new to the community, an extra helping of “welcome” is in store for you. If you’re a veteran Defender, then welcome back. Let’s get right to it! It’s been a wild ride these past couple months, but the cat’s out of the bag now! There’s been a lot of news about our rebranding, new Kickstarter campaign, and what all of it means for you as a player. I want to just take a brief moment to provide a little extra context about what’s going on. We’re #indieAF now, so it’s time to get the info straight from the horse’s mouth! (Or maybe it’s beans time? Company beans? Who knows. Let’s do this.) So What Happened To Trendy Entertainment? For the more official take, you can check out the press release here. For the realest take, keep reading! In December of this past year, Augi Lye, one of the original founders of Trendy, came back as CEO to help return Trendy to its indie roots. The development team and I worked with him to figure out how we can have a good plan to move forward and start creating Dungeon Defenders games in the way they were meant to be made: for our players. One of the things we wanted to make clear was that Trendy was no longer really Trendy. There’s brand-new leadership, a new creative direction, and new energy at the studio that was just waiting to be released. So we decided that we’re not really Trendy anymore. Chromatic Games is our final form. We’re over power level 9000 now, and we’re ready to rock. We’re not answering to external people anymore. We’re in control of our own destiny. We were able to keep the majority of the development team around, but we had some people move on to newer pastures. We’re so grateful for their years of service. We love and respect all of our previous Trendy family, but now the Chromatic team is focused on the future — and that future is to keep improving DD2 and crafting Dungeon Defenders: Awakened. What Does This Mean For Dungeon Defenders II? Dungeon Defenders II will keep going! Development is going to slow down, but we still plan on maintaining limited updates and content. What do I mean by limited updates? We’re going to be focused on smaller quality of life updates, bug fixes, improvements and some occasional new cosmetics. When I say smaller QoL, I mean in the development time aspect — we still plan on our quality of life features to be super impactful for players. We’re going to be releasing an update soon on all platforms that will have a vendor where you can get the Shards you’ve been looking for or looking to gild — a highly requested player feature! There’s some extra morsels of dopeness in that update as well. Most of the changes are gameplay related. We’re trying to make the fixes and improvements that everyone has been asking for. Supporting Dungeon Defenders II will still continue to support the team at Chromatic and support our ability to continue to patch and grow DD2. Our team is dedicated to figuring out how we can keep evolving the game in the right direction. We’re going to keep making Dungeon Defenders II better and better, just as we’ve been committed to doing in the past. So Why Dungeon Defenders: Awakened? I’m just going to begin by addressing the elephant in the room: “Elan, Dungeon Defenders: Eternity already happened. Isn’t this just the same thing?!?” The short answer is no. The long answer is HELL no. DD:E was a different product entirely. We have no plans to repeat history when it comes to that. We came up with Dungeon Defenders: Awakened as our first smaller-scope project as a new team. If we want to remain employee-owned/controlled (which is the dream!), we needed to prove that we’re the capable stewards and re-earn that trust before diving right into Dungeon Defenders III (which we have SO many slick plans for). Dungeon Defenders: Awakened started as a plan to do a modern remake of the original Dungeon Defenders for the Nintendo Switch, but then it evolved from there. We didn’t want the game to feel like some sort of weird attempt at Dungeon Defenders: Eternity again. We wanted to make a new game, a new experience, a new story. As we began looking into what we could build with Unreal Engine 4, we found that we’ll need to rebuild a lot of the systems and code that supported the Dungeon Defenders games. Fortunately, our engineers are rockstars. We’re taking a lot of the hard lessons we learned about building games over the years from DD1 and DD2 and now have the freedom to make these systems in newer, more optimized and scalable ways for DD:A. We don’t just want the game to look better in UE4 — we want it to run and feel better. We want controlling your character to feel “crispy.” For some context on what that means, you should check out Ben Brode’s PAX Keynote from last year. We love to draw inspiration from other games and developers, and that is one of my personal favorite talks that describes some of these key aspects of making games have that polished and responsive feel. Then when it comes to content, we’re exploring ways of using and importing some of our existing content in new ways that we can use as a springboard to accelerate development. This is one of the things we show off in the Kickstarter. Deeper Well is definitely still the same map effectively, but it has a completely new look and will play a little differently. It will still be a familiar and recognizable location, but there are new things going on in these familiar spots and new gameplay that comes with it. This is what will allow us to make our aggressive October timeline. By using the content and assets that we’ve been developing over the years, the content team can go CRAZY and make the game look and run amazingly well while our design team focuses on bringing the gameplay into 2019. Our goal is to bring Dungeon Defenders: Awakened to as many platforms and players as possible. We want to make a game that everyone can enjoy, and enjoy together. It just takes additional support to get there, and that’s why we have our Kickstarter campaign. Why Go To Kickstarter? We JUST became fully independent again. We want to build the game in a way that we can fully be in control of. Obviously going to a publisher is an option that we can explore to get additional funding, but there’s always a bit of “loss” associated with that. We’re really trying to move forward and make new games. We don’t want to have a publisher — we want to make Dungeon Defenders games that are fun, weird, engaging, meme-tacular, challenging, charming and magical. By going to Kickstarter, we can maintain FULL control over development and the future of the Dungeon Defenders franchise. Your support here is VITAL. The “dream” is to add as much content to this game as possible and to make a game that you can enjoy as a solo player or as a co-op player, strategizing against new challenges, maps, defenses, and gameplay. We love it when people make interesting builds that even baffle our internal designers. We love when people find cool ways to make defenses and heroes more powerful than we ever could have imagined. We want to give you more of that. So we need your help. In Conclusion We’re here to make a game that communicates our passion for Dungeon Defenders. We want to fulfill the expectations of our followers both new and old. At this moment, we’ve had about a month of focused pre-production development time so far, and look how much progress we’ve has been made already! We can’t wait to give people more news and updates about Dungeon Defenders: Awakened as we make more progress. We’re focusing on having a player-first mentality be our driving force at Chromatic. We’re here for you, if you’ll be here for us. Support our Kickstarter, spread the word, help us make the dopest Dungeon Defenders game of all time. As always, feel free to hit me up on Twitter: @LordElandrian Welcome to our community. Stay a while.
  6. 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/
  7. 10 points
    1. Pick an item in game (you can't suggest items that don't exist such as Old One on a Treadmill) that the event item will be modeled after 2. Pick a new name, description, raised by, upgrade level 3. Pick out new colors for the event, this can include how shiny you may want the item to be. (You can even choose the size of the item) 4. Pick stats for the item. Pick what stats the item has, how high the stats are, ect. (You can even change the swing speed of melee weapons to if you would like) 1. Battle Droid 2. Name >> BonBot V13.3.7 Description >> "Could you play that song again?" Built by Bonny Upgrades >> 101/101 3. As pink and shiny as possible 4. Picture below. So for stats and whatnot, Idk how to balance things but I think the stats are fine, 404 across the top and the first 12 digits of pi for the bottom. The damage might be too high for the number of projectiles but I want that number to remain the same if possible since its the number used in the I Love You thing (ill link a youtube video to it) I'd like for the attack speed to remain the same or higher because fast attacking pets are cool. I don't really care about the extra projectiles, If the damage is too high, you can knock this down to make it not OP. I just wrote 3 there as a place holder. The description is the meme in Spongebob where Spongebob assumes Mr. Krabs is a robot. I'll link that as well. I picked the battle droid as a pet since it has the weakening effect thing and I think that's pretty cool. The 1337 numbers should be self explanatory and the 101 upgrades is leet speak for lol. Idk what the mana should be set to though. Links vvv https://www.youtube.com/watch?v=SQKyf4sWDlc I love you thing. https://www.youtube.com/watch?v=HuB_Pm4Xxbs Can you play that song again?
  8. 9 points
    Yes, you were flagged as a hacker for having multiple heroes with 100k+ Hero stat points assigned, which can only be achieved through hacking, Unless you know of a way of another way, in which case I'd love to know about and we can talk about unflagging you. That said, the overwhelming majority of players being flagged have been investigated and proved to be cheating and I have personally looked into many cases and will continue to do so to anyone that thinks they were falsely flagged.
  9. 9 points
    DEFENDERS, We just recently released another patch to help squash some nasty bugs. Just because it’s another day closer to our next update doesn’t mean we can’t squeeze in some bug fixes. Let’s get into it! Bug Fixes Fixed a crash when the crystal core was destroyed. Fixed an issue with stuck Goblin Copter Ogres. Fixed a VFX issue on Ensnare, Enrage, and Strength Drain’s causing a strobe-like effect. Fixed an issue where Goblin Copter Ogres occasionally walked over walls. Fixed an issue where Survival on Insane/Nightmare/ were not receiving build speed buffs. Fixed an issue where XP no longer goes past level 100. Fixed an issue on Summit where players were hitting an incorrectly placed kill volume. Fixed an issue where Private Games were not joinable via Steam or invites. Fixed an issue where the UI could misrepresent reaching max upgrade levels too soon. Fixed an issue where Djinns are sometimes untargetable on Ramparts. Fixed an issue where Nightmare Orcs were using an incorrect material Added a stuck in spawn timeout for enemies. If they’re stuck too long, THEY PERISH! Fixed an issue where local data was loading before cloud saves. Some players who ran into this might have noticed a slight “rollback” as a result." Fixed an issue where Goblin Copters weren’t flying high enough, causing their Ogres to get stuck in walls. Fixed an issue when a new profile was created. Fixed an issue with Goblin Copter drop off on Throne Room. 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
  10. 8 points
    Best Forum Feature Ever!
  11. 7 points
    You guys really need to fix this nonsense with the lack of communication. There are two great ways to keep people playing a game. Having content that can keep people engaged. You are both succeeding and failing hard at that. All the "vets" are mostly done with the content in the game, this makes them not play/not want to play. This lack of people makes others see that no one is playing and they despair because they can't beat the content and were looking for carries, or since there is no one playing, they'll think, "Why play?". Build some goddamn hype. You've been mute for something like 2-3 months now. What the hell have you guys been doing. We want to know. Back in the DD1 days the forums were thriving, in the early stages of every DDA patch, people post multiple times per day, now, no one is posting anything because no one is playing. There are almost more people playing DD1 than DDA. You are doing something wrong. I gave you 75$ because I believed you could recapture the hype and the fun of DD1, and while you have managed to recapture some of the fun, you're missing some of it and most of the hype. Look at the steamcharts and tell us with a straight face that there is nothing wrong with how you're doing things, at least it would be something. Blame it on COVID. Just do something rather than go dark for way too long. I know some news are supposed to come out on 1.2 this week. This was apparently mentioned somewhere, but I can't find it. Every week you do stream where barely 100 viewers show up. This should be a great indicator that you should work more on communication. Tell us something concrete not "Hurr durr we're not working on DD3, the patch is coming some year, come to the stream for a chance at a golden corgi". I love DD, but you guys really don't look like you do. Rant over, I guess, see you in game someday.
  12. 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.
  13. 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.
  14. 7 points
    DD2 sucks. Period. End of story. It's the reason we have DDA. When you mess with the original formula (DD1) you end up dead - which is what has happened to DD2. So much was wrong with DD2 that basically was the poison pill for Trendy as a company. Glad CG took the reigns and focused DD back to its origins -- DD1. DD2 was a mutated cousin of DD that should be left to wilt on the vine and drop off into the abandon-ware pit. All hail CG and DDA!
  15. 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.....
  16. 6 points
    Hey Defenders . It has being long time since this wonderful game came out . I have a lots of memories during these playing period. Just met a tons of wonderful players and great community and i'm really happy spending times on this game. Sadly , i decided to quit playing this game because there is no updates for this wonderful game and we can see less people playing it . but for encouraging the trading in the market or trading for personal usage for the winners , I decide to invest my personal items for the contest. I'm not pretty sure how many would be joining but as for the winners , they will get my Ember Sceptre (pure farmed by myself).Image link here :https://ibb.co/h8y5fg7 Also for gathering some participants , i will offer Ginger , x2 celebracer and Mr.craker as well for the winners. Added NPC for prise also And added Mol + Ancient Plume + Memo full set for the worst base ranged prize! Please read below before joining . This contest is to measure the best farmed RANGED cardboard tubes for DPS. The dead line is 29/5/2020 11:59 CEST. The 1st winning prise will be Ember Sceptre showing above with link. But the Winner can choose from the prise above as well. 2nd winner can choose the remaining prise witch you want , as well as 3rd ~ 6th winners! And also adding 100cv for as Diamonds +cubes for my favorite tubes I select ( I'll swear I will be fair to be all for the participants) The contest will be same style as Polly Contest .Post the cardboard tubes item information in detail to this forum page AND your steam profile. 21/5/2020 : Adding rules to prevent alt account joining . I request to who enters to the contest have to show how many hours they played . If you really dont want to open account total amount play time , please show me the playtime when you recieve your prize . I also have the right to decline giving the prize if once I thought I'm giving my prize to alt account. Sorry for changing the rules all of sudden. I want to give more people chances who really wants to win the contest. Also it will be okay for the one who is showing playtime to only friends. Add me for that case .My steam account is : https://steamcommunity.com/id/tooooooooooooooooooooom/ To participate , please post the image in this forum as reply. Make sure Ultimate ++ needs to be censored for the last digit for hero/tower status. But do not censor the last digit of upgrade number. For this time , hero status will not be considered for calculating the DPS . It will be calculated for base damage and upgrade numbers after maxing projectile speed. *You can re-post your best tube for 3 times before deadline. Make sure to re-post the item detail and your steam ID showing that you are re-posting. *Tubes that will win the DPS contest need to be shown on trade before getting the reward, it is to make sure that they were farmed on ranked. *The IC of the Ember Sceptre has been done by Escev.( I will send the IC to the winner when i give to them) **The Calculation is being done by Escev . the best player in this world.** special thanks <3 Love you so much. *It can already be upgreaded , but projectile speed has to be maxed for calculation. *Ace of Spade will not be counted for the entries. *For the worst tube prize , spawning with Lv1/1 has the most chances to win this one . Sorry for trolling at the very end and I'm not a English speaker so sorry for the bad English. If any questions , poke me on rng discord server or DM me in steam or in forum, But I hope someone may get my sceptre and event items for being used or being traded . And Thanks for all . Wish you have good time . Sincerely, Ke1ji .
  17. 6 points
    Hardcore mode shouldn't be relevant in this situation. The only requirement for joining a public game is that you are able to host that yourself, Ex: Being able to create a Campaign Summit On Nightmare or Survival Ancient Mines at wave 1, when the public game is past wave 1 you are required to have beaten the wave they are on. So if they are on build phase of wave 15 you need to have completed Wave 15 Combat phase in order to join that public game. Essentially comes down to this. Can you host a game of that Gamemode, Map, Difficulty and Starting Wave (Surivival, Mix Mode, Pure Strat), if so then you can join the public game otherwise it disables selection, as you don't have the requirements. If this is not the case send me a picture of the public game entry and then showing me a screenshot of your Gamemode Difficulty and Map completion, and starting wave # (On the Create Session Screen)
  18. 6 points
    DDA is a Peer 2 Peer game, meaning the host is the one driving the server for all players to connect to. If the host has bad internet or slow hardware this can cause issues for the players connecting to them. If the host is in another country, the latency between the host and players might cause issues. We are still actively working on performance both Performance and Networking side of things to make it easier to host and play the game with less issues. All of these factor into how well the experience is for each player, but we do not run any official dedicated servers for this game.
  19. 6 points
    Just some small things that irk us defenders when trying to enjoy multiplayer <3 1. Chat auto-closes mid typing anytime an objective is updated (waves end etc) 2. Keybinds work while typing (i.e. hero display ui pops up, greying-out the game and your chat) 3. New messages are not displayed until you press enter, causing us to not see many lines of text from other players, constantly. 4. Incredibly lagging chat, sometimes not posting a message until minutes later.
  20. 6 points
    DEFENDERS, With the launch yesterday, we haven’t had any crazy big issues, which is amazing. That said, we do have some bugs to get fixed, so let’s get into it! Bug Fixes Fixed an issue with the Huntress causing a crash. Fixed an issue where player dropped items were not showing correctly for clients. Fixed an issue that was falsely triggering hacker flags on players. Fixed an issue where Pure Strategy could not use start from wave. Fixed an issue with the Hero Stat panel’s responsiveness. Fixed an issue with the Bug Report’s responsiveness. Fixed an issue where clients could not properly see a Huntress’s trap being on cooldown. Fixed an issue with chat persisting incorrectly. Fixed an issue where only the Secret Room or VIP room could be unlocked, but never both. Fixed an issue with clients connecting to hosts. Fixed an issue with multiple achievements not triggering. Fixed an issue where camera location wasn’t correct when leaving top down mode. Fixed an issue where skeletons were using the wrong run animation. Known Issues You are unable to drop items at this time. This is intentional while we fix a bad inventory bug. 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
  21. 6 points
    Fixes: Swapping heroes and placing a defense skips the tower rotation step of defense placement.
  22. 6 points
    The Drakenlord himself, other than being a bit buggy at times, is super easy to deal with. Throw Burning Strikes on your weapon and shoot him from range... He's a non-issue unless he bugs out and refuses to catch fire. The dragon can be friggin' annoying though. In C7, it's "just" a matter of getting a relic with 10/10 Tenacity and a C8 amp, throwing that on your favorite trash clearing defense, and then watching the boss lane. In Onslaught however, it just adds to the time sink because you'll run into that situation where you're running across the map to light a torch, get jumped by an assassin, and get to watch as a mob ambles over and smashes the objective with one hit. It's not that you won't get past it, it's just not fun, and adds even more time to an already long map. I'd be fine with the map if it wasn't in the Onslaught rotation. With 4 people, even with no Tenacity it's not bad, but you're almost never going to be pushing high Onslaught in a group.
  23. 6 points
    I suggest removing the frost dragon from onslaught before dd2 support is sunsetted. Just the dragon, not the drakenlord. I thought the Drakenfrost update was awesome, as are most of the updates. (Pirates and protean shift were amazing) But I really was confused with making a dragon fly around the map freezing lanes a mandatory repeated unavoidable experience in onslaught, seems very out of place. Removing the dragon from onslaught would be an improvement. - It makes ancient power reset grind worse. I don't mind the time investment, but this makes it more annoying. AP grind with limited resources is bad enough. More annoying is the last thing AP grind needed to be. - The dragon is an incursion experience, it doesn't belong in onslaught. The other incursion type bosses aren't in onslaught. - No matter how fast you are at lighting torches the lanes get frozen momentarily, totally unavoidable. This doesn't feel good as part of the normal gameplay. - Console performance issues make twitchy hero control questionable. Forcing players to run around the map literally putting out fires (or lighting them) in addition to the normal gameplay just makes frame rate drops and stutters and delayed or ignored inputs much worse to experience. At least mastery was temporary, but onslaught is the entire endgame, why make it annoying with the frost dragon? EDIT: I think it would be acceptable to make the first floor the repeating drakenfrost dragon map appears to be 89 so it doesn't affect the AP reset grind. EDIT: Maybe make x9 maps random between frost keep and temple so people can reroll to get the other map if they prefer.
  24. 5 points
    Agreed. It took DD2 several rounds of almost every game mechanic getting revamped, but they eventually got a lot of things in a relatively good place. Obviously there's still plenty of room for improvement, but for reals, they genuinely learned from what DD1 did right/wrong and improved upon it. Even though DD2's game designers made some pretty huge mistakes, they listened to the community and improved. They have my respect for that, even if I still disagree with some of their design decisions. They also have my respect for managing to make DD2 what it is today given the F2P business model constraints they were handed. DDA made token attempts to improve off of DD1, such as with the hero deck, but DDA has almost all the flaws of DD1 and then some. I don't feel that same sense of innovation in DDA that DD2 had. I also know that they get a lot of feedback from the rose-tinted glasses of nostalgic DD1 players to copy even more things over to DDA, which further encourages that lack of innovation. As I've said from the start, DDA should have been a new unique title with new unique content. And while I still think that, I fear that it is too late for CG to pursue that path anymore.
  25. 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.
  26. 5 points
    Item: Blaster Rifle (or Blasticus with piercing shot) Bolt Action Sniper Rifle Huntress needs some love. *Note: I want the item upgrade level to be 1775/1775 not 1/1775. I couldn't figure out how to do it because I'm bad. The stats are themed off of Charles Benjamin "Chuck" Mawhinney. He was a U.S. Marine Corps (USMC) sniper. 1st row: Chuck had a notable kill at 900 yards. He was in the Republic of Vietnam for 16 months. His years of service was 1967 through 1970. 2nd row: The Vietnam War lasted from 1955 through 1975. 3rd row: Just using the 900 yards number for the stats here. 4th row: Chuck entered the USMC at the age of 18. He had 216 probable kills and 103 confirmed kills. Upgrade Levels: The USMC was founded in 1775. "Head Banger" and "Discount brain surgery" texts are just for humor. The phrase "absolutely 0" is a reference to the song "War" by The Temptations (War, h'uh, yeah, what is it good for, *absolutely nothin*), which came out during the Vietnam War era. Technical balancing and further explanation: At 5.2k Hero Damage and 4.1k AB2 stat on the default huntress skin, the weapon does ~20.8 million DPS on the Tavern dummy. A single shot does ~6.9 million damage. AB2 ability does ~22.5 million damage, not including the extra shot. The dummy alternates the dps between ~20.8m to ~25.1m when spamming AB2 with the normal shot. With the same hero stats as above plus a 210 boost cat, EV beam ticks at ~10.5 million. I purposefully made the hero movement speed negative, AB1 high, and the tower hp as the stat in the theme of snipers stealthily scouting around and taking a secure position. Also using tower hp for the 900 yards number helps to keep the weapon more balanced. The negative AB2 discourages replacing or making other gun weapons on EV/Jester obsolete and puts this weapon is a more niche role for the huntress. Tower range because snipers have range. Eh, get it? Yeah? Yeah....haha. If the DPS needs to be adjusted, then I recommend playing around with the reload speed, sps, and number of projectiles. I think it is good where it is at. I just want there to be a weapon to make huntress a viable dps option without giving another weapon that EV or Jester would make a better use out of or replace one of their weapons. The coloration reminds me of the Mass Effect weapons. Imitating the actual colors of the guns used during the Vietnam War doesn't seem to be very pretty. I hope I did this right. Let me know if I missed something that is needed.
  27. 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
  28. 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
  29. 5 points
    Fixes: Party bar is not showing the 4th player on the map. Towers are not displaying correct tooltip values after being upgraded. Items icons in the inventory are not displaying the not valid sign when they should be. Matches made private are actually public for anyone to join. Items are not selling correctly in various situations. Memory leak when playing games with others. Orcs enjoy getting stuck on various maps. Players with OculusVR get crashes or have their device startup. Auto loot filter doesn't work correctly for clients. (You may need to reset your auto loot filters for them to work correctly after patch). Several more crashes. Changes: Timers on Tornado Valley updated to correct values
  30. 5 points
    Thanks to all for testing and providing feedback for this Update 6 so far. It has been coming along and has hit RC where you can now play it and have your Ranked data progress saved by selecting it. We are looking to hopefully release this soon and quickly move to Update 7 for yall. So please test this when you can and provide any further feedback and report any issues with the update or with the game that need to get fixed. Minor issues may get fixed in Update 7 as that will be moving quickly to beta as well for all to test after this release. To go ahead and switch to version 8.6: Go to your Steam Library Right click on Dungeon Defenders and select Properties Click on the Betas Tab Click on the drop down box and select update6_rc Note: Your Ranked Progress will be saved but if something major happens where we need to update again or remove items, then you may lose those items. Or if you happen to exit the beta and go back to the Live branch, items from Update 6 will disappear. Here are the current list of Patch notes for this this update. New Map - Crystalline Resurgence 4 - Rewards buffed Sky City lower difficulty weapons and Mini Kraken pet New Map - Coastal Bazaar - Campaign rewards new lamp and carpet weapons - Survival rewards genie wave 25 and Mini Genie King end of survival wave 35 Updated Map - Emerald City - Reskinned Boss and changed name - Added survival - Rewards imp wave 25 and Desert Cupid end of survival - buffed emerald sword and staff stats - Emerald thrower now has more central spread - Random rewards were buffed to Moonbase levels - Added magic carpets to help move around map faster QoL - Added quality color around item names in inventory to help make it easier to identify item qualities. Toggles with "CTRL+O" - Display 3 decimals for buff beam boost values - Show DPS in tool tip for Bouncer Blockade and Slice n Dice like other towers
  31. 5 points
    Imagine being this retarded 1.) Ice isn't CDT, he's the game's network admin. 2.) Open is for playing with Steam Workshop mods, not retarded Cheat Engine and Grandeu hacks (which doesn't even work half the time anymore anyway) 3.) @everyone LULW
  32. 5 points
    I love it when my defences are frozen, I also love it when an assassins stabs me to death while I watch the enemy run past my defences and start whacking my crystal :(
  33. 5 points
    As people have known I have quit the main game of dd to pursue the DDDk and I have made tons of new content and I would like to propose a few of them. As the title suggest it is currently the goblin mech boss pet , the Ancient dragon boss pet, and finally the Kraken pet. I am currently planning on doing all the bosses and potentially all of the mobs and towers ( DST/LT pet ect). (can be tested in game here on open https://steamcommunity.com/sharedfiles/filedetails/?id=1713063477) Every aspect of the pets a subject to change as I update them. dragonattack.url
  34. 5 points
    Tomorrow morning likely around 9-10AM US Eastern.
  35. 5 points
    Shards are going to cost 12001 defender medals each. :)
  36. 5 points
  37. 5 points
    Yes, this, exactly. Kind of the same issue that Diablo shot themselves in the foot with. Teased big news for a long time, and then - BAM cell phone game no one expected or wanted is announced, and social media crucifies them. Mostly because of the expectations that were created. Everyone wanted to hear different news, and the company did absolutely nothing to appease that desire, and created no desire at all for what was announced. For DD2, we have had a news shut out for the last 2 some months. We asked many months ago for more details and transparency every week, and for a small while it was a lot better. Then the holidays and new year came, and it has been a blackout since then. Barely any Friday Fun day streams either. Every time we ask what is going on - no details, and promises of "big things". So in our minds, we are now waiting on some HUGE DD2 news to break at some point. Then, the only news we do get is that TE is no more, and a game we never knew about is coming, with no info at all on DD2, and all of this from a source that is not TE/GC directly... It was a very bad way to build excitement for this new product and the new direction of the company. I mean, i have no issue with the change, and i want to be excited for DDA, but it really should have come to us first on the forum, before the Kickstarter launched. Let us know what is happening. If we were told about CG and DDA say around a week ago, we could have been excited for the launch of the project. Instead i at least felt blindsided and confused. And still, no DD2 info... Was this the big thing? We don't even know... The lack of a clear vision (or at least a communicated one) and narrative to fans is hurting the first steps that CG is taking IMO. I should not have to go read the comments section on Kickstarter to learn what is going on, or a half dozen other social media platforms. Some centralized, clear information is highly wanted right now, and what better place to have it then on your own forums.
  38. 4 points
    Santa's helper is geared up for Christmas. https://steamcommunity.com/id/darthvadius/
  39. 4 points
    We are actively working on the Switch every day, its a tough challenge packing our game into the wonder that is the Switch, so the game needs to be well optimized to ensure that it runs smoothly. We've been getting some assistance from Nintendo and Unreal to help us reach that point and are making progress towards that. With that said, once we submit the game for certification and get the thumbs up from Nintendo to release, we will have a date to bring to the community, but unfortunately until that point we don't know.
  40. 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
  41. 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.
  42. 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. :)
  43. 4 points
    DEFENDERS! We’re almost at the end of September, which means there’s a little over a month away from the Dungeon Defenders: Awakened PC Beta! The team has been putting in tons of time to really make sure the beta is a great experience, while also polishing up a lot of areas that won’t be seen until release. Starting next month, we’ll begin ramping up displaying a lot of the hard work that’s been going on in the world of Etheria. As we’re working on that, we didn’t want to leave you without anything for September, so while this will be one of our shorter updates, we do have some awesome things to show off. We have a big post processing and shader effect that is still being tweaked, and the following pieces are still works in progress, but without further ado, let’s get into it! Squire Towers We previously showed the concept for these bad boys, now it’s time to see them in-game! Spike Blockade Bouncer Blockade Harpoon Tower Bowling Ball Tower Slice n' Dice Blockade These towers not only look fantastic but are incredibly fun to defend with. There’s another set of towers that we’re putting the finishing touches on in regards to animation, so we’ll show off the concepts for now. Get ready, the Apprentice Towers are coming at ya! Apprentice Towers Arcane Barrier Magic Missile Tower Flameburst Tower Lightning Tower Deadly Striker Tower Our goal was to make sure that the towers are very discernable from one another, something that was harder to do previously. We cannot wait for you to see their 3D beauty, we’re just giving it some finishing touches before doing so. These are things you’ve seen before. How about we look at something that’s NEVER been seen before? Maybe a map? Maybe a new map in Act 1? Actually yeah, that sounds pretty good. Let’s do that! NEW MAP: Lava Mines This map is one of the new campaign maps coming in Dungeon Defenders: Awakened! It’s a ton of fun to play, it’s absolutely gorgeous, and most of all — LAVA! What’s Next? We’re still working our hardest to ensure the Beta coming in November is going to be the best first step at letting you, our valiant Defenders, take on Dungeon Defenders: Awakened. There’s a ton of info we’re excited to gain, where we can make the game better, and most of all — LET YOU PLAY! There’s a ton still left to do, but it’ll all be worth it. Social Defenders To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled: Twitter Facebook Discord Twitch The entire team is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info! For Etheria! Chromatic Games
  44. 4 points
    DEFENDERS, Fresh out of the developer oven, and out to you now are some quick hot fixes we’ve recently pushed out. Let’s get into it! Bug Fixes Fixed a crash that resulted from an improper profile state. Fixed an issue for hosts where having the tactical map open when the end game summary screen appears would prevent interacting with buttons to move on. Fixed an issue where kobolds were gaining a speed buff when inside an ensnare aura after lighting their fuses. Fixed an issue where untargetable enemies were spawning and strolling right up to the core. Fixed an issue where the max number of upgrade levels based on the current upgrade level was incorrectly capped. 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
  45. 4 points
    DEFENDERS! Today we pushed out an update to bring the holiday season to Etheria! While we’re working on our Beta for Dungeon Defenders: Awakened, we wanted to make sure that Dungeon Defenders II was able to celebrate the festivities that the holiday season brings. Let’s get into it! Holiday Season When you hop in, the Town Hub and Private Tavern has been transformed into a cozy and wintry wonderland. You’ll notice the most welcomed change, being the Wayfarer is dressed in his best Santa costume… Oh also, THE GIFTING TREE IS BACK! Check back once a day to receive some awesome goodies, maybe a mythical Defender Pack or a Season Weapon is inside. Open those presents before all the snow melts! (this snow isn't strong enough to last until April this year ;) ) Holiday SALE In the spirit of the holidays, there’s a giant gem sale going on in the emporium. All of the following are on sale for 50% OFF of their normal gem cost: ALL Heroes ALL Costumes ALL Shards ALL Shard Packs ALL Hero Bundles ALL Bags ALL Bank Vaults ALL Tower Skins Material Booster Pack Some things may not have a 50% off badge next to it, but we assure you that everything listed here has been lowered. We’re excited to share the holiday cheer and make it easier to get what you want this holiday season! Known Issue The Target Dummies are on the naughty list, and have been banished from the Town Hub during the holiday season. (Really they were causing an issue with loading that area, so they’re temporarily removed) What’s Next? We’re currently working on getting Dungeon Defenders: Awakened out here shortly with 2020 just right around the corner! We’ve been hard at work, and if you haven’t, check out our beta check-in here. If you want to keep up with what’s going on with Dungeon Defenders: Awakened before preordering/purchasing on release, be sure to add us to your wishlist to get continued updates! <3 Social Defenders To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled: Twitter Facebook Discord Twitch The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future that our Defenders are sure to enjoy, because our games are made for YOU! Happy Holidays! Chromatic Games
  46. 4 points
    I'd like to see the map on rotation in Onslaught, but sans the dragon mechanic.
  47. 4 points
    Just my .02, Destiny broke me of this model long ago. Buy the game, get disappointed by its flaws, hope springs eternal for a new patch/DLC, buy the new content, get disappointed by its flaws....rinse and repeat. There have been drastic changes to DD2 throughout its lifespan. Each time, the promise of a solid product allowed me to put aside the fact that each iteration broke whatever progress I'd made to that point. Weapons/Gear accumulated became worthless. Towers that worked, no longer did. Meta swaps, hard-counter enemies introduced, the damn loot boxes, the manufactured storage shortage that drove you to purchase bags, the lack of stacking items that drove you to purchase more bags.......and now, feels like the game is being dropped. As someone else posted a few days ago, the motivation to push onslaught is pretty much gone for me now. I'm a crusty old man, so I've seen and experienced the life-cycle of a few hundred games. I understand that they don't last forever, and I'm always looking forward to the next time-sink. That said, this is different. Kickstarter feels like a pre-order. Only without the guarantee that there will actually be a game.
  48. 4 points
    Yeah, events would be nice to keep DD2 fresh indeed! Definitely would love that to come especially the Carnival. I have missed all that fun too.
  49. 4 points
  50. 4 points
    I don’t think DD-A is a bad move, I do however think the way they are announcing it and moving forward with it seems bad. For weeks now we have been teased with info on updates to DD-2 and then bam today we get new company, new game but no new DD-2…..
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