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Showing content with the highest reputation since 02/28/2020 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
    As it's become a tradition, we're going to have another 12 days of Christmas giveaway. Here's how this one is going to work: There will be 2 winners per day from December 13-25th. Winners and prizes will be posted daily and updated on the reply below You can only win once, so if you win on Dec 13 you can't win any other day You can only enter on one account, if you're caught trying to cheat you'll not get anything Everyone will win something special, this does not make you unable to win a daily item To participate just post a nice message to the DD community (posting literally those words will not count as an entry) and your steam profile. Winners will have have to message me on my steam account or my discord Thales#0978 . I won't go out of my way looking for the winners
  4. 12 points
  5. 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.
  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. 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.
  8. 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.
  9. 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.
  10. 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!
  11. 6 points
    Post for winners Day 1 Winners: http://steamcommunity.com/profiles/76561198805803070/ Christoph - Final Patch http://steamcommunity.com/profiles/76561198132766948/ GrilledClaw - Elf Party Hat Day 2 Winners: http://steamcommunity.com/profiles/76561198072558989/ Not Oskar Lime Pie http://steamcommunity.com/profiles/76561198284591702/ gianthippo96 Celebracers Day 3 Winners: http://steamcommunity.com/profiles/76561198056841588/ Horse89 Armguards of Fire http://steamcommunity.com/profiles/76561198310465283/ Ace Amplifiers Day 4 Winners: http://steamcommunity.com/profiles/76561198089066131/ Choose Goose Rainmaker http://steamcommunity.com/profiles/76561198206470180/ Bims13 Ginger + Cinnamon Day 5 winners http://steamcommunity.com/profiles/76561198098645525/ LeeHammmm Armguards of Radiation http://steamcommunity.com/profiles/76561198309856157/ PiisamiRotta Salem Day 6 winners http://steamcommunity.com/profiles/76561198075638387/ jas_is_there Black MAGIk http://steamcommunity.com/profiles/76561198394745403/ Garou Celebration Day 7 winners http://steamcommunity.com/profiles/76561198062597867/ Tragnesor Armguard of Poison http://steamcommunity.com/profiles/76561198079668395/ ASAPferocity Greater Magicite of Wind Day 8 Winners http://steamcommunity.com/profiles/76561198261395522/ Wourder NPC http://steamcommunity.com/profiles/76561198114372105/ momokizi Final Patch Day 9 Winners http://steamcommunity.com/profiles/76561198051595911 Toonyx Armguard of Fire http://steamcommunity.com/profiles/76561198060290376/ camerok Lt Sparkles Day 10 Winners http://steamcommunity.com/profiles/76561198065692866/ ExplodingSheeps Elf Party Hat http://steamcommunity.com/profiles/76561198022534984/ Silent Noctem Captain Isom Day 11 Winners http://steamcommunity.com/profiles/76561198013303946/ Atlas Stieglitz http://steamcommunity.com/profiles/76561198059828574/ Hamish Celebracers Day 12 Winners http://steamcommunity.com/profiles/76561198102235545/ RenRaspberry Greater Magicite of Christmas http://steamcommunity.com/profiles/76561197977574873/ ⭕⃤Ŀunaris かたな Greater Magicite of Christmas http://steamcommunity.com/profiles/76561198184152863/ RoboDefender Greater Magicite of Christmas http://steamcommunity.com/profiles/76561198069490954/ xIc3Cube Legends:tm: Greater Magicite of Christmas http://steamcommunity.com/profiles/76561198059635604/ Mr.Tubs:tm: Greater Magicite of Christmas Everyone Grinch's #1 Fan
  12. 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.....
  13. 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
  14. 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.
  15. 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
  16. 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
  17. 4 points
    Everyone is handed a Nerf weapon in a Hunger Games/Battle Royale CG office match- who is the last one standing?
  18. 4 points
    Santa's helper is geared up for Christmas. https://steamcommunity.com/id/darthvadius/
  19. 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
  20. 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.
  21. 4 points
    Holy mother of pearl! What on Etheria is CAP'N DREADBONES doing there?! This is something I totally hadn't expected. An very interesting surprise to be sure!
  22. 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
  23. 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.
  24. 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. :)
  25. 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?
  26. 3 points
    Welcome to the community Brittani! Happy to see an advocate for us players again. As a former community manager myself, i have a special appreciation for your role and what it entails. I'm happy to chat with you anytime!
  27. 3 points
    DEFENDERS,We’ve been hard at work on great things here at Chromatic Games, and it’s time to let one of those things spread its wings and fly. Update 1.2 is now live and ready for you to hop right into! An insane amount of bug fixes, Rifted maps, Rifted enemies, new weapons, new gear, new accessories, transmog, and more are coming your way. Let’s cut the intro and get into it, there’s A LOT! Update 1.2 - Enter the Rift We’re going to be splitting this update into two parts to make sure everything we add is in the best state possible. The first part of this update includes additional gameplay, features, rewards, and bug fixes; the second part includes additional features and Kickstarter rewards. The goal with Update 1.2 is to put a bow on what we consider the baseline DD:A experience before we move onto major content updates, with 1.2 serving as the foundation for us to build something wonderful! Rifted Maps Throughout Campaign and Survival you are now able to activate the Rifted toggle before joining a map, similar to Hardcore. This tears open the portal and provides access to Rifted enemies. Rifted Maps serve to evolve the challenge and experience of DD:A, providing players something new to take on, regardless of their experience with Dungeon Defenders. Rifted Enemies The total number of enemies is reduced by 50%, but a portion of the remaining enemies become distorted from the Rift, granting them increased strength and mechanics. For starters, all Rifted enemies have increased health and deal increased damage. Oh, and also they have additional mechanics. You know, not a big deal, probably not anything worth mentioning. OH WAIT, VERY BIG DEAL! Here’s what they do: Goblins are larger, potentially absorbing hits for other enemies. Dark Elf Archers shoot homing arrows that chase down their targets. Dark Elf Mages have an increased healing radius, and summon skeletons that EXPLODE on death. Dark Elf Warriors are invisible to non-Fusion towers and drain mana on hit. Kobolds have an increased explosion radius. Orcs are tankier and take reduced damage. Ogres, oh no, Rifted ogres snot ball ensnares. Also the first snot ball isn’t a snot ball, but is a Rifted kobold. Also they deal increased damage to towers. Why did we make them so strong?! Spiders can no longer shoot webs, but they jump all over the place now. They also apply a web on melee hit that acts like normal webs with an added damage over time effect. Sharkens enrage when their charge is interrupted, increasing their damage and movement speed while becoming IMMUNE to crowd control effects. Djinn’s apply an Onyx buff to enemies, a much stronger gold buff. They also take less time to destroy towers, with an increased range, and decreased cooldown to do so. Goblin Copters are truly a terror from above, dropping Rifted ogres, have an increased missile and crashing explosion radius. The Siren is already a Rifted enemy. Surprise! There’s a ton of new mechanics to master, but what fun is a new challenge without new rewards? Onwards we go! Rifted Rewards Fusion Gear Fusion gear is a new type of item that is only available on Rifted maps. There are two types of Fusion gear, weapons and armor. Fusion Weapons These are special weapons that have a chance to drop on all Rifted maps. Rifted weapons are like normal weapons, except that they deal greatly increased damage to Rifted enemies! While they have a chance to drop on all maps, Rifted map bosses also drop Fusion versions of their weapons, providing the ability to target farm powerful weapons! Fusion Armor This new type of armor provides a ton of power to defend against the Rifted ruffians that are running your way! Not only does Fusion armor give you 5% Rifted Armor, causing you to take less damage from Rifted enemies, but if you combine an entire set you gain a Fusion set bonus. Depending on the set, the Fusion bonus converts a specific tower into a Fusion tower! This causes your tower to deal greatly increased damage to Rifted enemies, take reduced damage from them, and also negate their Rifted abilities (i.e. they now see Dark Elf Warriors)!There are five Fusion sets total for you to search out to take on the Rifted foes that approach you! Ancient Set: Apply Fusion affinity to your Hero’s first tower. Guard Set: Apply Fusion affinity to your Hero’s second tower. Militia Set: Apply Fusion affinity to your Hero’s third tower. Miner Set: Apply Fusion affinity to your Hero’s fourth tower. Primitive Set: Apply Fusion affinity to your Hero’s fifth tower. What does each of the sets do to each of the towers? They retain their base mechanics, affect and target Rifted enemies that they may have not been able to previously affect or target, as well as gain increased strength and functionality. That’d be a lot to type. Sorry, that’s going to be a lot to type. Here you go! Apprentice Magic Missile Tower Damage increased by 100% against Rifted enemies. Magic Blockade Armor increased by 30% against Rifted enemies. Fireball Tower Damage increased by 100% against Rifted enemies. Lightning Tower Damage increased by 100% against Rifted enemies. Deadly Striker Tower Damage increased by 100% against Rifted enemies. Huntress Explosive Trap Damage increased by 100% against Rifted enemies. Gas Trap Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Inferno Trap Damage increased by 100% against Rifted enemies. Darkness Trap Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Spike Trap Damage increased by 100% against Rifted enemies. Monk Ensnare Aura Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Lightning Aura Damage increased by 100% against Rifted enemies. Healing Aura Increases heroes armor against Rifted enemies by 50%. Strength Drain Aura Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Enrage Aura Increases chance to enrage by 5% against Rifted enemies. Series EV-A Proton Beam Damage increased by 100% against Rifted enemies. Blocked Field Armor increased by 30% against Rifted enemies. Reflect Field Damage increased by 100% against Rifted enemies. Shock Beam Damage increased by 100% against Rifted enemies. Increased stun effect by 50% against Rifted enemies. Overclock Beam Gives towers that are buffed 50% armor against Rifted enemies. Squire Spiked Blockade Armor increased by 30% against Rifted enemies. Damage increased by 100% against Rifted enemies. Ballista Damage increased by 100% against Rifted enemies. Bouncer Blockade Armor increased by 30% against Rifted enemies. Damage increased 100% against Rifted enemies. Bowling Ball Tower Damage increased by 100% against Rifted enemies. Slice and Dice Tower Armor increased by 30% against Rifted enemies. Damage increased 100% against Rifted enemies. Oh my goodness! That’s a lot of power! Fusion gear locations! Where!? Where do they drop!? We’ll never tell, except for in the list down below, but outside of that good luck: Fusion Ancient Set Helmet Tornado Highlands Wave 25 Ramparts Wave 25 Throne Room Wave 25 Any Act II Campaign Map Wave 5 Chest Arcane Library Wave 15 Arcane Library Wave 25 Any Act III Campaign Map Wave 5 Gloves Deeper Well Wave 15 Deeper Well Wave 25 Any Act I Campaign Map Wave 5 Boots Tornado Valley Wave 15 Tornado Valley Wave 25 Any Act II Campaign Map Wave 5 Fusion Guard Set Helmet Promenade Wave 25 The Summit Wave 25 Glitterhelm Wave 25 Any Act III Campaign Map Wave 5 Chest Royal Gardens Wave 15 Royal Gardens Wave 25 Any Act III Campaign Map Wave 5 Gloves Ancient Mines Wave 15 Ancient Mines Wave 25 Any Act I Campaign Map Wave 5 Boots Tornado Highlands Wave 15 Tornado Highlands Wave 25 Any Act II Campaign Map Wave 5 Fusion Militia Set Helmet Alchemical Labs Wave 25 Magus Quarters Wave 25 Tornado Valley Wave 25 Any Act I or Act II Campaign Map Wave 5 Chest Promenade Wave 15 Promenade Wave 25 Any Act III Campaign Map Wave 5 Gloves Lava Mines Wave 15 Lava Mines Wave 25 Any Act I Campaign Map Wave 5 Boots Ramparts Wave 15 Ramparts Wave 25 Any Act II Campaign Map Wave 5 Fusion Miner Set Helmet Endless Spires Wave 25 Arcane Library Wave 25 Royal Gardens Wave 25 Any Act II or Act III Campaign Map Wave 5 Chest The Summit Wave 15 The Summit Wave 25 Any Act III Campaign Map Wave 5 Gloves Alchemical Labs Wave 15 Alchemical Labs Wave 25 Any Act I Campaign Map Wave 5 Boots Throne Room Wave 15 Throne Room Wave 25 Any Act II Campaign Map Wave 5 Fusion Primitive Set Helmet Deeper Well Wave 25 Ancient Mines Wave 25 Lava Mines Wave 25 Any Act I Campaign Map Wave 5 Chest Glitterhelm Wave 15 Glitterhelm Wave 25 Any Act III Campaign Map Wave 5 Gloves Magus Quarters Wave 15 Magus Quarters Wave 25 Any Act I Campaign Map Wave 5 Boots Endless Spires Wave 15 Endless Spires Wave 25 Any Act II Campaign Map Wave 5 We also wanted to provide something for players to target farm alongside Fusion Weapons. Specific Fusion armor pieces drop from Wave 5 campaign and Waves 15 & 25 in Survival, allowing you to focus farm which sets you want to use!Fusion armor set bonuses are channeled only to heroes that are actively equipped to your hero deck, providing you the ability to use up to four Fusion towers at any given time. This means currently in multiplayer you can have up to SIXTEEN Fusion towers to absolutely decimate your foes. Don’t fret though, the mode is not balanced around that extreme. Maybe there are ways to overcome this in the future… Increased Drop Quality One of the points of feedback that we’ve received from players is a faster track to earn the best gear in the game across all difficulties. Rifted has an increased floor of loot quality, meaning your chances of getting better gear is increased on Rifted maps. Higher risk, higher reward! Rifted Exclusive Accessories By completing Rifted maps, you have the chance to obtain new masks and accessories! They drop with difficulty equivalent stats and are a cool way to show off your prowess and luck to other Defenders! There’s over 20 new pieces to hunt down, best of luck! What’s the point? In Dungeon Defenders Awakened we’ve got multiple types of players. There are Defenders who enjoy the traditional Dungeon Defenders experience, want to spend tons of time farming for that perfect drop, and like to set up an intricate grid of defenses that they can set and forget. Then there are Defenders who want an additional challenge, want better loot faster, and want somewhat shorter play sessions. With every one of our updates, the first group will get what they want, but for the second group, Rift Mode is our chance to provide an increased challenge that evolves as we develop the game.This isn’t a one-and-done feature either. It’s a Rift, and as we progress further and further into DDA with our major updates, the Rift continues to tear open more and more, introducing new mechanics and challenges for players to overcome. Every new enemy added to the game will have a Rift version as well, diversifying the gameplay and introducing a new obstacle to overcome.Really it’s just a mode to provide a reward that decimates the Siren. Everything else is just extra. And to introduce sweet new accessories. Why does that matter? One word — Transmog! Transmog Defenders want ways to customize their characters in fun and unique ways. You get a lot of cool looking gear during your journeys, but sometimes the gear with the best stats isn’t visually your cup of tea. But what’s a Defender to do, look like an epic noodle but hit like a wet one, or look like a peasant but decimate their foes with the power of legends? With Transmog, you can look how you want while wearing your best gear. Go for that insane over the top neon colored Goblin with the pulsing Rift weapons, or go for a more understated look to catch your enemies offguard with your insane strength.(Yes, you can change the Squire’s boxer colors now, something science said was impossible!)Here’s all the stuff you can do with Transmog by visiting the Blacksmith in the Tavern: Replace your weapon with the visual of any equivalent weapon type that you’ve collected after Update 1.2. Replace your Mask, Bracers, Brooches, and Shields with the visual of any equivalent accessory type that you’ve collected after Update 1.2. Change the hue, saturation, and brightness of the above, as well as your heroes. Oh, and we added even more colorization options to the heroes default costumes. Save specific cosmetic loadouts that you can change on the fly. It’s all about options! In order to have a piece show up, you must have an accessory already equipped to your hero. Meaning if you want a giant corgi head to show up, you must have a mask equipped to your hero for it to visually appear. This is a new system, so we’re expecting a lot of kinks to work out. We appreciate any feedback on the system, and have tons of continued work to polish, but if you run into problems or bugs, please let us know! As we add more gear to the game, it’s usage is instantly multiplied with this system, making the items you acquire provide even more usage! Tavern Changes With our game constantly growing, we’re adding some additional functionality to every Defenders home-sweet-home! Difficulty Button We’ve added a couple things to the Tavern with this update. First is the Tavern Difficulty Adjuster Button (PUSH AT YOUR OWN RISK). This changes the Tavern from a normal map, to Nightmare version, or Massacre version that applies different scaling to your defenses that you would find in maps of whatever difficulty you have selected. Rifted Target Dummy Somehow this thing got Rifted. While it doesn’t drop any loot, it does take increased damage from Fusion damage. Test your DPS to your heart’s content!Now you may be asking yourself, all of this sounds good and wonderful, but where in the heck do you get that giant corgi helmet? Limited Login Event Rewards! Download Update 1.2 and play Dungeon Defenders from now until December 14th at 7 pm EST to receive the Corgi Cover cosmetic mask AND the Shadow EV skin FOR FREE! These are available for a limited time, so make sure to get them now while you can.With that out of the way, let’s get into the months and months and months of general changes to the game, as well as a ton of the bug fixes included in Update 1.2! CPU and Networking Performance Optimization! With all the hard work we have put into getting consoles out to y’all we have picked up some nice PC performance gains along the way. With this patch we have brought in our CPU and Network optimizations from the console work. We nativized a lot of blueprint’s in UE4, this is a process of transferring a blueprint into native C++ code. Nativization can be tricky at times, but for the consoles it was necessary to go back and revisit some of our older work in order to increase performance. Depending on your system, number of players in your game, and what mode you’re playing your frame rate may now even be double what it was beforehand! CPU goes vroooom, Network goes yeeeee Offline Mode We have added support for offline mode, you can find this on the main menu after launching the game. In offline mode you will only be able to use a local save, that will never upload to the cloud until you play online mode again. Offline mode will use a local save that you have when you enter for the first time. This means you can take your online profile offline, progress the game and when you enter online mode again you can choose to take your offline save to upload progress to online mode. When entering online mode again, be sure to select the proper save! Take DD:A on the road! General Changes Miscellaneous Ready Up Hosts are now able to force ready up by holding Ctrl + G. Hero Scene Removed various environment objects from inventory and character creation to better display transmog customization colors, and reduce background noise. Damage Numbers Added a number of options to Damage Numbers to have greater control over what is displayed Yes, the filter UI will get an art pass soon :) Maps Added 15-20 seconds to build timers for all maps and difficulties. Heroes Auras If an aura overlaps, enemies are only affected by the aura they came in contact with first. This was to fix a long standing exploit wherein players would unequip gear, build auras next to one another, then re-equip gear to have overlapped death zones. Apprentice Towers Magic Missile Tower Increased Defense Power scaling by 18% in Massacre. Flameburst Tower Increased Defense Power scaling by 18% in Massacre. Lightning Tower Now scales from bonus attack rate. Increased Defense Power scaling by 18% in Massacre. Huntress Towers Explosive Trap Decreased Defense Power scaling by 8% in Massacre. Poison Gas Trap Decreased the Effect Duration Scaling by 50%. Inferno Trap Decreased Defense Power scaling by 8% in Massacre. Thunder Spike Trap Decreased Defense Power scaling by 8% in Massacre. Series EV-A Towers Reflect Field Now displays 1:1 total hits it can reflect instead of arbitrary HP values. Squire Abilities Secondary Attack: Block Block no longer can be held indefinitely. Now the Squire has a Block resource, indicated by a shield above the Squires head. Different enemies attacks reduce the resource at different rates. Block regenerates when it is not being used. If the Block resource is completely used, players are unable to block again for 5 seconds. With enough armor, this caused the Squire to become a blockade, and created an unhealthy meta that had players using a Squire and pet to handle an entire lane. This change prevents future map balance from having to take into account this meta, which if left in tact would ultimately reduce the amount of DU given in future maps. Towers Harpoon Tower Increased Defense Power scaling by 18% in Massacre. Bowling Ball Tower Increased Defense Power scaling by 18% in Massacre. Slice N’ Dice Now scales from bonus attack rate. Enemies Skeletons No longer target Crystal Cores. Dark Elf Warriors No longer knock back players. Djinn Updated channel time for Djinn’s destroy tower in Massacre to 8 seconds (down from 9) to match Nightmare. Copter Ogres Now have propeller hats! Siren New functionality: the Siren no longer spawns with her aura. Instead, she reaches her destination and begins casting. If she is not defeated quickly, she creates an aura based on her elemental affinity, and then runs back to her spawner, applying an unremoval version of her affinity to enemies she passes through. The Siren takes increased damage from Fusion sources. Demon Lord Decreased Massacre damage by 30%. Ancient Dragon Decreased Massacre damage by 30%. Bug Fixes & Change Log With ~1800+ commits to our dev branch, we are going to make a separate post covering all of the relevant bug fixes and changes. Head over to the forums and check out the list here. We’re going to be watching this update very carefully and pushing out hotfixes for any issues that arise as we are able to get them out. What’s Next? We’re not a very large team, so when it comes to getting things done, we have to be really efficient and smart with what we work on. Our team has been hard at work on getting our console versions ready (work is still going on as of this post), which is a very time consuming and incredible engineering feat to accomplish. As such, there’s a couple features that we want to give a little bit of additional time and focus on to make sure they release fully functional. Trading This is going to be a pretty straightforward feature to many. Trading will allow players to open up a UI with other players to trade items that they have acquired throughout their journeys, for an agreed upon price. We’re wanting to spend additional time on this feature to make sure it not only has transactions working without a hitch, but also to remove any potential exploits that can ruin the experience of other Defenders. Item Reforging Sometimes you get a good drop and invest a ton of points into a piece of gear, only to want to reallocate the Upgrades that you’ve spent after acquiring more gear to really Min/Max your perfect setup. With Item Reforging, you can do just that! Just take a trip to the Blacksmith, and for a fee, he will allow you to reinvest your items’ upgrade points. Kickstarter Rewards Part of this update is putting a bow on the base game, and that includes fulfilling our in-game Kickstarter, Backerkit, and Preorder rewards. We’ve got most of the skins out, but will be adding in: Custom enemy names Custom weapon names Custom armor names Legends Tablet Credits/Special Thanks Hero Titles Console Releases If you haven’t read our console progress check-in and what we’re doing, please head on over to that post here to find out more! 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
  28. 3 points
  29. 3 points
    https://steamcommunity.com/profiles/76561197978367453 blue boy
  30. 3 points
    The game has been officially released. Please stop spreading the lie that this is still early access.
  31. 3 points
    Thanks for the contest Plane :) https://steamcommunity.com/id/6472486
  32. 3 points
    While I am suspicious of this for many reasons that aren't making sense, saying DD2 is a dying game means DDA is also in the same boat. Multiple times through DDA's very short lifespan of many updates it has fallen below DD2 and once was below DD1 in concurrent player count and it stayed that way for a while each time, so in that respect an update for DD2 would be good because it doesn't bottom out as low as DDA. Keep in mind that player count is PC only, so including the console players in that count means DD2 is doing far better than DDA right now and the previous times DDA was below DD2. I also think they either said or mentioned something about not allowing cross saving from PC to the other platforms for a short period after the consoles get their release so they have a chance to get their progression without PC players ruining it but once they do allow that the PC count will probably plummet in DDA. tl;dr - Im suspicious of this move Augi made, but if DD2 is in a dying state then DDA is as well
  33. 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.
  34. 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.
  35. 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.
  36. 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...
  37. 3 points
    There's like 8 "frequent" users that you can see pop up at least once a week, but other than that, not really. It is probably correlated with the lack of content however. Kinda sad, I miss the DD1 forums and I dislike discord as a communication system.
  38. 3 points
    Title says it all. if you think you have a GOD roll post it here so other defenders can awwwwwwwwwww over it. My first GOD roll is this cat. i havnt seen or heard of a % this high. https://steamcommunity.com/sharedfiles/filedetails/?id=2119688569
  39. 3 points
    We took them out for a walk and they got really dirty. It was the only solution we could think to clean them all at once.
  40. 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 :) :)
  41. 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?
  42. 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.
  43. 3 points
    There seems to be an issue where it's triggering so it's being looked into right now! We can look at profiles and see that people are not actually hackers though so not worries if you're not hacking. Send me a PM with your Steam name if you are marked! PM here or on Discord!
  44. 3 points
    Recent reviews on steam are down to "mixed".
  45. 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
  46. 2 points
    https://steamcommunity.com/id/NoPotatoLikeARoastedPotato Plump Boii
  47. 2 points
    https://www.bilibili.com/video/BV1Zy4y167zZ this is a 13min40s run video and just no time to upgrade xd
  48. 2 points
    I've always wanted an item of mine in the game!
  49. 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.
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