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Kelebek

Defender-In-Training
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About Kelebek

  1. Yeah, definitely there needs to be more items which actually change the game and define builds which otherwise don't work without those items. Trendy realise that DD2 is all about the loot. It's a loot-orientated game, but look at the loot we have. 3 unique weapons for just the 4 base classes, 1 unique set (Storm), and *everything else* is entirely generic. Every piece of armour beyond the Storm set is a generic. Every weapon outside of the few uniques for only the 4 base classes, are generic. Further to that, they barely change of enhance gameplay, apart from Toxic Shock and Internal Combus
  2. Ah ok, didn't know it was a workaround. Hope that gets fixed.
  3. Currently, the loot you get from the victory chest is from the hero you finished the map with, not the one that opens the chest. This creates a bunch of annoying problems in many of the incursion maps, for instance: - Maps which you need to kill a boss for that you really want a DPS out for, i.e Demon's Lair. It's really difficult to bring that guy down just with towers due to his position. I have a DPS Huntress and DPS EV2 that I use for instance, but want to get the 750 medallion for my Monk. Right now the only option I have is to play EV2 until the boss is <1 mil health, and then quick
  4. This high-pitched sound: http://vocaroo.com/i/s1PQftGOdtg5 That sound hurts my ears, fading in and out at such a horrible pitch. It makes me feel ill after a while, and forces me to turn all SFX off when I get into Unholy Catacombs, which isn't fun. You don't have that sound on any other map that I've played (thank god), please remove it from this one.
  5. It's not doing double damage if you read the comment chain that opfer linked. Inspect is showing the wrong damage, it's showing poison at base stacks, rather than max stacks which the PDT always does. The damage it does is correct. But yeah, applying poison onto enemies hit is the real AoE boom. Removing that would certainly be a big nerf to the weapon.
  6. PDT isn't OP, Toxic Shock is OP. Get rid of your Toxic Shock, get rid of Serenity Aura and try to hold a lane with PDTs. Won't happen. I can run Demon's Lair with just a PDT and Photon Beam and it handles everything perfectly fine, never any issues. If I take Toxic Shock off and do the exact same thing, I lose almost instantly with the first few waves of mobs that spawn. It's an itemisation issue, not a tower issue. Turning a single-target tower (tuned for higher DPS because it's single-target) into an AoE which can hit a whole lane of 20+ mobs by itself, larger than any other AoE tower in
  7. Not reducing your own social score for leaving a solo game would be a start. I assume they use it already, and you could be screwing yourself out of playing with other people because your score goes really low because of it.
  8. >Been grinding NM4 for *weeks.* >Makes video saying it's easy with that gear. Nice work brah. Point proven.
  9. Mine. :) Bump it up, get it done! https://www.dungeondefenders.com/2/topic/123166
  10. ~10% on Liferoot Hard. 90K letting Quab die, 100K keeping it alive.
  11. Just making another post to say, we need more default ubers. Needing 60 wyvern tokens takes quite long, but that's fair enough. However, right now the 2 default ubers only work for Squire and Apprentice. Monk and Huntress really have nothing remotely useful which triggers off of "taking damage." If you're using AA or Poison Darts in a way that you want it to take damage, then you're likely the game wrong, for Monk more than Huntress, but both regardless. Please add some default ubers which Monk and Huntress can make use of much better than the 2 we currently have. 60 wyvern tokens to get 1 is
  12. But are the bugs still there? Nothing in patch notes about the traps being fixed. The things I saw mentioned: Trigger radius larger than damage radius, thus leading to triggering and not doing damage. Also not all elements actually work, it was just one element or something, preventing combos. You don't always have that option for cannonballs though in DD2. Right now Liferoot is the go-to farm map, and does have one long lane at mid where it's usable, but nearly all the maps in DD2 don't have that luxury. They're mostly very windy. At least, the most efficient parts to build at, are. If you
  13. They haven't looked at or balanced end game yet, they're still going through mountains of bugs and issues with the game, ones at the end are just taking less priority it seems. The game isn't near release, this is what happens. Just stop playing for a few months and then come back to it and see what's changed. This is why we need another wipe for release though, just allowing people to keep all their gear from NM4 Incursion from bosses with 15K HP is insane. People will have absolutely nothing to do at release, already being done with the game.
  14. This can become a problem on any map really, but now especially in Onslaught. After ~10 waves there's so much loot on the floor it makes it incredibly difficult to not only see defences like traps or auras under it all for repairing, but makes it very difficult to see and try to examine new loot that's dropping, mobs standing in all of it, and it introduces a bunch of potential frame drops that don't need to be there. Give us a key which does the same function as the end of the map; send all loot on the floor to our TIB. The reason we don't want to just pick it all up is because there's way
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