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Cuddles

Defender-In-Training
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Cuddles last won the day on March 26

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  1. I'm not sure I'd really call it a "challenge" considering neither timers nor being locked into a hero really did much to make DD1 more difficult outside of maybe your first play through of a map if you hadn't done it on a non-timed difficulty before. Build timers are something I believe especially need to not return. They've historically added nothing to the game (only being relevant because of the massively drawn out time it took to summon minions in DD1) but as someone pointed out on here they can pretty much make the game impossible for people with disabilities. That's something that pretty heavily depends on how the game is designed, imo. For instance with how DD2 is designed it's something that's almost pointless. It certainly doesn't make the game any easier. But if we're going back to having tons of different item effects, pet uses etc it's probably best to keep it out of DDA.
  2. Yeah, for the players such as yourself that have like 2x the stats it takes to beat 90% of the content in the game. They're pretty much an integral part of the game until you're at the point where you're stomping on content because they're literally free additional damage and the perfect walls. Which is why they'd very obviously have to be re-balanced if they used DU instead of a separate unit. For many reasons. Absolutely none of which have anything to do with the game not having "minion units".
  3. It's a hard pass from me. Dailies don't belong in MTX-less B2P games with a heavy focus on large amounts of grinding. Especially when they're generic and add exactly nothing to the game. Maybe a weekly/monthly challenge system like OMD:U had could be interesting because it actually offered a genuine "challenge", much like DD1's challenge maps, instead of just throwing rewards at people for doing something generic that they were going to do anyway.
  4. You mean they're a method to make the game seem more active. They don't really do much to make the game more active, especially when the developers make them essentially the "center" of the game and there's nothing much to do other than them. That's why the majority of f2p games heavily feature login rewards and daily quests. Most of them are backed by investors that obviously want to see the game they're sticking money into doing "well", and login rewards and daily quests are a cheap method of making a game seem like it's doing far better player wise than it actually is.
  5. I'm going to be sad if it doesn't end up being something ridiculous like a giant frying pan or q-tip.
  6. I'd say that outside of the PDT her defenses in DD2 are far inferior to what they were in DD1. I think I've seen maybe one or two people use her traps since back when they were "meta" in like 2015 or whenever it was. I'd quite like to see the proximity and inferno traps returning along with the PDT and something new.
  7. I find it hard to understand the hate for copters, even more so after starting DD1 over again recently. I'm guessing a lot of people struggled with them back in the day and that's all they can remember? You don't even need to "play around" copters unless you're massively under-geared for a map. They spawn in wyvern lanes where you should already have defenses set up, and to make it even easier on a lot of maps most wyvern lanes are something your defenses will deal with long before the mobs come close to being "on" the map which means the ogres the copters carry get insta-killed. On most maps you get plenty of time to deal with them before they're able to drop the ogre off and they're not even remotely a threat if you can stop that. King's Game is the only map I can think of where they regularly manage to drop ogres off and that's only because it seems like the drop off points are at the sides of the map instead of being close to the crystals for some reason. Other than that they're basically a joke.
  8. Well you'd have to look at more than just character stats to balance such a thing, at least how I see it. Especially if you're wanting to make the stat actually "useful" and not just "at hard cap you can place like maybe 2 more mid-DU defenses in a map". You'd need to look at the design of the defenses themselves, how upgrades scale, types of mobs in the game, how fast mobs come at you, how many mobs will spawn at a time, mob caps on AoE defenses and probably a bunch of other stuff I'm not even considering. It certainly wouldn't be an easy task and considering CG has traditionally been bad at just balancing the defenses... Idk.
  9. Not really sure that adding more ways to increase DU is a good idea, especially as an overall game mechanic. If the maps are balanced around their core DU value then you can basically make the game a joke by being able to place numerous extra defenses. (Or if it's only a tiny increase like on King's Game then it's not even worth thinking about). And if the maps are balanced around the extra DU you can possibly get then you're basically forced into using it - at which point it isn't really "increasing" DU because it's the "intended" amount to be used. Might as well just stick to the original amounts and avoid the headache that such a system will cause new players. DD1's Summoner showed off both of these things really.
  10. I get the premise but put into action it doesn't seem like it really does much. Build phases beyond the first are normally instant skipped with the exception of the lost temple on DD2 and the 2nd wave on some maps on DD1 to place all the summoner minions which I don't think is something we'll need to worry about in DDA. For the longest time I wanted an "endless" mode but at this point I'm not sure. DD2 showed that it's something that's kind of hard to implement into the game properly because it's something that's very difficult to balance in terms of rewards. I think the biggest issue is you can't really put in much of an incentive for people to "push" the endless aspect much farther than the longer DD1 survivals go, which largely makes it pointless beyond the novelty of having something that's "endless". You can't really have more powerful stuff start dropping numerous hours in because 1) it promotes unhealthy play and 2) screws people that don't have huge chunks of free time, and "novelty" rewards only attract so much interest (as DD2 showed). As much as I'm a fan of endless game modes I really don't imagine it's even worth CG's effort trying to implement at this point, especially seeing as they're more than likely going to be on a pretty tight schedule developing DDA.
  11. You might as well just say you want onslaught mutators back. As I've said on here a couple of times now, DD2 has taught us that such a system doesn't achieve all that much. It's just a false sense of diversity when in reality you're still using a handful of meta towers map after map. In fact in the long run you're probably on average putting the exact same defenses on every single map. Forcing people into doing things "differently" isn't ever going to have the desired outcome, especially if the fundamental balance of the game is bad. It's either just going to be pointless and achieve virtually nothing or it's going to be extremely invasive and irritating, DD2 has seen both ends of this.
  12. Because it encourages people to play different things and gives people control over what they're doing, along with a myriad of other reasons. If the game is devolved into "BiS items can drop anywhere" it becomes unfun. Almost everyone is just going to farm the fastest map with the fastest most brain dead build over and over until they burn out from the fact that they have no idea what they're even chasing after, they're making no actual "progress" towards it and doing anything other than what they're doing is a waste of time. There's such a thing as too much randomness. DD2 has told us that multiple times now. Very few people enjoy grinding their asses off with no sense of direction or progressing any closer to what they're grinding for.
  13. Instead of Companion Cubes we can have Lament Configuration pets and use them as the main currency.
  14. It isn't a terrible system but I think a problem with it is that (at least to me) it feels like it was just tacked onto the game to make up for the fact that gear progression in DD2 is incredibly lacking. It's not really an appropriate substitute for a proper long term gear progression system. Ironically with ascension stats capping at 999 it's probably substantially easier and less time consuming to max your ascension stats than it is getting maxed out gear or even close to it on even a single character on DD1. It wouldn't be so bad as more of a sidelined thing but god I hope we don't have ascension/infinite leveling as our main form of progression again. Getting cool, rare loot is far more fun than steadily leveling up over and over.
  15. Eh, I recently started DD1 from scratch again and I have to say that base levels and the act of leveling up itself doesn't really feel like any more of a big deal than in DD2. It's the fact that gear progression is level restricted that makes it more rewarding and impactful. The points you get from each level aren't really any more effective than they are in DD2 but every x levels you're gaining access to a new tier of gear that can be substantially more powerful. It's why I'm hoping we'll see a much more DD1-like progression system overall.
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