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Posts posted by Cuddles

  1. @hypnotoad100 quote:

    You're right, I would never promote "stunlock everything" as genuine "strategy"

    Well that's... Essentially what you're doing. 

    We lost the ability to essentially bring everything to a halt for long periods of time with cookie cutter builds and now suddenly the game has no strategy? 

    The game hasn't gained or lost any amount of strategy. We've just replaced cramming more cc for success with cramming more damage for success. There's not really a whole lot of difference at the end of the day and neither is particularly "strategic". 

    We'll most likely be seeing more wall buffs and more cc options anyway.

  2. @Haven quote:

    You're removing a mod slot on your weapon manufacturers for extra stuns when stuns don't work after 6s or so. That's a very large nerf given before we had an extra mod slot and unlimited stuns.

    It was a well deserved nerf, though. The stunlock cheese was over the top. 

    It's not as if CC is useless now anyway. You can still massively slow things down and there's now far more ways to do it. I'm not sure how that makes "less stuff viable" besides the fact fissures are pretty crap now.

  3. @Hom-Sha-Bom quote:

    This kind of mechanic can be addicting at first, but it grows quite tedious very quickly.

    That's because clicker games really don't do the "rebirth/prestige" mechanic any justice. 

    Some games (and modified versions of games I.E private servers) pull it off really well and make great use of it without it being extremely tedious. Although, if I'm being completely honest, I'm not sure how it would really fit into DD or be useful in any way. It seems kind of unnecessary to me. 

  4. @ally quote:

    The active player base number is the lowest it's ever been in the past 2 years. Why is the game dying? Please share your thoughts.

    Well, what's the reason to play right now? There literally isn't one. 

    I hate to say it but it's getting to the point where everything is "too little, too late". Trendy has spent years developing a game that currently has a couple of dozen hours of "meh" content and not much else - which is mind boggling considering they already had the formula for a great game with DD1. They've pretty much excluded every feature that made DD1 great from this game.

    Maybe the player base will recover a bit when we're given actual worthwhile content to play, but I doubt it will change much. We need a lot more changes than just a new mode to make DD2 have any kind of longevity. 

  5. @Hom-Sha-Bom quote:

    Why do people want trading in DD2?

    To be honest I don't even think it's that we want trading itself. We just want a loot system that holds enough variance and complexity to make trading something that's worth considering. 

    The straight up linear progression DD2 has right now is just... Uninspiring at best (and that's without mentioning the other issues it has at least right now). There's no "rare" or "special" loot you can shoot for outside of mastery. Nothing to strive for other than a gradual stat increase in your gear. There's not really a "oh wow yeah I finally got it!" or anything of the like.

    The passives system may have had some issues but at least it shook up progression a little. Finally finding something with the right stats and passive actually felt good, as opposed to the system we have now where you're basically guaranteed that almost every drop is "better" than what you have on until you cap. It doesn't feel at all rewarding.


    So? It's not as if they're bypassing some intense 300 hour grind to obtain rare items and eventually progress. They'd basically be bypassing 10-15 hours of meh game play due to how completely linear the gearing system is anyway. 

    I'm not "for" people being boosted or whatever on any game but in DD2 it's not like it matters all that much.

    Although, obviously, if we were to get trading the gearing system would blatantly be changed so it's all irrelevant anyway.

  6. @ally quote:

    Did you know that RuneScape had a MASSIVE riot and thousands of players quit when the devs took out trading in 2011?

    They didn't "take out trading" they altered the system so trades had to be for equal value. This created a ton of issues since a lot of items were massively cheaper or more expensive than the price the game thought they were worth.

    It also altered PvP so instead of getting the equipment your opponents were wearing when killing them you'd get some random worthless trash unless you spent hours boosting. You could kill someone that was risking 500m worth of stuff and only get a drop worth 10k, it killed PvP which was what all the complaints were about. Also, 2011 was when things were returned to normal.

    The entire system was a crappy band-aid fix to RWT issues. Funnily enough, the "no trading" mode implemented in Runescape today is incredibly popular. 

  7. @Hom-Sha-Bom quote:
    @Cuddles quote:

    Just going to say that the different chaos tiers are in almost no way comparable to DD1's difficulties which I think was the point he was trying to get across. Progression in DD1 felt quite meaningful where as in DD2 it just feels... Meh. 

    You just have your nostalgia goggles on. What is meaningful about someone handing god tier gear to their noob friend?

    Is that actually progressing through the game? No. So clearly that wasn't what I was talking about. People being able to give things away doesn't detract from the fact the progression was a lot more meaningful and far more fleshed out.

    DD2 lacks any kind of substance, in it's current state it probably "lasts" less than 50 hours of playtime and beyond that point you're just playing for the sake of it and not really achieving anything at all. In my opinion that's pretty poor for a full release sequel especially when the first game had far more replay-ability. 

    I'm not looking at this through tinted lenses either. I actually went back to DD1 a few months ago and it's far from a perfect game. What baffles me is that they fixed almost everything that was annoying about DD1 in DD2 but barely transferred anything that made DD1 good.  

  8. @Hom-Sha-Bom quote:
    @KnowsNoLimits quote:
    @Hom-Sha-Bom quote:

    I'm always baffled when people say things like this. Did everyone forget that DD1 also had multiple difficulty levels?

    You obviously never played DD1.

    If you did you would know what I was talking about. 

    DD1 had easy, normal, hard, insane and Nightmare. The jump was noticeably from difficulty to difficulty. Unlike chaos levels.

    The only difference is names of the difficulty levels. And that's a pretty petty thing to be upset about. Would you be happier if Chaos 1 was renamed to Easy

    Just going to say that the different chaos tiers are in almost no way comparable to DD1's difficulties which I think was the point he was trying to get across. Progression in DD1 felt quite meaningful where as in DD2 it just feels... Meh. 

    @KnowsNoLimits quote:

    Let's be honest. This is a fun game and all, but I don't ever see it being equal to DD1.

    Well, DD1 was far from being "amazing" to begin with. It took a fair few updates, changes and DLC's to put the game into a "good" place where it had a lot of replayability and genuine meaningful progression - but of course that's to be expected when a team is making a brand new game. 

    I really feel like they could have used some of that magic DD1 formula in the making of DD2 though. They had the chance to build upon a pretty great game and make it even better but instead chose to waste years messing around with a from scratch game just to end up with what's honestly a worse product than DD1. It should, imo, at least have been just as good from the get-go considering they had all the magic to make it happen sitting right in front of them after years of figuring it out previously.

  9. @MaJean quote:

    @Cuddles quote:

    @MaJean quote:

    For Trials you can just spam FA´s every map, but at least in Mastery sometimes that option is taken away from you, which makes you build differently....

    Uh... Actually you can't even touch auras/traps in like half of the chaos tiers, same with any projectile defences. Considering most people don't spend a ton of time playing in C7 since there's literally no point that means for quite a good portion of the games playtime you're pushed into using quite a small selection of defences (especially if you don't have all the paid heroes).

    Sure you can, placement is key.... otherwise just decorate the whole map with hem... it´ll work.

     That´s not even the point... the point is doing meta´s  on every map (or every other for that matter) makes the game dull. I´m talking diversity here...

    No... You can't unless you're already beyond the point of actually being in that chaos tier. (I'd love to see you start a new account and progress through the entire game using only the things that're hard countered in the chaos tier you're in if it's so "possible").

    Yes and we're basically forced into meta even more via the braindead decision to put hard counters into the game. Diversity achieved by saying "NO YOU CAN'T DO THIS I DON'T LET YOU HAHA" isn't real diversity, is it? 

    Imagine if you were blocked off from taking your normal route home from school/work to "make things different". Sure, for the first few days it's "different" and some "diversity" but within a couple of weeks there's nothing diverse or different about it anymore - it's become your new normal route.

    We've been seeing a similar thing within DD2. To start with, we HAD to use certain defences because they were so powerful and the game so overtuned. Now that things are actually balanced and everything is actually viable we're told what we can and can't use throughout our entire journey through the game. I don't understand why there's people even defending it - it doesn't break the meta what-so-ever, it just creates different sets of metas for each scenario and enforces them.

  10. @MaJean quote:

    For Trials you can just spam FA´s every map, but at least in Mastery sometimes that option is taken away from you, which makes you build differently....

    Uh... Actually you can't even touch auras/traps in like half of the chaos tiers, same with any projectile defences. Considering most people don't spend a ton of time playing in C7 since there's literally no point that means for quite a good portion of the games playtime you're pushed into using quite a small selection of defences (especially if you don't have all the paid heroes).

    There's not much fun or challenge in practically being outright forced to use FA's/flamethrowers for half of your playtime or switching that to cannons/PDT's. It's dull. You can only really start doing absolutely whatever you want once you have over-leveled gear in C7 and by that point there's not much reason for you to even be playing anymore.

  11. @MaJean quote:

    @Some random guy quote:

    I don't understand the (limiting part) some people are complaining about, in chaos we were already been limited in lots of ways, can't place most towers cause of geodes for example.

    It wouldn't be a challenge if we could have placed any defenses.

    I enjoyed the mastery, we made (and tested) new builds, good way to group up, and no overpowered players rampaging everything cause its only C1.

    And seriously, trials are grindy AF, always the same build and most people play solo so newcomers can have a very hard time when jumping into a new chaos tier.

    I do admit tho no shards from end chest is kinda odd.

    I agree. There´s no challenge in doing the META on all maps.

    We're effectively forced even harder into a meta by the restrictions placed upon us the entire way through the games progression. 

  12. @gotrunks712 quote:

    1) Pretty much any tower is viable 

    2) In any game you should be playing to the encounter.  Not doing so and claiming it limits creativity is pointless. 

    3) I've used nearly every tower in C7 and been fine.

    1) Not at every tier with relevant gear, it isn't. 

    2) Except it's a dumb concept. The encounters should provide a challenge (like lady orcs forcing you to learn how to properly place walls, or get severely punished for your bad placement.). "If you place this trap it'll get deactivated for the whole wave" or "If you place this tower it'll destroy all your other defences due to this mob" isn't a challenge. 

    3) Yeah, that's possible when you're over geared. As is completing an entire c7 map while afk without upgrading/repairing anything. 

    @specialK quote:

    We complain about not having much diversity in enemies and that we only use a few towers. Trendy listens and we get Trials. We get trials, and different enemies, which allow you to use different towers to beat them, we complain about Trendy pushing us to use different towers and not only using a few.

    The original problem was that a single defence was so massively stronger than everything else (first traps, then PDT's) and the game was so overtuned that we were pretty much completely forced into using those until we had maxed out everything - and even then using other stuff was a bit of a struggle.

    Balance is far better now - but the hard counters basically render all that re-balancing work on Trendy's part redundant for most of the playtime and progression currently. For most of the game at this point we're just shoe-horned from one type of defence to another and back again - is that really much better than before? Not in my eyes. 

    These "challenging" enemies should be just that, a challenge. I don't see "if you place floor defences they'll get disabled" as much of a challenge, personally. I'd much rather see the hard counters replaced with mobs that provide a genuine challenge and have my freedom to build however I like restored.

  13. @Kruntski quote:

    Although some of you complain about hard counters limiting choice, the reality is that most players (maybe not you folk) are going to find a basic meta that works for them and use it on every map

    There's still a basic meta in every tier for dealing with the hard counter. Not much of a difference, is it?

    Also chaos certainly isn't "challenging". 

  14. @Elyssae quote:

    It's as if people really dislike hard counters and would prefer to use any tower, at any given time with just different elemental type of enemies. If only a game had done  this before so we could have an idea of what it's like....

    Yeah... Difficult building a brand new game without years of testing and adjustments on a previous game finding out what people enjoy.


  15. @PandynatorDD quote:

    @mindlessdefender quote:

    Bringing back Ipower would simplyfy things more, simply put highest Ipower gear on 1 character no spread sheets needed.

    Which is the total opposite of what TE wants. 

    They want us to care about the stats rolled, not an arbitrary number. 

    What? iPWR is effectively still there - we just can't see it, we have to work it out via sell values which is a whole mess of unnecessary complication.

    The stats rolled mean virtually nothing. By the time you're in c5 you can have an item that's the same rarity as what you have equipped but that has 100+ less main stat that the game considers "better" than what you have equipped. 

  16. @Fozzie quote:

    As with rollers it's the same response learn a decent strategy and basically "git gud"

    Not all challenges in games or elsewhere are 'fun' some require a level of perseverance.

    Except there is no challenge in Assassins. When you're undergeared it comes down to "let me sit in my little area until they're all dead and then I can finally do something in the game" and when you're decently geared they basically cease to exist. There's no challenge there what-so-ever.

    They bring nothing worth while to gameplay - they just make it tedious and really quite dull when you have to spend most of every wave standing around waiting for them.

  17. @Zimmermann quote:

    tbh dd2 "skill" is more about knowledge

    All skill is realistically "knowledge". You cannot really perform what you do not know exists or works (well, sometimes seemingly impossible things happen due to crazy luck - but that's kinda different, it's not intentional).

    What's considered high skill level gameplay for most games is just a combination of experience and knowledge. This is why in general playtime relates pretty heavily to how good someone is - they have more experience and are more aware and knowledgeable about what could/will happen. 

    With that aside, DD2 is not really a very "skilled" game (or at least the skill ceiling is incredibly low) - we're effectively just playing against dumb, straight line walking AI after all.

    @LineDrill quote:

    6. The less a player's heroes die during all waves of a map, the more skill he/she has.

    7. The less damage a player's heroes take from enemies, the more skill he/she has.

    So what you're saying is someone that sits behind their wall as a ranged hero is more skilled than someone that's playing a melee hero. 

  18. @Danskheart quote:

    1. A bunch of towers feel underwhelming.  It's difficult to imagine hornets being as effective as slimes, or flamethrower towers being effective as earthshatter towers (at least if the dps numbers on the towers are accurate).  That's not to say I think there should be nerfs - more that some towers probably need a buff.

    Flamethrowers are far better than earthshatter towers, in general. Earthshatters deal more damage because they're single target. Flamethrowers are AoE (and very strong AoE at that). Everything is decently balanced, with the exception of Dryad defences being buggy as crap.

    @Danskheart quote:

    1. Upgrading items in this game is - frankly - ridiculous.  For how transient having any given item seems to be, the upgrade costs are absurd for what you get out of it.  Especially for items below lvl 50.  There needs to be some form of scaling for upgrade costs.  

    Even if upgrading was cheap it wouldn't be worth it until you're in Chaos 7 gear. Gold is simply too hard to come by (hopefully this changes in the future) and upgrades are pretty insignificant (again hopefully something that changes).

  19. @TheInternal quote:

    I've been trying various takes on the mule thing. No clear winner as to how to advance gear progression in a reasonable fashion. In Borderlands, there's obvious noteworthy progression. Not so much in DD2. It's very very slow, at best. 

    In other grinding games, you can grind for an evening and get at least a decent upgrade. In DD2, you can grind a week and only get a minor upgrade. :/

    Heck, even in DD1, get on a nightmare endless, and you could get numerous upgrades per run if you had a decent build. I feel like I'm fortunate to get a minor upgrade in a level that's appropriate to my gear 1 out of 10 runs. It seems like I have a slightly better chance at upgrades in chaos maps above my level, but only slightly.

    I literally told you how to do it, lol. Every drop that occurs will be a couple of % higher than your current best equipped heros average gear level until you reach the cap for that chaos tier. 

    The only way you can grind for a week without getting an upgrade is if you've completely peaked at the tier or aren't gearing properly. 

  20. Well, there's no "carrying" anymore - gear that drops is based off of your best geared hero in your deck. You're simply stuck because you have no idea how the system works (which is basically the problem with the system - it's too complex and isn't explained whatsoever).

    Grab a mule character, always keep it in your deck while you're playing. Every wave you play, pick up everything and throw the best drops onto it (highest main stat on the items - or items with higher sell value within the same rarity). If you do this every wave you'll quickly progress - it'll take maybe 10 maps of each chaos tier to be at the gear level of breaking into the next. 

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