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Cuddles

Defender-In-Training
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Posts posted by Cuddles



  1. @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.



  2. @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. 



  3. @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).



  4. @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. 


  5. 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. 



  6. @Courtjeaster010 quote:


    @ninjabat13946 quote:

    Well really the original dungeon  Defenders have a Chest is like a bank and u can trade  whatever we want  to help your friends and players 

    And it made less impact then if people really earned it. Theres just alot of problems that can be created through trading and I dont really mind if that feature is gone. Its just to easily abusable. 

    The thing is you do earn it even if you're buying the item (at least with in game currency). You still have to earn the in game currency to purchase said item. Of course it's then possible to give items for free to friends but as a whole this doesn't bother me at least - especially considering the current gearing system is a mess.

    The only real downside is people trading real money for items but I don't see that being super prevalent in a game as small as this.

    One thing, though, is that I feel if we are going to get trading (I'm pretty sure Trendy has said it's something they're interested in adding) it should be quite far into the future when the games content is much more settled. Trading in the current game doesn't make much sense because there's very little to strive for. 



  7. @OMGMrEagle quote:

    I'm sorry if i'm wrong, but i'm here sharing thoughts.

    For my experience, its based on the player's levels and decks when your playing online, for example, if you have a level 25 Squire and you have a friend that has a level 50 Monk, then the mobs will be around maybe level 42-50.  

    It's just based on the difficulty level and amount of players in the game. Every additional player adds an additional "hard lane" (red indicator when you look at the lane entrance) and increases mob HP by a %.

    Currently the % scaling still seems to be a bit overbearing (the builder basically needs overpowered gear for the difficulty level or everything gets stomped because the mobs have so much more HP) and it's a bit of a dumb system overall.



    @PeanutButterfly quote:

    I want to buy EV-2 with real money, but I'm not sure if it is worth it due to spike in difficulty while playing online. I feel like it may be less worth it due to that. Thoughts?

    EV is probably the most solid of all the heros you can obtain (good DPS and her defences are extremely useful later on). If you want to buy something, then she should probably be it.



  8. @gnollmar quote:

    ...I use gunwitch personally to avoid getting relics. No relics = only gear upgrades = every drop is an increase of ipwr!

    Yeah, but relics are kind of an integral part of progression. This is a tower defence game, after all.


    @Mr.H quote:

    -snip-

    There'll probably either be higher chaos tiers or some other content relatively soon. It'd be nice to see pets reworked into something more relevant (their only real use is abilities now) and something akin to survival from DD1 (reworked onslaught maybe). :/



  9. @Fozzie quote:

    Doesn't sound too great.

    Lady Orcs aren't glitchy they are completely predictable.

    I've watched them sprint into my walls and get pushed along them until they glitch through terrain that's impassable for mobs. More interesting is that if they do this near a sub-objective, once they destroy it they just stand in place for 10-20 seconds before despawning (even if they're very close to my defences), presumably because their AI doesn't have a clue how they ended up where they are. 

    Their hit box as a whole also seems annoyingly small. Even without glitching through things, their sprint pushing them along walls seems to be able to let them slide through tiny gaps that nothing else can fit through.



  10. @DonnieTheZombie quote:

    I don't really know what content is left in the game to continue playing.

    As of right now, there basically is none. While I don't feel this is a "bad" game I'll be honest and say it's definitely very lacking right now, even though it's "officially released". I really have no idea how players like JuiceBags get so much playtime out of DD2 when I've got  around 150-180 hours and basically maxed out both early access and release. 

    I really wish this game was more of a continuation of DD1 than it is it's own thing. If they'd have just taken the basis of DD1 and added in the hero deck, hero hotkeys and the ability to move around while repairing/upgrading I'm sure many of us would have been over the moon - and early access would have seemingly been far more fruitful content wise. Instead the entire period was spent basically overhauling the entire mess of game systems that were the original foundation, and it feels we're not really much better off than at that point. 

    This game truly had the potential to be absolutely incredible from the very get-go, instead we have something that while not "bad", has certainly left a bitter taste in many peoples mouths. 

    • Gear progression is confusing, far too linear and dull. Equip everything that drops on a mule every round in hopes it's an upgrade until you end up at C7 with max sell value legendaries - then spend a (relative) absurd amount to max upgrade them all. That was certainly an exhilarating experience. There's no real sidegrades, no "hmm do I want to sacrifice points in x for points in z", no "this will be better because it has more slots". It's all so cookie-cutter. Although I give you props, Trendy, your current gearing progression system is both too mind-numblingly simple and far too confusing at the same time. 
    • The hard counters in chaos take away pretty much all build flexibility until you're strong enough to kill chaos 7 mobs with sneezes - which is boring. 
    • The map system in chaos is dull and serves no purpose. Trendy, if you really want people to play all of the maps instead of just cheesey ones, then instead of forcing them on us you need to come up with some kind of system like DD1 where we're rewarded more for playing maps that are more difficult. 
    • Multiplayer is pointless. Mobs scale unfairly so we're effectively punished for wanting to play with friends, unless one of you has good enough gear to basically carry. Lots more mobs per player in the game instead of higher hp would work far better.
    • Shard system RNG is meh. Playing 50 maps and not seeing a range shard which is pretty vital for progression is very dull.

    Now that we're out of early access I feel like we're probably not going to see anymore "big" changes to the game - which honestly saddens me quite a lot. I'd love to see DD2 change into something other than an indredibly linear cruise-controlled slog. 



  11. @Hom-Sha-Bom quote:

    It's entirely possible (and has happened many times to me already) to play for an hour and only see the same map on repeat.

    The incredible irony in trying to force variety onto people. Hard counters and no map selection was obviously an attempt to force diversity on us but it's ultimately failed and only made the game tedious.

    It's not like it's hard to get people to play those more difficult/annoying maps - simply make those maps give better rewards. It's hardly rocket science and it makes sense.

    Going into C5 the only map I found I could clear/enjoyed was sewers - so I spent more time  creating and leaving games than I did actually playing. so much fun.


  12. Okay, so, I started playing DD2 at the start of early access and played pretty extensively up until the game turned into placing 2 PDT's in every lane and pressing G every 50 seconds. Once I heard the full release was coming I decided I'd see what's changed - and I've been surprised by both good and bad changes. I figured I'd throw some of my thoughts/opinions out there and see what everyone has to say.


    The good:

    • The new loot system is miles better than the old one. My only complaint is that we really need iPWR back on gear so we can actually tell when an item is considered an upgrade (sell value is only really a true indicator when the items are the same rarity).
    • All defences being "usable" finally, although this joins hands with a complaint I have.
    • The shard system is pretty great, far better than passives in my opinion.
    • I'm a big fan of the ascension system (although it will mean that serious players are most likely going to be able to instantly crush the next highest difficulty released).
    • Some of the chaos enemies are quite well designed.

    All in all, I'm quite impressed with the changes that've been made - I never expected things to be so radically changed.


    The bad:

    • Some of the chaos enemies are sloppily designed hard counters that ruin the diversity of the game, when they're clearly supposed to be trying to improve it. I was excited when I saw I'd finally be able to make proper use of all the hero's defences - but that excitement quickly faded when I realised that in truth I'd be pigeonholed into certain builds basically all the way up until I had good enough C7 gear to kill everything by simply looking at it.
    • Lady orc's "sprint" seems to be incredibly buggy. I lost quite a few maps by them destroying crystals and upon paying a bit more attention I noticed that their "sprint" was sometimes pushing them all the way along one of my walls and past it - sometimes through an area that's impossible for mobs to get through. And when they manage to get through a wall near a sub-objective and kill it, they simply bug out and stand around for a little while before dying - presumably because their AI has no idea how they got there or where to go.
    • Forced, small map pools. I don't mind being forced into certain maps - but at least increase the pools to more than 4 per chaos tier, especially if you're already putting the same maps into multiple tiers. Preferably make every map playable at every tier (or at least the current highest tier) but make it randomly selected.
    • Siege rollers. This one isn't exactly a complaint directly against them - because I quite like them, but rather the fact there needs to be some kind of limit on them per round. While pushing into a new tier if you're unlucky enough to get 2 of them spawn at once it's generally game over - which is kind of dull, no one enjoys being screwed by RNG.
    • Assassins. I could write out hundreds of words about these - but none of it would be safe for the younger members of the community. They're a tedious, very not fun and unfair mechanic.
    • Fullscreen windowed still doesn't work. Quite honestly the biggest complaint I have is that this still doesn't work. Pls fix.

    Anyway, there's my rambling. You've done a good job thus far, Trendy, but there's a long road ahead.



  13. @LftbrickAAAA quote:

     so that we have to balance builds with auras and towers this would bring more diversity to build

    I don't understand how forcing players to do something a certain way really creates diversity. You're forcing them to do something different to how they do it now but also removing other options - so in the end there's less diversity than there was to begin with. 

    This is exactly what's wrong with the hard counters in chaos tiers and the forced map pools in each tier. In a weak attempt to force players to do things differently and with diversity - we've ironically been pigeonholed into doing things a certain way.



  14. @SpiderDanX quote:


    Murdash - in regards to your point "

    • Who thought removing iPWR from gear was a good idea when the new drop system is based on how powerful your gear is?"
    I really don't see that as a problem. Especially with the new ascension map gating we can now do so lower end players don't sneak into our higher end games. Sounds like we will have a fix soon for nor having his in Chaos Trials. 
    Here is how I see it:
    I play & complete campaign (currently doing so on a fresh PS4 account), then move into chaos 1. I Play & play until I beat it & can carry others. By this time, I should have upgraded all my gear. Hopefully I have all legend gear, if not at least a mix of myth & legend gear. Naturally, I either try out the Incursions on Chaos 1 or move onto Chaos 2. Rinse & Repeat. As long as I follow this recipe, I can get better gear. Get the gear I want in each chaos (btw - TE told us we don't "need" the best gear to get upgrades. We just need something from that chaos in each slot, then level it up) & then move on. Personally, I play until I get all mythical/legend gear before I move on because... Reasons.... Who doesn't want legend gear?! :-P

    The thing is the current system is still basically based on an item's iPWR, we just can't see it. Replacing armour/weapons is a bit more straightforward - you can normally rely purely on the armour/hero dmg value to determine an upgrade (although since items have roll ranges, it's possible for an item with a lower value to be an "upgrade"). 

    Relics are a bit more annoying though since they seem to roll different ranges to one another, and sell value is really only an indicator if the items are the same rarity.

    I like the new system far better than  the old one, but it's honestly a bit messy. Mostly due to the fact that a crappy green/blue item is considered a big upgrade by the system over a legendary item with just 100 or so main stat less. It's basically very... counter intuitive. The legendary item would clearly be seen as a superior item by pretty much everyone due to it having more stats on it and slots - yet the game sees it as worse with no real visual indicator. At least having iPWR show on the items would enable everyone to see what the game itself considers the superior item.



  15. @tonyb quote:

    and the game in my opinion currently has a lot more good than bad.  

    I agree but that's probably only because I'm forcing myself to progress slowly. Design wise the game is in a far better place than it was before I stopped playing long ago - although I find a lot of changes very questionable.

    • Why can we only play 4 maps per tier? It's not the biggest issue ever while progressing but I imagine once you hit C7 it's going to get very dull very quickly. If Trendy is intent on forcing us into playing maps then the pool should be out of every map and it picks one randomly for us. 
    • Who the hell thought removing iPWR from gear was a good idea when the new drop system is based on how powerful your gear is?
    • The "more players = more mob hp" multiplayer scaling is very dull. It's effectively punishing you for playing the game with others. This needs to be changed to increased spawns per player or more rewards need to be given out in multiplayer games.
    • The hard counters in some of the chaos tiers are just... meh. As I said in another thread, it's kind of silly to try and force variety by removing variety from us.

    The game is far more fun than when it was huntress trap-mania and later PDT Defenders though. At least things are looking up even if Trendy seems to take a few steps back every time they make a jump forward.



  16. @chubbyninja89 quote:

    They need to seriously change the skill point system and just let people do what they want and not being forced to do crap they don't want to.

    Except the entire point of the ascension system is that you get everything. I fail to see how a system that stops you having to have 2 of every character (and purchase the slots for that) is in any way negative. It's a great system - the only flaw is that difficulty is limited so players can eventually ramp up enough ascension to steamroll new tiers when they're released.


  17. The theory of it makes sense (more players = more people doing DPS so mobs have higher HP) but put into practice it sucks. Sometimes I host a public game when I'm bored and it's a dreadful experience through and through. I think lots of changes need to be made to multiplayer.

    If there aren't people trolling and force-starting the game before I even manage to build, there's lazy people that wont hit G every round or upgrade/DPS. Spending more time just waiting for round countdowns than it takes me to do a full solo run isn't fun, and that's without factoring in that the actual multiplayer run itself takes longer than solo due to the mob health. And all of this for what, absolutely no increased reward? No thanks, Trendy.

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