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xArcAngel

Valiant Defender
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About xArcAngel

  1. Public Service Announcement. If you're going to start a comment war, you can edit what you quote. And by that, I mean you can shorten what you quoted to only contain relevant information, or snip it if its simply too long Welp. My scrolling finger is rested. Back into hiding.
  2. I was lazy with this post, since it was mostly throwing off a rough idea for conversation sake... But let me restate a VERY important part of the original question, that seems to have kinda fallen off. This was referring to late game onslaught only. Outside of late game onslaught, the power dynamic for multiplayer is 100% in the favor of the player if everyone is actually being active. But MP scaling is based on how strong the mobs are, not how strong the player being added is. In onslaught, you can theoretically reach a point where the mobs are so much stronger than the player that the MP scaling adds more threat than that player provides support. Is it worth worrying about? Probably not. Its a niche situation, and one that basically doesn't exist because of other flaws in the AP system and onslaught. But all systems can be improved, even when they're perfectly functional, so it was just an idea for a conversation.
  3. I think one of the biggest issues with DD2 is our extreme limitation on tower combinations. There are 4 things I really think we need to get more diverse tower usage, but ironically only 1 change is related to the towers themselves. More DU. Far too many maps only let you build walls + 1-2 tower types, or no walls and 2-3 tower types. Would also really help with balance the utility defenses. Can give monsters more HP and/or speed to balance out. But mostly I wanna mix more towers... or at the very least be able to put more consideration into how many of something I should build than either 0 or 1. Make lane schedules more diverse on maps. Onslaught does pretty nice with this, but trials and campaign is still pretty much 3+ identical lanes, resulting in identical builds for each lane. Make mobs either WEAKEN a defense type, or RESIST it INDIVIDUALLY. EMPs reducing trap/aura attack rate by 50% for the group? Fine. Mages being immune to magic damage? Alright, a challenge. Geodes making me quite LITERALLY kill myself for attempting to place 50% of the tower pool? Boring and completely removes 3/4 (yes, 1-0.5^2) the tower combinations... Make towers more unique, like OP described. Most towers do the same DPS to all mobs, in all situations. That ultimately makes it come down to who does it slightly more cost effective... And whether they're AOE or not (thanks to No.1, no AOE means can't be used unless niche situations, or has AOE shard). Couple of my Ideas for tower changes: Buff Beam: Give's 10+(Tier*1)% of its DP, 10+(Tier*4)% bonus range, and 20+(Tier*2)% bonus attack rate (rate is not affected by speed cap) to effected towers. Makes it what you go to for speed and range on towers that want it, and an upgrade priority if range is MVP. Boost Aura: Give 10+(Tier*3) of its DP and DCrit stat, and 25+(Tier*5)% damage reduction. Make boost aura the brute force buff. For towers that wanna hit, and GET hit. Upgrade it when you need to tank something, like those nasty Kobolts. Blaze Balloon: Give the trap a direction to aim down. Birdy Balloons of Death and Destruction rise up from the spawner every few seconds and drift in the direction set. When they reach the end of their range, or find an enemy, they drop their present. Would make for a unique trap type, and would give blaze balloon some much needed range coverage for its high cost. Plus I think watching goblins be chased by the little birdy balloons would be an adorable dose of carnage. Frost Tower: Increase its slow to something like 60-90%, but for each enemy it is actively slowing, reduce the slow by around 25% of the last tiers slow (i.e. 80%->60%->45%->etc). Might be kinda difficult to make work... But would basically make frost tower a great tool for clumping up enemies for AOE towers, while leaving things like snaking sands for the AOE slow needs. Sand Vipers: Make it build up its damage slower to a higher amount, but make it keep the power so long as its firing PERIOD, rather than firing at same target. Makes it synergize well with slows and stalling towers (like the suggested above frost tower) and wrap around lanes where it'll almost always have a target to maintain its charge. Arcane Barrier: Super low HP compared to other blockades. Whenever it gets hit, warp the thing that hit it back to the start of the map. Training Dummy: Slightly less HP than other blockades. Every time a monster hits the dummy it fatigues the mob, making the mob take more damage, and attack slower (stacking with each hit). Ballista: Add a knock back effect to the mobs that are hit. Skeletal Archers: Make their target cone a little narrower, but longer. Let each skeleton be Aimed separately when placed, but don't let them overlap cones. Makes them effective on more maps and in more situations, while still relying on having to use both sides for cost effective use. May think of more later...
  4. I'm not opposed to this, but ONLY if zerkers got more atk and/or move speed to compensate. I agree they're 100% the strongest enemies in the game, but I still don't think they're TOO strong.
  5. True, its a little harsher with the single map that you'd deal with the 15 waves, but realistically, you'd of almost certainly failed considerably before wave 15 if you were going to fail. And given the rather ingenious change to the client-server interactions Trendy made, disconnects and crashes are less likely and dangerous in a single map than multiple. Plus, one thing I didn't bother going into detail about (given posts tend to get long lol) is that one 15 wave map would most likely take the average individual a little less time than 2 maps with the current system, given that it would cut out 2 map transition times, as well as 2 build times (which is one of the lengthier things in onslaught with all the individual waves - not that that's a bad thing). Lastly, in the "other thread" I mentioned, it'd also been discussed something like 5/8/12 waves for the 3 tiers, given the rate at which enemies scale, which might be slightly less terrifying than a wave 15 fail for you. And just to be honest for the nay-sayers that don't want the game to be easier, contrary to the save option suggestion, this would in fact make the overall onslaught climb slightly easier by reducing the climbing time rather significantly. Just to be honest.
  6. They aren't getting defensive at the word easy, they're getting defensive at your connotation. Whether intentional or not, your phrasing and tone in what you've said so far has been directing it in a way that a lot people would view as an insult. Almost everyone gets defensive when you insult them. That aside, some people just can't guarantee an uninterrupted play time. One of the people I use to spam old onslaught with ran his own business from home, and had kids to boot. He'd usually play for 20-30min, then AFK for 15+ min to deal with his kids or answer phone calls, etc (which resulted in him getting kicked if he didn't use a macro). He had something like 2k+ hours by the time the abyss lord got released and he quit, but it was always spread out in short intervals. That's just how some people's time work out. Don't think skill plays a factor at all into it. Personally, I feel 3 maps just feels weird anyways... But I'd rather see a 12-15 wave map instead (as has been mentioned in other threads) just for more diverse experiences. But that's just me.
  7. Power transfer ignores almost all other shards like destruction and frosty power. I think Vampiric empowerment is the only thing that can boost power transfer, but I'm not 100% on that. As far as in the in menu stat, like mentioned, its a long known visual bug. It does add 60% of your DP stat as DCrit though, the UI just doesn't show the correct number after its added. Because, for perhaps more questionable reasons, almost all shards scale off those stat numbers rather than the towers actual stats. That makes those numbers quite valuable to know for those shards. Unfortunately... DD2's UIs have been notorious for bugs in the past year or two.
  8. So I know the days of ranting over multiplayer scaling are for the most part done... And I honestly think multiplayer scaling is perfectly fine as is for the vast majority of the game. But seeing the video of BerryJelly's floor 250 onslaught run (gratz btw) had me realize something. Adding 50%+ HP to those absolutely ABSURD HP pools is crazy to even think about lol. That means that playing multiplayer onslaught at that high of floors (not that it happens for a lot of other reasons atm) is not only practically impossible, it might very well border on the LITERALLY impossible haha. So I had a random idea come to me... If I'm not mistaken, enemies have their own sort of "iPWR level" right? You use to show the ranges on maps a long time ago. So what if each player added a % of their own iPWR to the mobs when they joined in? (Ideally removing the damage boosts from levels if possible, cause no return of the multiplicative scalers please). But this would remove a lot of the common complaints about C1 players leaching C7 and making the game harder, since their low iPWR basically wouldn't affect the match, while also dealing with a potential issue with runaway scaling in onslaught. Just an idea.
  9. It doesn't help fix the issue that you mentioned, with introducing new content at appropriate levels.... But as far as maybe avoiding the OP situation, while still giving gear a good way to scale is to do regressive uncapped gear. i.e. Gear continues to go up past C7 in onslaught, but no where near the rate enemies go up. This way you will eventually 100% be out scaled, but still gives us a reason to swap gear every now and again. Not too fond of that idea myself... but its just a thought.
  10. I strongly advocated against the infinitely creeping chaos tiers before, and with the release of Chaos Trials Infinitity (A.K.A. Onslaught), I'm even more strongly against it. This game is designed that chaos 7 isn't much harder than chaos 1. It's just a different enemy that makes up 50% of the spawns. Chaos 8 will be no different. Just another tier to treck through with the exact same process and get bored of again a week after it is released. Only now it'd also mess with onslaught too. Do we leave the minimum floor at 65 with C8? If so, will no one that plays onslaught play C8 ever, since they constantly reset? Or do we make Onslaught even SLOWER and MORE painful. Trendy can't make a new Chaos tier every week, and even if they could, it makes the game look more daunting to new players. Just see it as a bad door to open personally.
  11. This is a common misconception. When we mean "soft-counter", we don't mean the MOB is soft, like a marshmallow you poke with a stick and it falls over. We mean like Lady Orc, who dictates what doesn't affect HER, rather than removing half the defenses use from a whole lane, but is still so strong and terrifying, that we STILL adjust for her. As far as how beginner friendly DD2 is? Not at all really. But not because its "too hard" or "unforgiving" I feel. The information flow is just frankly bad imo. I mean, look at the back and forth some of us have had about whether or not lady orcs are suppose to be immune to slows? And short of digging through the forums and dev VODs about it, there is no where to really look it up. Funniest part though, it's still better than DD1 in that regard lol. But I guess there are a lot of us that are just masochistic geeks that have fun picking apart information from the game to not care too much.
  12. Onslaught use to BE the endless mode... Until Trendy took it out, teasing us survival lovers with a better onslaught, only to give us Chaos Trials Infinity </3... Don't get me wrong, I still think onslaught is an awesome mode (minus the reset mess), but I miss my survival...
  13. Yes. Please. Just PLLLEEEASE. This is a really good point though. I get where the 15 came from, (and it'd still be quicker, since no map setup each time), but maybe instead we do something like 5,8,12 waves? There is also a dynamic of the scaling to consider. I don't know how much monsters scale up through the wave... But the stat bonus from 10+ waves might be too much to handle at the moment lol (although that can be adjusted by Trendy ofc). The random 3 maps per floor just seems weird to me anyways.
  14. Flamethrowers are actually one of the stronger towers in the game until C7. They're just not user friendly at all lol. Kinda a bit too hard to place safely, let alone effectively. Definitely all for seeing the adept be more unique though. Although if I was gonna ask for her to get a tower change, I'd want something swapped for the old lightning tower. That thing was fun, and would be a lot more unique in DD2's tower set imo.
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