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Valiant Defender
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Everything posted by 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 sca
  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 o
  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
  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
  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 ha
  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
  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 th
  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 sup
  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.
  15. Ehhhhh... Debatable imo. She was one of the best at abusing the storm gloves (RIP that 97% damage reduction the next patch lmao), but she herself long stood as one of the weakest heroes in terms of DPS, although probably the 3rd best in CC after AL and Mystic. And I say that as a person who was absolutely loved her and used her like crazy (until the loot system made her not drop relics...). 100% agree on the intentional over buffing of new characters tho lol. As far as dryad... I really don't think she's even close to OP. It's fissures and weapon manufacturer all over again. It's the lazy wa
  16. Immune to slow != immune to oil. That's probably where the inconsistency is coming from. I don't think I'm imagining it since so many other players seem to remember it being brought up... But zerkers ARE supposed to be immune to slows. But they're fine in controlled burn lanes so long as the oil itself is applied.
  17. Lot of good points made in this thread on the balance, so won't touch that... but one thing I never understood, is why is being able to AFK the game seen as the worst thing in the world? Why should "good" strategies NOT be rewarded with an AFK run? Why do you expect floors 10-50 to be hard, when you have the ability to go to floor 200+ for a real challenge? I get that "good" builds aren't that hard to make, let alone copy, with this games skill floor and ceiling being so close in that regard... But I just don't get the hatred for the tower defense aspect so many have. Simply put, I don't think
  18. C6 is probably the easiest chaos tier to pass through after C3 just cause of how OP hex throwers make reflect beam lol, so its definitely the easiest route. But you can definitely beat them without reflect beam. It's a bit harder, because hex throwers become the threat they were intended to be then, but manageable. One of the biggest changes in my builds that let me do some C6 without EV was spacing DPS. Most people instinctively build their DPS near their wall, so things HAVE to stop in range. But Hex thrower out ranges those... Or at the very least, gets to shoot before taking much damage. B
  19. [[166314,users]] Thanks for looking into this so much for us! Actually used to use this all the time and never noticed it was broke... Curious if anyone remembers... When PDT was updated to no longer stack poison (it was shortly after the Abyss Lord was released), didn't Trendy change the AI to prioritize enemies that haven't been poisoned yet? Or am I remembering wrong? Cause if that is the case, if the explosion damage is working fine, the effectiveness of the shard is almost the same, just as a PSA. I say almost, cause I think the fix to poison going through shields/walls made other minio
  20. If this got released, I'd probably instantly swap DD1 back out for DD2, and probably never play any other game mode again lol. Can I add a request for a wave number option? Every map having the same number of waves gets old. Especially when you love testing the limits of your build.
  21. Well then. Guess I'll have to retract my statement lol. Finally met a person Masochistic enough to actually like them. Kinda feel you on the days of the PDT poison stack bug though. Having PDT's deal 6x their intended damage kinda killed the challenge fast lol. Felt just crazy when not that long before that even the best players could barely handle more than the first incursion on NM4 solo. Also gotta agree on loving a challenge. That is the one thing I absolutely loved about the onslaught update. Some of those mutators are just brutal and fun. Still not enough to convince me to put up with th
  22. Sorry, thought it was inferrable. Yes. Every stance has a different damage per hit. That's the reason I put it in terms of DPS. Because for a weapon hitting twice as fast to deal the same DPS, it has to deal half the damage per hit. But if they average out (which Trendy tried to do somewhat), you don't gain/lose from different stances, unless a shard is to blame. The rate % I was referring to was basically just a unified way to measure a weapons effective DPS regardless of stats. In a sense, it IS the DPS. Sorry if that overly complicated it. We used it a long time ago to measure which huntres
  23. Pretty sure SpecialK is entirely right to great detail. To maybe explain some of the oddities you're talking about... One of the improvements DD2 made over DD1 was adjusted DPS based on the damage stat AND attack speed, so that most weapons will show DPS differences almost identical to the difference they make in your damage stat. So faster does not necessarily mean more DPS in this game. What generally determines this is the swing/shoot style, and how much of your damage stat they do per second. For example, the huntress burst style bows use to deal 265% of her hero damage stat per second, r
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