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Junior Defender
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About Akutare

  1. I agree that shocking revelation is a bit much right now, but nerfing the tower itself seems a but much when we already have so many defenses that feel pointless/inferior to others.
  2. You only AFKed if you wanted to, there was plenty of DPS classes you could play. Survival was boring but it at least was more interesting than than using a single build for every single map because nothing else is viable unless it's over-statted for the level.
  3. And I'd counter with the fact that I've had more fun in any Survival of DD1 than I did with DD2 at any point.
  4. I would be fine with the iterations if it didn't make the game worse in some way almost every update.
  5. Trading definitely should be implemented, it should have been implemented long before this even if it was a limited system like trades only between people that were present at the time of the drop. The only arguments I see against trading are ones that don't even hold water. Comparing to DD1 and saying how it "ruined" the game isn't really true since it was more due to the fact that it was so easy to tamper with your game and edit your items even on the "Official" server or whatever it was. DD2 is a purely server based game, so that's not really possible to do in the first place, and even if it was, how would trading be the enabler for that situation? People would already be hacking in their own items if that was the case and selling easy mode carries with stupidly strong gear.
  6. That's like saying every class in Diablo 3 is equally balanced because you can get infinite of your main stat from Paragon levels. It doesn't really work that way at all. Making something useable from the levels is probably still going to be worse than what already performs better since those towers can get the benefits too.
  7. I'd like to give a special shoutout to Blaze Balloons with their asinine 80 DU cost while not just having an extremely small AoE now, but also not even really being any better than two towers you can easily fit into that cost.
  8. I love the people like the post above that defend it when Trendy regresses our progress and ends up making us blatantly worse than we were before and have to regrind for the, what is it, fourth time at this point to get back to an equivalent level?
  9. What I'm getting annoyed of dealing with is the fact it seems that we can't have any fun. I want to play a Traptress or an EV, well with the new chaos update with lots of special enemies that specifically counter those traps/beams and the new Siege roller which just deletes traps and beams. I'm feeling like I don't get to play the way I want to play, I remember in DD1 you were free to do these wonky and crazy builds that could end up working with just about every hero. Here we have heroes with just about EVERY TOWER being useless except for one: Squire: Spike blockade is about the only useful one, Harpoon shoots too slow but it at least pierces unlike the cannon balls which are just as slow, and the Dummy has NEVER been viable. Apprentice: Pretty much just flamethrower, I don't really see any others used except maybe now the walls which were buffed to probably be better than spike blockades. Huntress: Traps are pretty much invalidated due to so many counters against it AND the nerf to them that made their trigger and damage radius the size of a water balloon splash. Leaves just PDTs which were nerfed so I don't even know if they have those anymore. Also lol 80 DU blaze balloons, are you serious? Monk: Legitimately never seen anyone build anything besides a Sky guard. It just feels like nothing is viable except for what's best, because otherwise you can't really push progression difficulty without grinding more than normal since you're not using what's considered to be best. Everything just feels bad, it doesn't feel good to get a new ascension level and see my harpoon able to fire .01s faster. It doesn't feel good to do Chaos 1 after being nightmare 4 before and be stuck in this weird paradox crevice where I have better loot than what's being given but it's hard to push into the next difficulty. It doesn't feel good to play the game in general, with so many anti-player type enemies that outright make some classes useless for no reason other than an attempt to "shake up the meta" which usually ends up railroading into a different meta.
  10. Now, it's super easy to bring up the comparison to Diablo 3 since Ascension is almost exactly like Paragon levels (get character stats for progressing past max level that's account wide and virtually infinite), but I have to say, there is definitely at least one major flaw with Ascension compared to Paragon: The leveling system is supposed to take a backseat to actually playing the game for other reasons, not to play an endless grind specifically for the sake of getting those levels. Diablo 3 has lots of stuff to do and go for besides ranking up your Paragon, so the levels just come naturally. The levels come very fast in Diablo 3, in Dungeon Defenders 2, it feels extremely slow unless you're specifically farming Harbinger over and over just like before. It's just not satisfying since eventually these stats will mean something, but at the rate you get them, it feels like it's just going to be a choice of trying to power your Ascension levels or actually play maps since the EXP still doesn't really feel all that balanced (AKA Playing a map that can take 20+ minutes compared to a boss that can easily take less than 10 and getting more EXP than the actual map is not fun). The Ascension levels also feel pretty unsubstantial which if you know about the Paragon levels, you'll know that those aren't exactly huge boosts either. When you get 30 Defense Power for a single defense after one of these levels when you're getting easily 3000+ from your defense relics, it doesn't feel like it's going to amount to anything substantial until you get roughly a hundred or more levels into it which would be 300 Ascension levels alone. This also brings up the issue that you're more than likely going to railroad your points into a singular defense/stat which I can already see making people do things like multiples of the same class so they can have an equally boosted piece of each tower or something.
  11. Been awhile since I've tried getting into the game, but there's one thing that I was wondering about: Since it seems like everyone now will be able to do both DPS and Building somewhat effectively from the sounds of it (while still probably being able to focus on one or the other to an extent), what happens to a character like Gun Witch which has no defenses? Are they just going to be outright weaker due to being only DPS? Or (which I would really prefer) will they be getting defenses as well? I just personally don't like the "Only DPS" type characters especially when the character stereotype could have a lot of fun concepts.
  12. Would it be possible to get a "Complete hero pack/edition"? The pack/edition making a one time purchase to unlock all heroes currently out and released in the future. https://dungeondefenders.com/2/topic/135189/can-we-please-get-a-complete-hero-editionpack I go into more details here as to why I ask but the general question just about covers it. I just worry that if heroes keep releasing as fast as they are its going to get extremely expensive or tiring to unlock.
  13. So, let me get this straight, anyone that has complaint with the hero pricing, and gets met with the "get a job, ask for money from your parents, pick up bottles", which heavily implies financial status AKA effectively implying they're poor, is just supposed to endure that as "respectful opinionated discussion"? That is some biased moderating in my honest opinion. I have issue with the fact that a hero costs just about as much as a majority of games on Steam cost, let alone being used as the spearhead for trying to get people back into the game but will sort of flop on that regard when people find out you have to pay or grind for them, which isn't exactly the most effective way of getting players to come back to your game. The problem most likely isn't that people can't afford it, it's that people don't want to buy it simply put. Plus for the price its at, you could easily make comparisons to other games/content that are already finished, and if every hero that gets newly released is going to be at that price, how is that going to look down the line when someone new starts up the game and sees 10 heroes all for $15 or 10,000 medals a piece? A lot of people can afford $15 for a hero, but do they want to spend it? Probably not, because what do you honestly get out of that? Not really many people are going to see the value of spending $15 or countless hours grinding to get a hero to spend more time grinding to get the next hero, we should be grinding to get better gear and keep on a loot treadmill.
  14. Completely agree on all points, thought I would give support to it for such a good write up of pretty much exactly what's wrong with the whole thing at this point. I've been hovering around DD2 myself even as a defense councilor and you hit the nail on the head about why I don't really feel the pull to come back and play that much. I've pretty much experienced the first three myself, getting a green pet skin, getting dupes from a lockbox (that was thankfully refunded during the wipe), and the pretty steep price for a single hero that puts it into cheap game territory, aka you could buy complete games for that price, even AAA titles on sale. As for your other points, it's hard to comment on due to not being around too much lately, but I definitely agree on the ones that have been around for awhile like only really feeling like a numbers game much more so than DD1 and Skill spheres being a kind of weird to work around addition.
  15. This is really well put and a lot of passive ideas which would really help things with loot being more interesting and flavorful. I also think the laying out the differences was needed to be done because Trendy themselves said that they're looking back at DD1 and looking at what made it such a big success for them. I think a big issue as well is that it seems like there's too much at the moment like they're trying to go in too many directions, trying to "Shotgun" the problem to see what works. Like for example the different melee speeds. I definitely agree with the weapons section too, some legendary weapons have cool feeling effects, but we kind of need more of that and at a base level. I have my own idea for gear, which while only slightly "gear" related, would make it more gear focused instead: Uber spheres kind of seem a bit underwhelming and feels like it's too much trying to make it a sidegrade which kind of brings it down a bit. I'd much rather see sets or legendary effects that do this instead, so that way it's not really having to make so many checks and balances to making sure one isn't too powerful than the other since if every skill/tower gets an uber sphere, that's doubling the amount of things to keep in balance at the same time. Currently right now I see Uberspheres more like the different "Runes" of Diablo 3 skills when I think they should be like the legendary/set effects which either changes up the way your skills work in a large way or make you think about building in an odd way that makes it shine.
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