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Zimmermann

Proven Defender
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Posts posted by Zimmermann



  1. @Lawlta quote:

    So we found another issue, which may be what is causing what you're running into.

    There's an issue we're working on, where if you click "Next Map", and get a score on there, it isn't being applied to the leaderboards.  Going to tavern and starting a new map from there will apply to the scoreboard.  Not the intended function, but I think that may be what you're seeing Zimmermann

    damn and i got a couple of 297k scores. Oh well I guess we might need to wait till thats all ironed out :)

    Thanks for letting us know :)


  2. Sadly this is the case, however could we get some clarification.

    Does this mean it is likely some new scores have been lost? or can we rest assured that all new scores have been recorded and are just waiting to be updated.

    I personally have not been taking this that seriously but I have had 5 attempts on some maps (little horn valley) which I have failed 5 out of 5 times simply due to trying to get a high score. That time might be better spent actually completing the map if the leaderboards update system is unreliable^^. 

    edit: just to stop any confusion, i am not expecting to see my name on little horn valley leaderboards simply because I have zero good times on that map, just keep failing it^^



  3. @specialK quote:

    And prey to rngesus to spawn a Slekeleon each wave. Also funny thing, you get higher points if you let sub-objectives get destroyed, and have more enemies spawning

    ahh that explains why i cant get high scores on little horn and sewers. 

    thought i got 297 on assault without letting subs go down on that map.


  4. How often are they updated? 

    I ask simply because I just got a nice score on Assault on the throne room and its not showing up at all.


    Cheers.


    edit never mind:

    "Leaderboard scores are updated hourly but it can take up to two hours before a new high score appears. Names are not automatically updated and were taken when that player's score first appeared on any leaderboard."





  5. @schwarzbrot quote:

    the endgame is coming tomorrow. ITS THE LEADERBOARD > endgame  xDDDDDDD

    honestly they could have done something else , i mean fine they releasing a new hero but they should put the focus on other things that were more important.

    don't worry leaderboards are not end game, they are a small aspect to have fun with while we wait for end game.

    all it is is utilizing the already existing points system you get from completing a map, now that score actually matters if you want to appear on the leaderboards. Its a fun aspect to spice up farming for gear :)

    its not some heavy duty time consuming concept thats taking dev time away from real end game.


  6. tomorrow you can try the new C7 incursion, and then you can start competing on the leaderboards.

    building with less DU, not dying, fast building etc etc. might be fun for a while.

    Long term (before the end of the year) they will bring out a new end game mode, probably something like onslaught that is more geared towards endgame.



  7. @geo981010 quote:


    @Zimmermann quote:

    The way I see this debate is as follows; if you complain about slow drops you are playing very little, if you are playing very little you are really going to notice RNG.

    Couple that with our unfortunate evolved "false pattern recognition", yes it helped us survive lions when we lived in caves.. but now we have religion and anecdotal stories about drop rates in video games.

    Player gets a run of bad luck in 3-5 games, changes item X, luck changes = oh item X was what was stopping be getting items... and false pattern recognition rears its ugly head.

    But this topic isn't about slow drops - this is about the fact that if you leave old relics equipped on your mule, you are definitely slowing things down.

    Play CT3 and get a full array of items, and then try the following:

    1) Play CT4 with just the CT3 (weapon + armor)

    2) Play CT4 with CT3 (weapon + armor + relics)

    3) Play CT4 with CT3 (weapon + armor) + CT7 (relics)

    For case 1 and case 2, you will be consistently getting items that are about 10% higher than the CT3 gear you just got. The values are pretty much the same slot/rarity for either case. For case 3, you will get max CT4 gear. I don't know if things are different if you only use one relic slot or not, but case 3 definitely affects things.

    If you do the mule method, you can still progress from max CT3 to max CT4 in about 4 games. Since there are only 4 maps, I think that is pretty good. Shard grinding is still silly, but you can get CT4 gear in a couple of hours if you do it.

    But if you have a weapon or possibly old relics that you don't swap out, you will get stuck and they will keep bringing down your gear average. If you don't think about the math, you might assume that not replacing your weapon will just slow down your progress by 20%. If you have a cool Wayfarer weapon you don't want to replace, it keeps bringing down the average item power so instead of gaining a couple % of Item Power each wave, that gain keeps going down and you will plateau and get stuck. 

    So I think here you have proven a bug/exploit/whatever you would call it exists. However this is not effecting new players, or at least shouldn't since they can only experience examples 1) and 2) and therefore there is no noticeable difference in drops. I don't think this really effects the point I was making, though it is very interesting non the less.


  8. The way I see this debate is as follows; if you complain about slow drops you are playing very little, if you are playing very little you are really going to notice RNG.

    Couple that with our unfortunate evolved "false pattern recognition", yes it helped us survive lions when we lived in caves.. but now we have religion and anecdotal stories about drop rates in video games.

    And the following happens:

    Player gets a run of bad luck in 3-5 games, changes item X, luck changes = oh item X was what was stopping be getting items... and false pattern recognition rears its ugly head.



  9. @fearlesskiller quote:

    What the hell is this. Gotta make some weird ass blue mules that i dont even understand to get better gear... Play with 1 character in the deck and basicly just leech to go through higher tiers... This is honestly one of the worst updates to DD2

    rubbish, you get better loot by doing this:

    1. play game
    2. equip loot that drops
    3. overall better loot drops
    4. equip better loot
    5. repeat.
    6. win the game


  10. @xzxinflamesxzx quote:


    @Zimmermann quote:


    @xzxinflamesxzx quote:

    Just getting into chaos 6. Can't seem to find a good counter to hex throwers and looking for suggestions.


    Any help is appreciated.

    terrain is the best counter :)

    build so monsters have no line of sight on your walls, and to get it, they must stand in range of your defenses.

    If this is not possible make sure you spawn kill those lanes

    Which tower to spawn kill?

    whatever you are using, I use flame auras and Lightning Strike Auras. 

    The point is, if they can out range you, change your strategy to where their longer range is no longer an advantage. That is done by abusing line of sight, or fighting closer to the spawn so they might be able to shoot your defenses, but you can also shoot them.. and you will always out DPS them.



  11. @xzxinflamesxzx quote:

    Just getting into chaos 6. Can't seem to find a good counter to hex throwers and looking for suggestions.


    Any help is appreciated.

    terrain is the best counter :)

    build so monsters have no line of sight on your walls, and to get it, they must stand in range of your defenses.

    If this is not possible make sure you spawn kill those lanes



  12. @PandynatorDD quote:


    @Zimmermann quote:


    @PandynatorDD quote:

    Personally I agree with the overall sentiment. Gender swaps I think personally a waste of time. I would rather see 1 new hero, than 4 gender swaps.

    But that is just my opinion.

    I see where you are coming from as far as a raw new content, however.... we all look at each of the current heroes and think "wouldn't it be cool if a squire could do XYZ" or "I have the best idea for an apprentice ability" or "I wish one of the original heroes had a defense that did X". Thats where gender swaps come in.

    Gender swaps provide the option for the dev team to add cool new abilites to heroes that they couldn't add originally, fix glaring imbalances (one pure AA tower in the game with no competition) and so on.

    Gender swaps provide many aspects to development and are not a money grab or a half arsed job at new content which the OP seems to be suggesting (forgive me if im wrong here). Just my opinion ofc :)

    That is where shards, should come in. They have an awesome system to do all what you said above, with shards.

    But they are sadly not well balanced and don't seem to be getting there anytime soon.

    I don't personally get why we have shards that just add dmg..

    I love the shards that add 40% damage to abilities... but why do we need shards to add 40% to them in the first place?

    Why can't we have shards that alter how the abilities work and act instead?

    It is pretty much like TE says... "These abilities don't do enough damage". So why can't this be solved by altering the balance.

    And let shards be something that alters play style and effects of said abilities, rather than just buffing stats.

    yeah I agree shards are an option for more fun stuff and currently are to boring with just % damage modifiers, you hit the nail on the head with that one! 

    But... my point about gender swaps was to completely change some defenses both looks and utility (frosty/ice AA) which a shard could half do (change the utility, not the skin), or to offer a completely different ability with a new animation which; going by existing shards is beyond that of what they can do. So yes you could effectively change how every tower works with a shard, but I think shards should be somewhat restricted, we don't want Ballista auras, or proton beams functioning like SGT's :D I see shards as having a somewhat limited use, but still far more imaginative then simply adding % damage to attacks.

    So I think of gender swaps as a way to add a much needed tower of ability, effectively giving a hero/class more towers/abilities that might all be equally good and equally themed but due to the 4 ability/4 tower limitation were simply not possible in the original hero creation.

    I don't see gender swaps as an alternative to new classes, but a finalization of the original classes. I would put money on the fact they have a heap of great idea for each hero that simply never made the cut to the finished version because they had to reduce it down to the aforementioned 4/4 setup, now they get to bring those extra towers/abilities into the game without changing game fundamentals.



  13. @PandynatorDD quote:

    Personally I agree with the overall sentiment. Gender swaps I think personally a waste of time. I would rather see 1 new hero, than 4 gender swaps.

    But that is just my opinion.

    I see where you are coming from as far as a raw new content, however.... we all look at each of the current heroes and think "wouldn't it be cool if a squire could do XYZ" or "I have the best idea for an apprentice ability" or "I wish one of the original heroes had a defense that did X". Thats where gender swaps come in.

    Gender swaps provide the option for the dev team to add cool new abilites to heroes that they couldn't add originally, fix glaring imbalances (one pure AA tower in the game with no competition) and so on.

    Gender swaps provide many aspects to development and are not a money grab or a half arsed job at new content which the OP seems to be suggesting (forgive me if im wrong here). Just my opinion ofc :)


  14. Question 1: Which shards do you find yourself never using?

     Defense specific shards, examples: Encroaching Flame, Rippling explosions

    Question 2: And on the opposite side, which shards do you find yourself always using? 

    Range and Power Transfer. Power transfer is just so strong with 5:1 crit scaling and the utility of a larger range is mandatory due to such small base ranges on towers.

    Question 3: Which shard slots lack meaningful variety?

    Relic slots mainly due to the above reasons, boot shard shard slots are also not that impressive for the original 4 heroes.

    Question 4: Which shards slots have TOO MUCH variety?

     Weapon's have to much meaningless variety where 90% of the shards are just awful leaving you only with 2-3 solid dps options.


  15. take a look at their DU cost, that will explain everything :P

    I will live and die by my squire blockades :)

    And yes I am talking about chaos 7. Remember less DU into blockades is more DU into towers, and they say the best form of defense is offense and I can easily clear C7 with rank 1 towers with my blockades taking low damage, almost never repair in the whole game. 

    Just play what you enjoy and if the build is good you will win regardless of tower choices :)



  16. @Lawlta quote:

    - Hex throwers cheesing on certain maps
    - Spawn protection needing to be adjusted to match the visual indicator.

    this is a combined issue, hex throwers have a very long range that is fine and should effect your choice of building location. However some maps they attack from spawn.. which would be fine if they took damage. Sometimes the spawn gives them some weird protection, other times not.



    @Lawlta quote:

    - Mobs taking weird routes, or bugging through (in sewers, was that what was happening) through and up walls to get to the core.  Either way, things not rewarding to build for and having to almost fail the first time, because it's not something you'd expect.

    In all my time played (over 3.5k hours) I would say the only weird routes taken by enemies are skeletons minions and the Slekeleon boss. Berserker Orcs only take odd routes on corners (they cut corners a bit) and on blockades in some very niche situations.

    The problem with Skeletons/Slekeleons they will walk either way down a lane, they take bizzare routes off cliffs on some maps (sewers top left lane, from spawn pov) only if the lane is packed though, Graystone plaza close right hand lane (spawn pov) they walk to the mana chest to their right directly outside their spawn. Crumbling bullwark they can walk the wrong way down the back lane (from left to right) behind the altar area (spawn pov), Bastille we all know this one and easy to solve. Some of these pathing issues are not a problem (graystone/bullwark), but im trying to show example of wonky AI. 

    In addition to this some lanes cause kobolds to skip out of the lane and go directly for the core, this can actually happen in 3 out of the 4 lanes on the sewers map. Sadly this really restricts the building choices on this map as you pretty much have to spawn build each lane to prevent such things happening. More damage output also stops these bugs from happening, as monsters don't build up and then start doing crazy things.

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