I like the idea that this game is going for, and the art style is cute and eye catching. The gameplay is simple and fun, with the option to explore more complex strategies, however a lot of the work Trendy put into this game, might as well be flushed down the toilet because of how bad these few grievances are with the game. They pretty much break the game, ruining what fun there is to be had in the end game. (Note that I will not be discussing the Abyss Lord in any of these bullet points except in his own, because pretty much every argument can be countered with just "Well, only use the Abyss Lord", he is his own level of overpowered and I consider that a minor thing atm, since I assume that will be fixed. IT has it's own paragraph.) 1. The Meta In my opinion, a game should never have a meta, or, in the case of games like guild wars (original, not 2), have so many vast and creative options for the meta that it's pretty much it's own level of the game itself. Dungeon Defenders 2 does not. This is supposed to be an RPG on top of being a tower defense. An RPG is a game where you're meant to make choices, however in this game there's only one choice to make--Whether or not you play the meta, or never see NM4 outside of a carry. The irony is that in addition to this, it's a tower defense game that encourages you to use any and every defense except towers. Towers deal less damage, have to be positioned strategically. Don't benefit from one of the most useful buffs from the only spectacularly useful non-abyss lord tower frosty power, and are like giant shining targets for enemy mobs. You have to place your towers in a way so that mobs won't attack them--usually right behind barricades--or they will safespot your towers easily. Spear throwers have longer range then an un-upgraded cannon, the floating book mobs have a longer range then nearly everything but a ballistae. In addition, they often will sit around the corner and chuck stuff at your barricades/towers at angles your towers can't shoot down. It's so much easier to just use traps. No brain power, no strategy, no tactics is needed. Throw them right down the lane, AND they benefit from frosty power. This is ridiculous on top of being unbalanced as hell. You rarely see anyone using towers up and down a lane, because mobs tend to just roflstomp them down one at a time as they move down. The only time I have ever seen people using towers, is when they have them all clustered around behind a barricade, because really this is the only effective way to place them where they won't die or require repair babysitting every wave. A few maps have a few exceptions, but for the most part, all your towers will go right behind your barricade, where the hope is that in that short 20 meters of range, the towers will burn the enemy down before they get to your barricade and stomp it flat. To make matters even worse, whereas traps have no counter, towers have a massive counter in the form of the ogre, which I'll discuss in the next bullet point. As of right now, the game is pretty much "You will have a wall squire, you will have a trap huntress, you will have an LAS/Purge Evil Monk, you will have a frosty power Apprentice, and you will have a DPS huntress." Can we have some viable alternatives, please? Why make all these cool defense combo's like shatter, shock, ignite, etc, but then make them all pointless because frosty power plus traps beat everything? Note: I'm including Lightning Aura as a trap here, because even though it's called an aura in the game, it effectively is a trap. It can't be targeted, and enemies who walk over it take damage. TL;DR Frosty power should make mobs take more damage, not buff defenses in range. This makes the already superior option for defense, even better. Towers in general need a buff, something that gives them survivability and/or damage to compete with how amazingly good traps are. Apprentice walls need something that might actually make people go "Hmm, maybe for this situation, I'd prefer that over a squire blockade". Possibly maybe once the barricade is destroyed, it just disappears for a few seconds, then repairs itself back to full? 2. Dificulty Difficulty in this game is wildly controversial, you ask one person and they will complain that the game is too hard, that they can't, no matter how hard they try get past nightmare. You ask the next person, and they might complain that the game is too easy, and that they can afk pretty much any map and let their defenses do everything. The most common difference between the first person and the second person, is who's using the meta. (Or abyss lord, but I digress.) People who try to play the game the way it's meant to be played, setting up combo's, lane defenses, will constantly get stomped on and struggle. People who build for the meta, and just do lanes full of traps and frost towers and purge evil serenity auras will easymode nearly all content in the game, regardless of item power. This may seem like a rehash of the first point, but it's not. In my opinion, the biggest culprit for the games difficulty, and the meta that we have, is ogres. Literally, ogres are 99% of the games difficulty. Their stomp one shots towers behind barricades and along the sides of the lane. (And players who forget to jump it). Their snot is devastating, pretty much forcing the player who gets hit by it to no longer be able to kite the ogre away from barricades due to being too slow to dodge that one shot swing. And their swing arc is so wide, that they hit barricades and will hit poorly placed additional barricades/towers that are around the barricade. And they soak ridiculous amounts of damage ensuring that unless they are taking damage the entire time they come down the lane, they will get a few devastating swings on your barricades before they die. They counter every form of defense in the game but traps, which effectively counter them. And is the only thing that counters them. If the double and triple ogre waves were removed from nightmare, even nightmare 4 would no longer have any difficulty at all whatsoever. Ogres are so vastly more powerful then not only every other enemy in the game, but every other boss in the game. They're the only boss with additional special abilities. This game might as well be called Swamp Defenders, because Shrek is going to peel every layer of your defense away like an onion. I think that ogres should be nerf'd, and everything else, LITERALLY everything else should be buffed. Like, maybe small mobs could get an aiblity "Horde mentality: Every living nearby ally increases damage by 1%". The huge armored orcs could resist physical and protect their allies. The female orcs could throw electric nets or something that temporarily disables a single defense. Etc etc. Right now, the one and only threat in this game is ogres. And it shouldn't be like that. TL;DR Nerf ogres, buff everything else with special abilities or effects that actually make them a threat rather then damage sponge. 3. Gear Gearing in this game is frustrating. 75%, if not more, of all the drops you get will be worthless. As if to make things even worse, "Smart Loot" is anything but. The game heavily prioritizes the current active character for loot. There is no documentation or official word on this, but am absolutely certain this is true. The alternative is just that RNG has been terrible to me since I started playing. My proof is in that my huntress, who is a pure DPS character and thus the one that is constantly active, and also the LAST CHARACTER I CREATED. Is my most heavily geared one. EVERYTHING drops for her. Not even half the drops, like 4/5ths of all drops I get are huntress gear. I even recently got to the end of a NM3 match, got a legendary chest. Opened it, and it spit out three legendary bows, and a legendary totem with traptress passives on it. I needed squire gear. Her and my squire were the ONLY characters in my deck at the time. I even screenshotted my inventory after I sorted all the gear. The bottom bag, and the bottom row of the top bag is all huntress gear. They all have huntress passives on them that specifically mention the names of her defenses or skills. The measly one row at the top of the top bag, is all the squire gear I got. I sold all of the "neutral" gear that had passives that affect every character, but it equated to less then a bag. Here is the screenshot: So what I end up with, is my huntress is at ITMPWR of 615, while every other hero I own is in the low 500's, some still at 400. Simply because the game vastly favors your current active character for loot. This should be changed. IT should just be a random equal chance for all characters in your deck. Otherwise everyone always will have their DPS character outgear their builders. Alternatively, we could select which character we'd want gear to drop for at the beginning of a level or something. Either way, this is terrible and causes a massive amount of frustration. TL;DR Gear favors the current active character. It shouldn't. 4. Abyss Lord This one is short and easy because it's obvious, and I'm sure Trendy is already working on a fix for this, but it remains a major point anyway. Abyss Lord is ridiculously overpowered. Forget strategy, forget tactics, it's all about getting as many bone archers in as small as a place as possible while facing as much lane as possible. Their damage scales ridiculously high. They can face TWO lanes at a time. Their range is utterly ridiculous which tends to heavily reduce the faults that towers in general have in this game, and they have a passive that makes their arrows have AoE. A decently geared abyss lord is pretty much "why use anything else?".