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SimonB

Junior Defender
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About SimonB

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    Simon BEAST
  1. Hey SimonB! That is such a cool setup! So that´s why you mentioned the trees when I joined your map:) And now I also get why you asked how much DU I used on my PDT build (240) I used a similar setup on the Colossus once (automation-expl. shielding guard- accumulator mod), but didn´t think about using it on a non attacking defence:) Very Nice indeed, and that 170 DU will be hard to beat for sure! M. Thanks. I owe most of the credit to King who showed me a trees only UC run a few months ago. You seem to be well on your way if you can do 160 du :) The freaking BEAST is always at it. Changed forum title to reflect this. Thank you! You are too kind :D From what i can tell its the automation shard doing it yes
  2. My contribution: I think ill find another build that does feel as cheesy and could be used for c7 spamming when or if they fix the tenacity thing. Wow, you sir are a real defender! We each have many of the same spots, but we also each have some the other doesn´t. Difference is I used other defenses and used way less DU. (240 DU total) If anyone´s interested, I´ll upload a vid with my minimal DU build:) Thanx for accepting the challenge! M.
  3. The bag space is what concerns me aswell. 10 is a good number for amount of time invested to get a gilded shard but the space required is what makes it look unattractive. With the number of shards in the game we will have to dedicate hundreds of bag spaces if we want to grind multiple/all the class specific and tower specific ones in one go. Just farming gilded shards for 1 specific character can take upwards of 243 bag spaces. that is ofc assuming that you get 9 of every shard before getting the 10th, but still its just 1 character. I would like trendo to rethink this and maybe add some rare thing we have to farm instead like the 80+ onslaught material and then take it down to 3-5 shards pr gild.
  4. You missed it. Update 1.1 Multiplayer Enemy Health Scaling Enemies now only gain 20% health per additional player (was 25%).
  5. Im not sure you know what youre suggesting here. Instead of nerfing the dryad tower to fit into the way the game is now you want to overhaul or adjust all towers and classes so they fit into this post dryad world. If we buff everything then the balance of the game is off so all the content (chaos tiers and mastery) will be faceroll. Making the game easier isnt a good alternative to nerfing 2 towers. I love the dryad and ill continue to play her if these nerfs are implimented but i would rather use her to counter certain lanes instead of having her be the backbone of all my setups. Dont give me the ¨you can just not play her¨ line. Having an unbalanced game isnt healthy specially since she is locked behind a paywall. Thats the point. Berserk orcs arent ment to be affected by soft cc. The fact that they can slow berserks feels more like a bug than an intended feature and thats why it needs to go. Berserks are ment to be counter by hard cc and pure damage only.
  6. So despite not being a 200+ floor god im going to give my 2 cents on what changes the dryad should get. Unlike most of you i think she needs nerfs and since trendy has a history of overnerfing towers i want to make sure they do it right, so ill try to explain my thought process why i think shes out of line. The thing that makes the Dryad so good is: 1 slimes can oil and therefore slow lady orcs 2 Bee rank up scaling is insanely high even for a 30 DU defense Slimes: What she does better than any other setup is deal with the berserk orcs. She has the only soft cc in the game that affects them and therefore they will never make it past the designated ''killzone'' where your slimes are. With any other defense you have to set aside DU to deal with the lady orcs who reach your walls you need some cannons or LSAs covering the wall to make sure nothing that makes it to the walls will do too much damage. Her slimes slow gives you a 50% slow on everything so in essence you get 2x as high dps uptime on the berserks before they make it past and thats enough to make walls obsolete. Bees: Using a medallion with power transfer the bees are getting a 70%-ish dps increase pr rank which means they will outscale any monsters by wave 3-5 making even bosses afkable. Compare that to the traditional flame aura or 30du defense that gets around 50%. Bees get to function as single target dps and in some lanes even aoe because they start off low but ramp up the more you upgrade them. So my suggested changes are as follows: slimes no longer oil and slow berserk orcsnow theres a real chance that you will leak berserkers past your kill zone and lose the game if you go wallless berserks in control burn will also become annoying to deal with bees upgrade scaling is set to 50% like the flame auramaking them less of a wave 3-5 power house increases the chance of leaking berserk orcs even more makes them less of a single target solution and more of a cleave(aka 3 target) only solution. Lower the bees dps by 10%This change would maybe not be necessary but i would like to see a small dps nerf to the bees just to bring them down even further. I would have to see how the dryad setups feel after the other nerfs before i would say the diffinitively needed a flat dps nerf. These changes would make players have to add single target nuke around their walls to take care of bosses/berserks and would make the risk for doing wallless builds much higher. I would also like to add that ive been using the dryad since they made the bee changes way back before mastery was released and that these changes would affect me as much as anyone else. On a different not i would like them to look into is how boring playing dryad feels. You're dissuaded to go into the fray and brawl out with the monsters cause if you die your defenses on the map will take a huge dps/cc hit. If you spend any of your star power to dps monsters in any way that means you have to find a window during the wave where you're not under pressure to go out of form to spam a few stars and go in again. The best way to play as a dryad is to stay away from monsters, conserve as must star power as possible and only kill stuff if you're under pressure. In other words this class is built to be an afk class or just a repair bot (weeee so fun).
  7. https://imgur.com/a/B9gmJ I started noticing the problem around patch 1.0.3 or the ''wall patch''. According to the patch notes ''the collision volume got increased by 33% on the y axis'' but the range of the colossus wasnt. My guess is that it will be changed when they get around to rebalancing towers which may take months.
  8. I just did went through those waves today. I have 2 accounts and 2 computers so i carried myself through the chaos tiers to get geared on floor 55. I went from campaign gear to low c7 geared in just 2 maps doing floor 55 and maps 1 of 56. But it seemed like 80% of the gear drops that i got were scaled to my level of gear so in this case campaign. Still i got ''Its all ogre'' on the 2nd map and got enough c7 gear to make a complete set. Im thinking youre getting trash because the gear is scaled to you but that wouldnt explain why youre not getting the c7 gear i got.
  9. I found some more mastery notes and since im having trouble editing the OP heres some more. More mastery:I gotta say that the mastery race has been the most fun ive had in dd2 for quite i while although im not sure that is because of the challenges themselves or just the race itself. With that said i would like to talk a little about the missed oppotunity i think mastery was:1st of all i think there were wayy too few challenges which prevented each map from feeling unique. It felt like most if not all maps were aimed at screwing over aura users which left ev2 and dryad defenses. only use x% of the duonly use nodesonly use traps (masochists only)40/50/60 second build timers on larger maps Changing obelisks and volcanoes to tower type defenses. What purpose did this serve other than to completely cheese every no block map. This change ruined a perfectly good challenge and increased the gap between the casual and hardcore since casuals cant cheese with 10+ obelisks. Difficulty didnt increase with chaos level. If you ignore M6 UC then the increase in difficulty over the mastery tiers was almost non existant. M1-3 was supposed to be geared towards the ''casuals'' and should have been doable by almost everyoneM4-6 should only be doable with duplicate relics/heroes/shards and most ''casuals'' would have to group in order to completeM7 should have been the masochist only tier where every map should take multiple tries and very specific tower setups in order to work like M6 UC.
  10. Time for my very own thread about things pissing me off in dd2. So here it is in a random but hopefully understandable order. Onslaught stuffs:The 60+ grind is too long and the monster scaling isnt fast enough. The scaling between floors is horribly low (it feels 1% pr floor) compared to a game like diablo. Even at 114 Gregory had less hp than an average c7, 4 player boss when the scaling was 50%, lol. Having time being the great bottleneck doesnt make for a great experience its just tedious and boring. Possible solution: double/triple the scaling pr floor past 65 and move the cosmetics accordingly so difficulty between floors can be felt. Getting back to 114 after doing the ancient power grind will be too much time investment and another boring grind where time is the bottleneck and not difficulty. Possible solution: Introduce a feature similiar to the old gr key leveling system from diablo. Once we reach 65 we get an option to launch a map similiar to the old onslaught where every 3 waves the monsters scale up by 1-5 floors. Allow us go as high as our highest achieved floor so we can quickly get back to 92 or 114 or whereever we were when we prestiged the 1st time. We need more detailed information on the lane modifiers. Give us all the numbers for all the different modifiers so we can counter each modifier in the right way. Possible solution: Write it in a book in town or give some of the useless npcs a purpose so it wont fill the screen when pressing shift. Tell us ingame from what floor we will face each individual enemy, so basicly the enemy appreance section of this: https://docs.google.com/spreadsheets/d/1-DcLxtWOKD_kGXsMhcbtGGnmfcRWVNWgaK6Xqt_rt14/edit#gid=1736969127 Again write in a book in town or add npc dialogue. Also add a quest that shows them where they can get find the information. We need more tutorials for the following:Chaos enemiesFrost enemiesLava guardianLane modifiersA huge thing turning off potential new players imo. Hold their hand and help them understand why flame auras dont work against cyborgs or why that frost orc just marched through the lane and nothing attacked it. Possible solution: Make a short video showing everything about each individual monster and how they deal with sorounding towers/auras/walls. You can even team up with juicebags or another youtuber and have him make them? Introduce a way for people to play with their friends despite a difference in floors. Being forced to play solo isnt what this game is about and its making this horrible grind even worse. Possible solution: Have people able to join higher floors but scale their loot to their current achieved floor level and have them gain 2-3 floors pr floor so they can eventually catch up to their friend. Make it 1-1 till 65 to avoid people carrying for faster prestiging. Save and reduce floor progression. Screw having to dedicate 1-1.5 hours of gametime because someone somewhere might abuse the system and get carried by friends.Also doing 3 maps every floor in this current system is too much. Either increase the monster scaling pr floor or tone the maps pr floor down to 2. Too much lost temple. Towards the end of my climb i found myself using 60% of my time on lost temple and 40% on the 2 previous maps so its safe to say that im tired of that map. Can we tone it down to once every 2-3 floors? Or even better, have it on every 5th map and put it in the ramdom map rotation. This way it feels special once we finally do get Lost Temple. Every schedule should have at least 1 of each of its possible monster types on wave 1. this whole building for one schedule only for the game to add 1-2 monsters by wave 2 is annoying and the wrong kind of difficult. LOLOL surprise frost orcs!!!! Too many frost lanes possible. Depending on rng we will eventually be steamrolled by a Frost map where 3+ lanes are frost monster. They usually take 1-2 extra towers pr lane so having too many will make the map unfairly hard. Possible solution: Have a cap of 2 frost lanes possible pr map. #buff Timmy Ancient Power/Prestiging: Grinding ancient power is too much stick and not enough carrot. It will burn everyone out before they can feel any gains from it. Possible solution: Increase the rewards from each prestige:Exp to 10% and increase even more if it still doesnt feel rightGold to 20% to allow us to relevel our damn shards after each prestige. This is just one more annoying thing that punishes anyone that doesnt have a 100mil bank. Reduce the amount of prestiges needed to max out ancient power to either 10-20. that will still be between 125-250 hours of game time to max and that still leaves the talent caps open to farm for those who still want a longer grind. Fix the ancient power points so they scale with shards and ascension. As is 1% dp wont give you anywhere near 1% dps which just makes the rewards almost useless. With the new gating system in chaos the gear drops should no longer scale off of equipped ilvl like it did before. Right now we have 2 systems in place to make sure noobs to progress too fast so i think we should finetune one and remove the other and in this case remove drops based on ilvl. Mastery:Add rewards for redoing master maps. As is Mastery is just a huge chunk of content i wont every play again. Its a wasted effort by the devs to not have replayability. Possible solution: Being able to reset mastery progress and gain rewards similiar to the ones we got on 1st playthrough and maybe add quests or weeklys along the lines of ''gain xxx stars in the mastery mode''. Gaining more hyper shards would be dumb since it would probably offset the game balance and add another boring grind that we dont need now that we have prestiging so leave them at 1 each account. Add a view all public mastery maps to the war table. Allow people who are searching for mastery maps to easily see what maps are going on at the moment. Rebalance mastery (keep it hard still). The race is over so let us join our friends mid map and nerf the 30 sec build timer. Other stuff that annoys me:Green chests are still lackluster 200 gold, 2 green items and shards? I thought i would be looking foreward to them after the patch... Final thoughtsIf i should give my current impression of this patch i would say that it continues along the same path as mastery. Mastery felt like it was made for the ''elite'' which is fine since its literally called Mastery. Onslaught however shouldnt be for the elite. Sure with infinitely scaling mosters it should eventually be but the whole system (not saving progress mid floor, centered around prestiging, complicated modifiers and monsters, day long grinds to get to endgame) just feels like more of the same ''elite'' only content. Since this games ''skill'' in my opinion lies in observing an enemy and knowing how to counter it, then people will only start enjoying enslaught and mastery once they learn this. So i think developing the noob experience of the game is what will grow the playerbase and community which is what we all want. Kind regards Simon
  11. The c6 map leaderboard is finally up so i think we should have a look at it: https://leaderboard.dungeondefenders2.com/solo_c.html https://leaderboard.dungeondefenders2.com/team_c.html It would seem that despite streamers saying that UC is easier solo it has still only been done 4 times on pc at the time of writing this. Now that might be due to a lack of solo players because they heard theres safety in numbers, however i dont think we lack solo players i just think it is miles harder solo than 2-4. Anyway this will probably change and the spots will most likely fill up if Jasons build works in a solo situation or juice releases a build guide showing how to faceroll, however untill then the leaderboards point towards UC being harder solo. The 1 advantage i think i got in this race while playing solo was beating all the easy maps faster and getting a head start but then losing the time on budget cut maps, large maps and just really hard maps like UC where an extra person would make all the difference in the world.
  12. https://www.youtube.com/watch?v=negJnq950t4 Heres the video of the race yesterday. Timestamps can be found in the desription if you want to skip straight to UC. I would advise against copying the builds in the video though. If it works for you then go ahead if not you should just use it as inspiration. To address the topic of this tread i felt all maps except UC were fine. For the 1st 5ish tries i had on UC it felt unbeatable. I had to approach it a totally different way which ment rolling with cc instead of dps which was refreshing. I feel like doing it with 2-4 people it would become faceroll if everyone used ev2 and held their own lane. I havent done any coop mastery myself but i cant see the 20% increase in health pr player being that big of a deal if it means i can stand in 1-2 spots instead of the entire map.
  13. This thread is too long for me to read through so im just going to assume that the main reason you guys want assassins not to hit core is because of trolls? I personally play all my games in public matches and this has NEVER happend to me. We are talking 500+ matches in c7 and 200-300+ in c5 before that and not once has this been due to a troll. Granted i have lost to assassins hitting core but that was because of noobs who didnt know better and i informed them of their mistake after. Now if you are the carrying type who dont filter out those lovely ascension 0-60 who join your games that might be why. I can even see you having this problem if you are a streamer because people like to troll streamers but if you are c5-7 geared joining c5-7 games this doesnt happen. Is there another and better reason to change the assassins that i have missed?
  14. Maybe i guess we will find out when they roll the patch out again next week. I went down to 4 mil dps with the same gear/shards so i switched back to the ev2 to actually be able to kill bosses. Like with my huntress i just assumed that the monk relied on fiery brimstone crits to do the dps but ill give poisonous tips a try. It makes sense because of heroic wave buffing hd. What is your opinion on the burst pet?
  15. My personal class dps ranking: The top Scatter shot huntress for single target 15-20mil close range (the sick fiery brimstone dps was nerfed this morning before they rolled the patch back so keep that in mind if you decide to gear one up) Ev2 Megmanus cannister for waveclear 7-9mil (40-50% pierces because charged shot) Hybrid (ap/hd/hc) gw great cc and long ranged single target dps through the auto attacks + needle and with great aoe through her abilities. I use controlled burst II sniper rifle but the other snipers work fine Classic pole smash spamming monk 3-4mil dps (which is double vs rollers) and all round good character AP apprentice with Mark Targets on flame aura does 1.5-2.3mil dmg pr volley to up to 35 targets and can kill everything on the entire map (The shard isnt supposed to work on flame auras so this will be fixed in the future) Not the best but still good Mcdoogers ev2 does the same single target dps as the hybrid gw but with worse cc and no real aoe option Auto attack squire with a light weapon does great aoe and is very tanky but falls behind on boss dps Hd/hc huntress without scatter shot bow. Burst and penta bows are the best ones to go for since you gain the long range dps but fall far behind the scatter shot for boss killing AP Abyss lord can more or less permastun a lane while dealing great aoe dmg and being tanky at the same time hd/hc monk with 5 projectile polearm does decent at close and long range and since you can use heroic wave all the time. Can be comboed with an hd pet for some fun 20ish mil bursts every 30s but i personally prefer draco Classes i havent played Dryad Lavamancer Mystic Honorable mention Apprentice with scatter shot staff can do the same as the huntress Disclaimer I have played some of these classes more than others so i may be talking out of my ass on some classes. Offensive must haves for any auto attack character: elemental roll on wep Fiery Brimstone Critical Strike Beacon of the storm Power Gambit The rest of the shards are either class specific or unobtainable I know this isnt what you wanted but i had fun making this list so its hopfully still helpful.
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