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Everything posted by Vagnar

  1. What it's good at is being a really good overall weapon that doesn't abuse what may be potential bugs like Hammer 1 does and doesn't suffer from accuracy loss at range like Double Tap. If they do determine the Snipe spheres bonus interactions as unintended and that goes away, it won't be so powerful anymore. Nothing more nothing less.
  2. Don't forget about the accuracy trade-off. I'd fully expect an inacurrate shotgun spread to be better dps at point blank than a highly accurate rapid fire gun in a videogame. That shotgun dps falls off pretty quick when bullets aren't hitting their target though.
  3. "The Ghost of DPS" feels like there's some deep meaning behind it lol.
  4. Bundles should have ATTRACTIVE prices -_- $30 can buy a lot of stuff yo. For ice reskins, despite the amount of effort they make take, should have been $10 as a bundle. Add some gems or something and the price could go up some. Remember, the goal isn't to drain current players dry but to convince more and more people to play and buy them. New players see those prices and only assume bad things. Picked up Lavamancer skin because that one is genuinely cool. The rest actually FEEL like retextures. The fact you've bailed on accessories helps none.
  5. Idk. The game doesn't teach you a whole lot during the Campaign either. It's been proven in other games that games that provide people with a way to fast track new/alternative characters to end game have a better retention rate. You can keep pushing to male the game as brutal as possible, but you gotta be consumer friendly or people will just go play one of the many hundred other options out there. I love DD2 and it's one of my games of choice, but I have definitely bailed on a lot of games I was only curious about because of unnecessary grinds. I'm sure DD2 is one of those games for a lot of people. Gotta give them that initial rush of progression before the REAL game starts or they'll just go back to their other stuff.
  6. I don't have the update yet but it sounds like they may have overtuned its spawn frequency so people can experience it. I'm hoping it eventually slides down in a new category of infrequent spawns that are a headache whenever they DO appear once more have been added. If it spawns a lot, then it directly impacts how you build no questions asked. If it MAY spawn every now and then from a pool of many potential candidates and you just have to react to it when it's coming, it would be more exciting.
  7. Temper expectations though. They even stated on the last stream this is ONE enemy of many coming, and it probably won't shake up the game to an insane amount. I personally expect this to slightly modify how you approach the map, but on its own won't change too too much, but when it's combined with numerous changes coming, it'll be overall a big shake up.
  8. Most games I've played in recent years don't even give the option anymore. Once the map is over, it's back to HUB. I'd honestly be ok with that over the current voting system if those were my only choices.
  9. So according to that video, Gobus have serious substance abuse issues.
  10. They are currently revamping the end game finally. We're in a state of wait and see what they announce. I do like Diablo 3's endless rift system, but going that route does raise a concern for me. In D3, the general game balance was destroyed in favor of balancing heroes and enemies with each patch with rift progression in mind, which in turn completely trivialized everything else. I still play it now, but much less frequently, and the game is completely effortless outside of rifts. I want other things of merit to do that don't require me to just start fresh again, but I don't see that happening. That's fine for Diablo, but this is still a relatively young game that's just been in pre-release status for a while. That said, having definitive end game modes that are balanced with the expectation people playing it have top end gear/builds would be a welcome solution to issues currently bothering the game. There should be a semi-distinct separation between content players do to farm gear and content top level players do for other reasons. Farming maps SHOULD be trivial for maxed out players, as it's balanced for players not at that point yet. Maxed out players move on to the actual end game where there are new things to pursue, and the content is never easy.
  11. I'm actually totally glad build timers are gone lol. If they get added as an optional modifier when those come, sure, but those usually hurt my fun more than helped. I didn't like the mandatory pacing... At least not in solo play.
  12. I miss the initial impression the game gave. Was very different than anything I'd played before, but that's something you can only remember fondly lol. Aside from that, vanity stuff like the Tavern trophies and color picking.
  13. Hornets have been one of my go tos lately for sure. They're crazy good and since upgrading atm is low priority, it makes it great for lazy planning lol
  14. I love the guys that make Extra Credits. As long as the goal is to make all towers viable, and the challenge is finding a combination that works for you without stripping the fun ideas from the game, that's fine.
  15. I'm waiting to hear about itemization changes, as the knowledge loot is changing but no info on HOW has completely halted my playtime of this. Genuinely feels like total waste of time wading around in the dark. Annnnd... Sorry, this is your official forum/website. Effectively telling us we're in the wrong place for info isn't totally cool lol. I stopped watching streams after burning out on setting aside that time only to have devs simply say "we can't talk about anything you want to know stay tuned!" anyway.
  16. I was around back before the game became easy. No, it didn't feel satisfying to win. It wasn't fun nor was it rewarding. It's the same as it is now but with more restrictive building options and way fewer heroes to pick and build with. That's why they changed it in the first place. Yes, they've taken probably longer than they should to ramp up the challenge again, but no, the old system needed to die to make way for a game with actual diversity in towers and tactics and enemies with interesting mechanics beyond "If it's in this lane you gotta use EXPLOSIVE traps, not elemental traps. STRATEGY!"
  17. It's admittedly been a bit disheartening. No strong emotions about it, but it definitely creates a disconnect between the active community here and the devs when they leave us to our own devices and arguments with minimal input and refuse to share any ****ing info about what's coming until they feel like it. Starting to feel like there's no productive reason to be here.
  18. I just don't understand why people want to smash the fun stuff to bits to bring it in line with the boring stuff that makes us want to stop playing. Damage adjustments are fine and definitely needed in multiple situations, but sucking all creative/interesting/diverse functionality from towers leaves us with a hot mess that no one's going to play. Honestly? Part of me wants them to listen to y'all so the game can become absolute trash and the community bails so you can see why we're arguing against it, but that would effectively kill the game, so I don't actually want that.
  19. you can even see the moment of my death in this gif. After Pandy turned away and back again you see a small dryad outside the bridge area. Thats me! Combine abit of lag with failing to activate flight and you see me falling slowly down :D. I just jumped abit to far, tried to get the book there. I prefer to think you were sick of running Altar and were trying to end the map by any means possible.
  20. Dude don't be so condescending lol. We are on your side in regards to general tower balance. We just disagree about SA specifically.
  21. Could have sworn they said on streams Wild West map was Throne Room and a lot of work was already done on it and adding small touches and easter eggs all over.
  22. Well, yeah. They update slowly lol. Separate issue. A retune is still something to expect though. They don't want characters to forever be outclassed and unused.
  23. It's not entirely the same. It's still rooted in tower defense, but tweaked slightly, and current maps are designed for the way we play the game. It's more for variety's sake anyway. The failure objective is different, and the way enemies move around the map is different, and the map would be designed with saod objectives in mind. It absolutely would change how you build once the game's difficulty is tuned up. As this topic isn't about game balance issues though, it's an unsaid assumption that the challenge of the map would properly reflect what you're supposed to be doing.
  24. Simply cutting their damage down significantly would suffice. Destroying Toxic Shock would just make them kinda pointless. The only reason the poison spread feels so broken is because the tower synergizes with itself currently. It does higher single target DPS (or in some cases, just more per DU spent) than any tower, but it's also attrition damage. It kills enemies all by itself, and in turn procs Toxic Shock and ensures everything will see the same fate. With lower damage, it won't be self-proccing nearly as often, and when procs do happen, they won't instantly purge a lane. The actual poison spread mechanic is fine. It just hits too hard for its own good.
  25. I'm sure they'll be brought back in line. They've directly stated they want new heroes to initially feel powerful. Once the hype dies they can go in and make adjustments. Very common practice tbh. Squire does have that setup though where he can block and be near invulnerable while boosting tower damage to anything he's taunted while also throwing out reasonable conal dps and spamming a good damage AoE in Seismic. He's not bad. He's just a bit boring and could use some upgrades.
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