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calmchaos

Defender-In-Training
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About calmchaos

  1. Nope. HCD is its entirely own stat, unrelated to HD, but when you crit you deal both your HD/AP damage in addition to the HCD. The same goes for DCD. For heroes, you can pick pretty much whichever stats you want to so long as you have enough HH to survive. For Marks vs Medallions, that depends on if you have Power Transfer or not. If you do have Power Transfer, then a Medallion will give you more dps. If you don't, then a Mark is your best bet.
  2. No, it wouldn't. Changing them into soft-counters is practically the same thing as removing the hard-counters, and there are numerous, numerous ways to do that. The mobs and their functions themselves aren't the problem. It's how they achieve their functions that's an issue. The means is just as important as the end.
  3. Oh, my bad. I guess somewhere along our conversation I confused what you were saying. My bad on that. It wasn't my intention to put words in your mouth. But I suppose you're right. If Trendy can get the defenses sorted out to the point that they manage to put stat sticks somewhere within the lines of not too little but not too much, then I'd definitely come over to your side and be fine with them as an option. I was probably overstepping my bounds in saying that it's impossible. You're correct that it certainly is possible; it's just not going to be easy. We'll see in due time when Trendy finally gets around to the pet rework.
  4. So you would change the pet abilities to be in line with the stat sticks? Because our current pet abilities (using the quoted system) are much stronger than 60x of our power. They're 420x of our power because they use all 700 points. Anyway, I'll concede that it's possible to balance the hero stats without adding to power creep even though you're using a method that involves another stat rework. I doubt Trendy would do a complete stat rework for pets, but you're certainly correct that it's possible. However, that doesn't balance defense stats (ironically the one the I said I was ok with in an earlier reply; definitely gonna take that statement back). How would you balance them? If we were to attempt to use the ratios in your hero stat system then the defense stat system would be way too high. Either way, I think you're getting too stuck on having either a burst ability or a stat stick. We don't have to limit ourselves to just those two choices. Passives like giving defenses knockback, a chance to shock, apply a debuff are also options. If you insist on allowing them to be another piece of gear, then it's not farfetched to also think of them as a shard that affects either the player or all his defenses. Or an active that say gives defenses the chance to hit the target again or that gives the core a shield. There are so many more possibilities than just buffing our stats. That's the point I'm trying to make. Choosing between more stats or knockback is infinitely less appealing than choosing between knockback and the chance to shock.
  5. your cynicism is astounding "they can't balance it, so they better not have it" really? stat sticks are a trade-off. do you want your pet to be the thing that deals the damage? grab a pet that deals damage. you want your own spells do do more damage? grab a stat stick pet you can certainly create a balance where the pet that deals damage on a 60 second cooldown is just as compelling an option as the pet that buffs your auto attack or damage spells by a significant amount. and neither of them needs to require monster rebalancing the whole point of the exercise is to create more healthy choices for the player, not to replace one pigeonhole playstyle with another different one It's not cynicism; it's reality. If it's strong enough to make a difference, then it has to be taken into account in the entire system. None of these changes are made in a vacuum. The monsters are currently balanced with the knowledge that the only thing pets really bring to the table is an ability on a 45s cooldown. If that changes, it affects the time to kill. As such, monsters have to be rebalanced. That is unless the stats aren't high enough to actually affect the time to kill, but in that case they stay just as worthless as they are now. I'm not sure how that comes off as cynical? It's just not possible to balance as far as I can see. They either have the stats that an extra piece of gear would give you at your current Chaos tier, making them useful. Or they don't, and they aren't useful. Anything less than having another piece of gear simply wouldn't be worth it. It wouldn't change anything aside from adding to defense power creep since abilities like Poison Tips/Dracolich/Sparkle Party/etc... would be used for DPS because no amount of stats will come close to +100% dmg or CC. I don't want there to just be damaging pet abilities, and it isn't feasible to make them stat sticks. Damage is not the end all be all. More damage doesn't make the game more fun, and bloating our stats with pets certainly doesn't. Picking between 'raw stats' or an ability 'that does something you can't otherwise do' isn't a healthy choice. A healthy choice is picking between multiple things that 'do something you can't otherwise do'; not a choice between Special_Ability_A or Gear Piece #6. Pets shouldn't be like armor or weapons or relics. We already have slots for those. You can already increase your hero damage with weapons and armor. You can already increase your defense damage with relics. Pets need a distinct function that is completely separate from the other gear pieces. That's what I personally see as diversity. I can't stand it when games have multiple items with different names that perform the exact same function. But I'll give you a way to change my mind. If you can tell me exactly how to balance your stat sticks in a way such that they don't mess with the time to kill (because you've distinctly said this was possible) but that also doesn't rend them to obscurity, then I'll concede my disdain against them. I don't mind being proven wrong. If I'm wrong, then I'll change my opinion. I can only see so much from my tiny viewpoint. If you see something that I'm missing, I want to know. ( ^-- There is zero sarcasm included in any of this. ) --- [[156333,users]]: That's a pretty nice way to solve the issue of pet stat growth. Keeps their stats relevant as we progress into Chaos. However, I wouldn't want them to drop in Chaos itself. If pet gear is separate from hero gear, then it'd lower our chances at getting upgrades while progressing. I suppose Trendy could buff the drop rates to supplement that though.
  6. There's no need for them to give you even more stats. The stats they give are either going to be unnecessary and worthless (as they are right now) or they'll be high enough that Trendy will have to rebalance monster stats to compensate, making the stat sticks mandatory. Pets should complement your playstyle. They should be neither worthless nor mandatory. They should be complementary. The only way I'm willing to compromise on this is if only defense stats can appear on pets; not hero stats. However, I'd prefer it if (using Jojo's idea) there were passives and actives that affect our defenses rather than our heroes. We can't have both, stats and special effects. If the stats are too high, they can't add in special effects because that'd make pets broken OP and mandatory to the point that content has to be reworked for their existence. If the stats don't go up enough, they'll continue being worthless like they are now. Also, I'd like to note that with the Chaos tiers working like they do right now, having pets as stat sticks isn't a feasible option. Trendy would have to rework their stat bonuses each time a new Chaos tier is released, and I highly doubt Trendy would be willing to go through that kind of trouble. That is unless Trendy gives pets an infinite leveling system like Ascension to make the stat bonuses continue being worthwhile without having to remake them every time, but not only would that make it a pain to replace the pets you're using it would also be just as broken a system as it is for heroes. Leaving them as stat sticks is just more trouble than it's worth, and we can be more inventive than simply throwing more stats on our defenses. We have enough bland damage boosts, don't you think?
  7. I like this idea. We don't need more stat sticks; we need more utility/combo sticks.
  8. I'm fine with boosting their HP to almost any number you want since there are more players there to deal damage, but boosting their damage doesn't make sense in my opinion. Neither the players nor defenses gain health in multiplayer. But 10% per player does sound reasonable. I'm not for the idea, but if the devs do decide to go back to boosting the enemies' damage then I'd prefer it if they use something between 10-15% per player.
  9. That spreadsheet has a thread if you have any changes you'd like to suggest: https://dungeondefenders.com/2/topic/143283/max-gear-values-by-difficulty Now, you seem to be under a misconception or you haven't properly read that spreadsheet. If you equip a relic, it will be used in your loot calculations. An empty slot is not counted, but a filled slot is. The reason to upgrade and equip relics is because of how averages work. I'm assuming you know how averages work. The more values used when calculating an average, the more accurate your average will be. If you have relics with better stats than your hero gear equipped, then you will get better gear drops. The inverse is also true, worse relics will result in worse drops. Either way, a note was included quite some time ago stating that you can go without relics. The only reason not to upgrade and equip relics is if you're broke. It's easier to find a relic upgrade to bring your stat average up than it is to find a very specific piece of hero gear that's an upgrade. Equipping relics lets you progress even when you don't get the boots you need or the chest or the gloves or the helmet. Constant progress at the cost of more currency is better than no or little progress.
  10. I'm not defending the lack of them showing upgrade stats before upgrading, but it's actually not that complicated to figure out. For 60 up items, the upgrade stats will always be very close to the following: Hard = (base) * 1.164C1 = (base) * 1.329C2 = (base) * 1.359C3 = (base) * 1.368C4 = (base) * 1.391C5 = (base) * 1.404C6 = (base) * 1.412C7 = (base) * 1.416Obviously, we shouldn't be expected to calculate it ourselves. I'm just saying it is simple if you know the upgrade growths. These growths won't apply anymore in the new update though. They're going to need to be recalculated when it hits. :(
  11. Nothing much will change for defenses since foregoing DH was already the way to optimize DPS. This just makes towers less likely to die to a stray, non-kobold/kobolt attack. Heroes, however, are getting a massive damage boost from this. Instead of just HH + 1 damage stat we now get HH + 2 damage stats. I'm assuming Trendy intends to try balancing that with the stat value rolls, but it's unlikely to be extreme enough to make much difference. Like Mimi above me said, it's unlikely that you'll be replacing a Legendary in your hero gear (not defense gear) with anything less than either another Legendary or something with a major stat increase. Since that stat increase would have to account for the loss of your 4th stat.
  12. I don't know how low the damage of your skyguards is but I can finish emp kobolds with a purple medallion.. All you do is complain complain and complain especially about counter mobs.Don't you get that the purpose is to not let you build low hp towers everywhere.What trendy is trying to do is force you to bring variety into your builds. Isn't it boring to do: Blockade+2-4 tower per lane and nothing else? Isn't simple strategy completely boring? What trendy did is: Preventing linear "towers behind the walls" with the vanguards. Preventing to do builds completely based on traps and auras with the emp orcs. Reducing the amount of projectile towers used in a build with the (HARD COUNTER!!!!111) geodes Forcing you to use single target dmg towers with the lady orcs Prevent "babysitting" lanes with the assasins Prevent simple "deathzone" builds with the defense built at the blockade Forcing you to use "passive" damage to not let them detonate at your towers that you need against the lady orcs. Everything is there for a reason. If you want to use simple dumb builds for success than play dd1 like wtf All of those have a very simple solution: don't use the thing being countered. How strategic. There's an entire thread dedicated to explaining why hard-counters are worse than their soft-counter variants. Please read it. If you think the current versions of those mobs is the absolute best version ever and that it's not possible to evolve them into something that not only adds difficulty but that also adds fun, you're only fooling yourself. There is no such thing as perfection. Everything can be improved upon.
  13. :( It looks like we also have to figure out whether the loot generation system uses only the primary value or some monstrous combination of all the stats on the gear. I tried to get this answered for us, but no dice. I would hope only the primary value is taken into consideration like it is currently, but the whole +/- deal is a curveball. It's possible for the primary value to roll below what you currently have but all the secondary stats could roll higher than what you currently have. (It was confirmed by Elandrian that the primary value also uses the same +/- system.) - - - This complicates things. - - - Currently, we have a nice conversion ratio to find the secondaries. I have no clue how this is going to work after the update. Maybe it drops gear with the exact primary you have, uses that to get the secondaries, and then rolls each stat (primary and secondaries) to a new value? Maybe it drops gear with an already rolled primary value, converts to get the secondaries, and then rolls the secondaries? Maybe it drops gear with already rolled stats, but the secondaries are determined by the average of your current secondaries rather than gotten via the primary conversion? ^ This is one thing I won't be testing though. At least not for a long time. While it's important to find out eventually, the other data is more urgent (and necessary to figure this out anyway). That, and this is gonna be a PITA to figure out since it relies on getting full sets of gear with very specific stat distributions. We'd need a set with a near max roll primary, but all the secondaries need to be near min rolled. We'd need a set with a near min roll primary but near max rolled secondaries. And lastly we'd need a set with near max rolls in the primary and secondaries. That's 5 pieces of gear per set, and it's statistically improbable to get even one piece. Primarily since we can't be upgrading gear while doing this since all 15 of the gear pieces need to be from the same exact stat range and be the same rarity to make the test accurate. Thankfully the number of upgrades are irrelevant so long as all 15 pieces are left un-upgraded.
  14. I'd be fine with calling this game an Action Tower Defense, but RPG has no worth in this specific discussion. RPG means that a few things are true: (1) you're playing as a character that isn't you, (2) you get stronger by acquiring experience points, and (3) the game progresses in story format. There are other elements common to the RPG genre, but only these three are required. A game being RPG doesn't have any effect on combat aside from experience making you stronger. Action Tower Defense is the only important thing to say about this game, but DD1 is an Action Tower Defense as well (the devs don't get to pick the genre that they think describes the game; the genre is determined by what's actually in the game). Action just means you, the player, can take an active role in the gameplay to great effect. However, DD1 and DD2 are very different games though, even with the same genres. This is because genre is merely a blanket term. All you need is that aspect in your game to throw that term on there, and suddenly people think of your game in a new way that may or may not be accurate. Let's not hide behind labels. A fun game is a fun game regardless of genre. If something isn't fun, then it doesn't matter if the genre outright demands that aspect of the game exist. You make a fun game first and then throw the labels on afterward.
  15. How are the +/- rolls going to affect loot generation? Does the system only take the primary value into account, or will it use some kind of average of all the stats on that piece of gear?
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