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Posts posted by [CG] LAWLTA

  1. Greetings Defenders,

    We discovered some issues with the Mastery game mode, specifically with how it was saving progress incorrectly (causing players to lose progress) which was no good. We got a fix out for it, but it didn't fully address the issues players were experiencing. We've disabled it for the time being, and are working on getting a fix out. It'll still let you attempt to start a game, but it will not finish. This is intended.

    For Etheria!

    The Dungeon Defenders II Team

  2. Greetings Defenders,

    With PS4 releasing Isle of Dread first, we were able to squash some bugs quickly. These changes went live with PC and PS4 this morning, and Xbox will receive these changes later this week.

    Bug Fixes

    - Fixed an issue with Power Transfer applying stats incorrectly.

    - Changed the description on Harbinger's Exile shard to indicate it being disabled.

    - Fixed an issue when upgrading Chaos VIII items that caused them to downgrade.

    - Pirate weapons are now available (previously were not on PS4).

    - Fixed an issue with Ancient Respawn and Ancient Builder not functioning.

    If you run into any bugs we greatly appreciate any reports on our bug site. For the latest info and updates, check out our social platforms:

    For Etheria!

    The Dungeon Defenders II Team

  3. aFE4Gkl.png

    Ahoy Defenders!

    Dungeon Defenders II:  The Isle of Dread Expansion is out now on ALL platforms! This expansion contains a treasure trove of features, changes, and improvements. Set sail for adventure on two new maps, strike down your foes to gain new weapons and Mods, take on new enemies, and so much more. Put on your best eye patch and get your parrot, let’s dive into some expansion notes!

    New Maps

    We’re excited to be introducing not one, but two maps with this expansion. These maps are available as their own Adventure set, can be selected when playing Expeditions, can come up as you progress through Onslaught, and one is even a Chaos VII Incursion!

    The Jacked Sparrow


    The first map is set on The Jacked Sparrow, previously known as The Sparrow before the heroes of Etheria hijacked it in order to reach their destination. As you traverse this map, enemies attack from above and below the levels of the ship, requiring all hands on deck to keep the masts safe from destruction! There’s a ton of fun to be had aboard this ship, as you use cannons to blast your enemies away, catapults to fly across the map, and vantage points to take out enemies when they least expect it!

    Plunderer's Paradise


    After braving the rough seas, the heroes land on an island besieged by an army of the Old One trying to break into the island’s mountain. Among these enemies are new foes that have not been seen before, helping beef up the horde that is coming your way! Protect the island to prevent havoc breaking loose, but also explore to find secrets hidden throughout the map. Conquer the Incursion version of this map by striking down Captain Dreadbones to unlock a new Barbarian weapon to add to your arsenal!

    New Enemies

    There’s a slew of enemies that are now donning pirate attire, an absolute necessity when conquering on such vicious tides! Here are a few of the enemies you encounter on your journey:


    These goblins upped their pirate fashion game, but they also recruited additional allies to take down heroes from afar.


    Cannon Ogres have joined the ranks of foes you must face! They are a fearsome terror that can ruin your defenses and range, but are also deadly when you’re up close and personal.  


    A cursed orc pirate, Captain Dreadbones, is a new boss that you encounter in this expansion. You can fight him and his mighty crew in Plunderer’s Paradise on all game modes the map is available! Be careful, his cursed strength is nothing to underestimate.

    The World Map


    The War Table is improved with this expansion, adding some wonderful visuals to the world of Etheria, and also providing some quality of life changes as requested by our glorious community! The World Map shows all the different places Defenders may explore through different game modes:

    • Campaign: A new World Map that outlines where you’ve been, and where you’ll be going!

    • Expeditions:  Choose the region, map, and difficulty you want!

    • Adventures:  Four zones full of different Adventure story arcs are available to choose from!

    • Onslaught:  Hop right into your floor and get to climbing!

    • Mastery:  With a similar look to Expeditions, you can see your Mastery Star progression!

    • Incursions:  You can change difficulties to see each available Incursion!

    Each game mode contains different formats for ease of use, but also provide an “Advanced View” session browser in each. The Session Browser allows quick visibility of all the games going on, allowing players to filter down to specific maps within specific difficulties of specific game modes. Very specific!

    When navigating through the various world maps, there is also a new indicator that shows which maps are included in Daily and Weekly quests!

    Social Improvements


    Interacting with players is getting some good attention with this expansion, with much more coming even after the expansion! Player Lists are now easier to navigate, selecting another Defender and choosing to inspect their shop or invite them to party among other options provided via a drop down menu.

    The Player List menu has also received additional features. You can now see who’s in your party, who’s the party leader, any friends in the hub, and skip time inspecting every player by seeing who has items listed in their shop!

    Receiving invites is also streamlined to not take over your screen and there’s a timer to avoid invite spam. Parties received attention as well, for instance, the leader is now consistent and gives control to choose when and where your crew go! We’re continuing to develop social interactions between players, and this is a giant first step towards making it an easier and more enjoyable experience.

    Replay From Wave


    This is something we are introducing to help Defenders overcome the challenges they are presented with and promoting experimentation as you progress. Sometimes you can get up to a certain point and you want to try a different strategy. That’s where Replay From Wave comes in!

    Now when you fail a wave, the Performance Optimization System outlines what defenses fell or which ones may have been underperforming. You are able to evaluate what changes you need, make adjustments, and get back to overcoming the challenge before you.

    This system is available in Adventures, Expeditions, Onslaught, AND Mastery (without losing stars). The only caveat to this is that Replay From Wave is not available on Lost Temple, as it’s meant to stand as a final gauntlet to overcome every five floors. We can’t wait to see how far this system let’s Defenders go!



    It’s finally here — one map floors are now the standard in Onslaught! This change was due to a lot of great feedback many of you provided. There are a few things that needed to change when going towards the one map format:

    • Difficulty Scaling:  We shifted the focus of investing time into each floor to overcoming greater difficulties sooner. As a result the rewards previously earned in Onslaught at various floors (Floor 114 for instance) are scaled down to the same difficulty; Ancient Power reset minimum reset floor is lowered; and Omega Waves were added in as an extra challenge to provide a greater feeling of progression.

    • Rewards:  Since players are facing a greater challenge faster, we wanted rewards that reflected overcoming said challenges. Now every 10 floors, players receive an Prestigious Weapon, with a guarantee on their unique Mods to roll a five or higher!

    • More Maps:  You are now going to be exposed to every map (except boss maps) as you climb Onslaught. Every five maps runs a format of easy, medium, and hard maps, with the fifth map being The Lost Temple!

    • More Schedules:  There are even more enemy schedules that you'll encounter now!

    • Omega Waves:  This is a new sixth wave added to the end of The Lost Temple. It’s a small victory lap as you continue to climb, where you will be provided with Mini-Boss only waves and unique schedules!

    Onslaught is something we want to continue to build upon. With the feedback you provide, we’re able to make sure that we keep putting out content you enjoy, and these Onslaught changes are a result of that. We can’t wait to see how high you climb, maybe even a Memes For Marcos 2.0 is in our future!

    Ancient Power


    Onslaught and Ancient Power go together like pirates and the ocean, so of course we added more to this system! Ancient Powers themselves are more powerful than before and require less of a point investment to utilize their maximum potential. Now two players are able to reach the maximum strength provided by Ancient Power, previously something only four players were able to do.

    There are also FOUR new powers to help bolster your battle against the horde of enemies coming your way. Protean Shift brought some order to the Critical Chance/Damage system, and as a result we are able to add the following Ancient Powers:

    • Hero Critical Chance

    • Hero Critical Damage

    • Defense Critical Chance

    • Defense Critical Damage

    Ancient Power is also more accessible early on now. You are able to gain Ancient Power after completing Floor 30! You do not have to acquire Ancient Power here and can keep climbing gaining higher Minimum Ascension as you progress through floors. Previously you gained 3 Minimum Ascension for every floor you completed (with three map floors), but now you gain 12 Minimum Ascension for every floor with the one map system, and also gain 4 Talent Cap increases per floor as well!

    As you gain more Ancient Power, your Minimum Ancient Power Floor increases as well. This system continues to climb until your Minimum Ancient Power Floor reaches Floor 50, requiring you to reach Floor 80 to acquire additional Ancient Power. You then have access to Floor 50 right away after acquiring Ancient Power, granted you’re equipped to take on those challenges!

    One final change when acquiring Ancient Power:  your pets no longer reset! This change may not be permanent as we’re investigating ways to improve pets, but for now, your pets are untouched by the Ancient Power System!

    New Items


    There’s one thing that pirates are always on the hunt for — TREASURE! There are multiple ways to acquire the new items coming.

    Professor Proteus’s Seaworthy Weapons

    Professor Proteus now has a new cache of weapons available for Defenders taking on the high seas. Using these weapons provide unique death animations that are fitting for the battles that await you! Turn your enemies into a boat, and watch them sink into a whirlpool, or drop your enemies and make them flop like a fish.

    There are multiple animations these weapons provide, and they are available on all weapons! The variety of animations are on a rotation daily, so be sure to check back regularly to see if the one you want is available.

    Pirate Map Seaworthy Weapons

    We’re trying something new by allowing Defenders to get these new weapons by completing the new maps! These weapons do not have the unique death animations, but instead come with all new Mods. These Mods are not weapon or hero specific, though some of them are bound to being melee or ranged only. They aren’t like Mods that are currently in the game, some take your movement speed into account; another has a chance to poison, drench, or oil your enemies; and another can even prevent Dark Assassins from stunning you!

    There are ten to discover, and they can only be acquired through completing The Jacked Sparrow, Plunderer’s Paradise, or through Player Shops

    Depending on where you acquire these weapons, you are also met with new pirate themed Mods that pack quite a punch that can be transferred to any weapon; or unique death animations that can sink your enemies (literally, one can turn them into a boat and sink into the ground)!

    New Features

    What good expansion doesn’t contain some new features? We’re introducing new features to help Defenders as they keep Dragonfall and Etheria safe.

    Primary Stat Reroll

    Primary Stat reroll system that we’re experimenting with. This system allows you to acquire reroll materials from completing the Jacked Sparrow and Plunderer’s Paradise, and reroll your primary stat into a potentially higher number. This change is not enforced if the roll is lower, you are always given a choice to accept it or decline! The new reroll materials are also able to be traded.We’re looking for feedback on this system and if you all enjoy it, we’ll investigate greatly expanding it.

    Player Shop Changes

    There are a some changes coming with Player Shops to make them more enticing to a larger amount of Defenders:

    • Use any piece of gear you purchase! Previously players were limited to buying a piece of gear that was only available to their level. This meant players having gold to purchase cool Mods, but not having the gear score to do so. Now when you purchase a piece of gear, the gear is scaled down to your Champion Score. After purchasing an item, and it scaling, you are still able to sell it on your shop. Even more Defenders can now participate in buying and selling!

    Gem Mine

    We’ve introduced a new way for Defenders to get a sweet deal on gems. The Gem Mine can be purchased from the platform stores, providing 100 gems everyday that you login for 30 consecutive days. That’s a total of 3000 gems for a lot less!

    Balance Changes

    Protean Shift brought a lot of new ways to play and a ton of power to Defenders, which we really love! As a result, there are a slew of things that are either not as strong as we’d like or too strong, removing any challenge while playing. We’ve discussed a couple of these, let’s get into it:

    Abyss Lord

    • Towers

      • Colossus

        • Range increased to 800 from 600 (33% increase!)

      • Skeletal Archers

        • Damage scaling increased to 15 from 11.5 (30+% increase!)

      • Ramsters

        • Direct Command range increased to 5000 from 4000 (25% increase!)


    • Towers

      • Harpy’s Perch

        • Damage scaling increased to 5.175 from 4.5 (15% increase!)

      • Hornet’s Nest

        • Hornets from any nest can attack any enemy. Previously only one hornet per nest could attack the same enemy.

        • Up to three hornets can attack the same enemy, regardless of where the hornet spawns.


    • Towers

      • Weapon Manufacturer

        • Minimum range added to node placement similar to Auras. This change bring this tower in-line to similar towers, while still keeping it unique.


    • Towers

      • Explosive Trap

        • Damage scaling increased to 6.6 from 5.5 (20% increase!)

        • Range scaling increased to 0.0575 from 0.05 (15% increase!)

        • Range Max increased to 1150 from 1000 (15% increase!)

        • Base Range increased to 6900 from 6000 (15% increase!)

        • Trigger Radius increase to 400 from 200 (100% increase!)


    • Towers

      • Volcano

        • Damage scaling increased to 9.31 from 7 (33% increase!)


    • Towers

      • Sand Viper

        • Damage scaling increased to 6.875 from 5.5 (25% increase!)


    • Towers

      • Ballista

        • Damage scaling increased to 21.27 from 18 (18+% increase!)

    Mod Changes

    • Tower Mods

      • Unique Defense Crit Chance Servo

        • Increased max Crit Chance to 30% from 25% (5% increase!)

      • Unique Defense Crit Damage Servo

        • Increased max Crit Damage to 40% from 35% (5% increase!)

      • Boom Mods

        • We’ve changed how boom mods work. Previously they were a flat percentage that allowed them to scale infinitely, making them a must for climbing later floors. 

          They’ve been retooled to do damage based on the enemies they explode up to a cap. The number shown is an average of what that damage is based on the different kinds of enemies within that group. For example, a melee-splosion does less damage when exploding a small goblin than it does when exploding a berserker orc.

    General Changes

    • Chaos VIII Amps and High Onslaught Mods

      • Modified Mark’s Thoughts:

    These now start dropping at floor 35. Their drop chance increases every two floors you complete up to a cap on Floor 83 for Amps and Floor 92 for Mods.

    Bug Fixes

    • All C8 shards have been disabled. We may revisit them sometime in the future, but to provide an equal battlefield for all Defenders, we’ve disabled C8 shards for now.

    • We made some pathing adjustments, fixes to spawners, and adjustment to enemies that should improve their pathing across several maps. Looking at you Northwest flier lane in Lost Temple!

    • Fixed a bug where the Betsy Staff could cause enemies to, more or less, one shot anything in their path.

    • Fixed an issue with Betsy’s Curse shard allowing enemies to one shot anything in their path.

    • Fixed spelling errors on Unique Crit Chance Servo, Unique Crit Damage Servo, Defense Crit Chance Servo, and Defense Crit Damage Servo.

    • Removed some tutorial text that was hanging out in Gates of Dragonfall - Hard.

    • Fixed a rare issue where when an item is upgraded to 10/10 Chaos 7 the ipwr could go to 0.

    • Fixed an issue where Consecutive Win Bonus XP was being multiplied by Ancient Power an additional time.

    • EV-2 no longer infinitely lazers the Bastille Master in her incursion.

    • Fixed several cases where the Bastille Master could get stuck.

    • Fixed an issue where players could get into a state where they were unable to evolve pets.

    • Fixed a case where split-screen users could have the Player Shops overlapping the Ancient Power UI.

    • Player Shops - "Your inventory is full" notification now shows on other players shops when your inventory is full

    • Piercing Towers now pierce Vanguards.

    • Protective Downgrade Servo and Last Stand Chip now have a vfx to show when the effect triggers

    A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.

    Known Issues

    • If beyond the first three tutorial maps, hitting Play Now on the main menu sends you to town.

    • Traps are not respawning correctly when using Replay From Wave.

    • Temporary fix in for rare instances where upgrading gear to 10/10 would greatly lower it’s stats. For these rare instances, instead of greatly lowering, stats are now slightly raised. This is a catch for if this error occurs, not a change applied to all gear.

    • Tower-like abilities (Talisman of Empowerment, Abyss Stone, etc.) are running into a few issues that we’re aware of.

    • The Champion Score filter is currently not functioning correctly.

    • Player 2 in splitscreen is able to be kicked from party when in a party with a leader that isn't part of the splitscreen

    • When the first player in split screen mode spends or receives currency the pop up appears on both screens.

    • When placing defenses on the bottom floor of The Jacked Sparrow there is a chance to have it go to the top layer

    Social Defenders

    There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

    The entire team has had a blast making this content, we cannot wait for all of you to get your hands on this expansion. Get to setting sail!

    For Etheria!

    The Dungeon Defenders II Team

  4. @Jaws_420 quote:

    For the AP weapons, if we are at floor 31 currently, can we just play floors 10, 20, and 30 to get them, or must we replay 1-30 to get them? Anyone test this?

    It depends. If you reset, and your minimum floor is 31, then you only need to do floors 10, 20, and 30. It's not retroactive currently. If this isn't the case, let me know! :)

  5. Greetings Defenders,

    If you have any C8 items, for the time being, avoid upgrading them. We're running into an issue where upgrading C8 items can reset them back to C1. If you have ran into this issue, do not upgrade your C1 item at all, as we may have a retro active fix for this as well.

    We're working hard on knocking this and a couple other issues out and patched by the end of this week. Stay tuned!

    For Etheria!

  6. @Nigiri_Toro quote:

    Also to be fair I kinda skimmed over this thread before responding so I missed the part about this not addressing private/public game issues so my bad :)

    RUDE! <3

    We completely get that communication is lacking, and want to make it substantially better. Just requires enough investigation to find the best solution.

    As for the toxic behavior, we are somewhat addressing one of the more "trolly" behaviors. For instance, getting to last wave, and the builder leaves, and causes you to fail. While that sucks, with replay from wave, you only deal with a slight time delay of their toxicity, and can get back into the game.

    Our goal is to curb as many of these instances as possible. We'll have more to come over time. :)

  7. @Nigiri_Toro quote:

    The party changes discussed here dont address that so the reality is the majority of experienced players will still just make private games, leaving newer players to deal with that toxicity.

    They're not supposed to. As has been said multiple times, the party system changes are to make parties better. Not public games.

    To repeat, again, we hear the feedback on public games. We're adding a Play Now option and need to see how this system functions on a larger scale before we make any sweeping control changes to public games. It would be very cavalier to do so, leading to much larger problems.

    That said:

    @Nigiri_Toro quote:

    I expect them to drop mana and let me quickly build. I dont need them in the party to complete the content, they are only there because I made a public game to help them.

    If players are afking, or hording their mana, or building crap builds in lanes and wasting DU it affects the entire party and gets toxic quick.

    We want to help other players, but on our terms. If i am going out of my way to slow down my play to help others then let me control games I make. Give us the tools to do that or we will continue playing private games and this game will still look dead everytime you seach for public games (common complaint of new people thinking no one plays currently).

    There's a lot of issues here. You want to help someone, which is great, but you're not helping them become better, just carrying them through content. A major point of feedback currently is that players receive a lot of spam demanding carries. Offering an avenue to carry even more without increasing skill, causes players to continue, as you said, "building crap builds in lanes". This leads to them getting to end game content, not prepared and somewhat lazy, leading to more hording mana, afking, and building/upgrading poorly.

    The inverse of this is that a player wants to learn, sees a game listed by a veteran, and joins. They build in lane, the veteran doesn't like their "bad" build, and kicks them without a word (feedback we've received happened quite a bit in DD1). This then leads to them having a negative public experience, either going into private games themselves, or too afraid to contribute in fear of getting kicked, leading to a negative experience and quitting. Toxicity can be on both sides.

    This'll be my last point on this topic. There is a good middle ground to be found, regarding varying controls, systems to prevent toxicity, and ways to communicate what certain public games contain (leader who wants to build, looking for builders, etc). The party system changes are not that.  They're to address a ton of feedback we've received about party inconsistencies on all platforms, and getting a group of players from A -> B faster and more effortlessly. That's it. We're constantly monitoring our public game behaviors, and are going to continue to develop them. It just takes time.

  8. @Nefhith quote:

    @Dreizehn quote:

     you were faster

    I'm too used to hearing this :'(

    Jokes aside, sorry, I completely misread your post. Still, this is what many people has been saying about the game. Trendy has been building *on top* of already existing mechanics, instead of fixing previous ones and building parallel to them. The game has slowly started to become a rabbithole of features to make the end game deeper and deeper instead of actually adding features you can find as soon you start the game, which leaves new players with the game as it was several years ago besides a few tweaks/fixes.

    We are developing new systems, of course, but I disagree wholeheartedly with the sentiment that we are not fixing/improving previous systems and building parallel to them. Just a short list:

    • Mods added to gear from the beginning of the game, to the upper echelons. Give gear meaning and make it more interesting for all players, new and veteran.

    • Crafting system allowing players to keep the gear they like.

    • Upgrade system allowing players to help get over difficulty bumps they may encounter, at all levels.

    • Shortening campaign to get players into other game modes, providing adventures as an alternative if players aren't ready for Onslaught/Expeditions.

    • Bank system added via Vaults (players received at least one, if not two, for free).

    • Adding Expeditions for more choice/freedom.

    • Player shops available to all players.

    • Buyback system created to benefit all players.

    There's even more that could be listed, and much more to be expanded upon, but I wanted to keep it shorter for the sake of brevity. These were big system changes that weren't focused on making the end game deeper. 

    The changes coming to parties, Onslaught, new maps, and new enemies are also not aimed to making the end game deeper. Adding deeper end game stuff than what we currently have is a goal, of course, but we want to make sure that we continue to address and add features for as many different types of Defenders as we can.

  9. @Nefhith quote:

    Which adds to my point. Nothing against you, by far, but is it fair for players who play everyday to have their forum posts dismissed while a player who hasn't played for (months? you didn't specify, but I will assume so, correct me if I'm wrong!) a long time has more powr than them in the future of the game?

    Your feedback was never at any point in time dismissed. It was said that it isn't the majority of games, and that we're still taking all the feedback we get on public games to find a good middle ground for any future changes. You or Dreizehn are both equally valued when it comes to feedback. 

    As for your suggestion(s) offered, I presented a counter point that plenty others have brought up (including a post you responded to). That's not dismissing your pain points, just that the suggestion doesn't necessarily change things for the better, and could potentially lead to more problems for more players.

    The original response I made to this thread addressed the main point, being that changes to one system are not going to be the remedy for another system. Even the current title still points that out. Party system changes are not meant to primarily address public game systems.

  10. @Nefhith quote:

    Anecdotal evidence, or even posts on the forums, don't account for the majority of how players play DD2. Surveys are a fantastic source on feedback en masse from a community, but it's not our only source of feedback, and is silly to think that it's what entirely sways any decision. We actively track how players interact with every level of the game, get feedback from our QA team, RQA team, and RPG testers, and much more. 

    When you say something is "not true", you are basing it off of your personal experience, which if it has been negative, we apologize, but from everything we've gathered, it is not how the large majority of games usually go. We've even received a lot of feedback that suggestions made in this thread made public games in DD1 absolutely terrible experiences, leading to a lot of trolling and exploitation. We don't take that feedback as "well that negates that feedback", we accept it all and go from there.

    There's probably a good middle ground to be found, and for this thread, I'll repeat it again, we are not done with these systems. Getting mad that one system is getting improvements and assuming others are not going to get the same attention is going to lead to pointless frustration. Stuff takes time. We're not even close to done yet.

  11. Hey All,

    Just wanted to chime in real quick. There's a lot of hyperbolic statements that are made as facts, which they most definitely are not. If you want to have complete control over a game, look for parties in hubs or Discord, and you can have all the control you want.

    Public games are not owned by anyone. You're not hosting it, and honestly, it can cause some very toxic interactions when one player has all the control over 3 others, far worse than what's been outlined here. We have been putting out massive surveys and have received thousands of responses. The total feedback we got is that:

    • Defenders want to build towers in the majority of games.
    • Very few want to only use active heroes when playing.
    • A lot of Defenders give mana out quite a bit if they don't want to build.

    While what has been pointed out here as negative experiences, on the entire scale, this is the minority of interactions. With our "Play Now" option we're introducing, giving host controls to players hopping in a game and getting kicked by the first person who got the session going would feel downright awful. Same with the majority of players who WANT to build towers, but get matchmade into a game where the first person to join decided they wanted to be the only builder for the whole map. We're opening up the ability to play with others and make it easier to get into the game and go. All of this said, even after this update releases we are working on:

    • Additional features of making multiplayer games feel better. 
    • Help reduce instances of toxic interactions.
    • Make it easier to focus on the main point of the game:  having fun by destroying hordes of enemies. 

    The big focus of these party changes is to SPECIFICALLY address community feedback on parties. If you think that this is the end-all-be-all of multiplayer interaction updates/changes, then you're dead wrong, and you'll probably just end up getting more frustrated over nothing. There's a lot more coming, it just takes time. The goal of this post is to point out the stuff we're adding in this update for parties is to make specifically the party experience better. The significantly greater majority of the games played in DD2 are multiplayer parties, which was a big motivator to improve that experience. Pointing out the things it doesn't do (public game control was not presented as a feature being added in this update) or us wasting our time, and stating that as factually bad, is both unfair to yourself and us.

    Have a great weekend everyone! :)

  12. @Okielos quote:

    So i know they are dropping onslaught to 1 map each floor. The difficulty is ramping up faster and lower floors then will be equivalent to higher floors now. Have we gotten an answer about onslaught drops? Specifically the floor 80+ mods and c8 amps. Will those start at lower floors then, or will they stay where they are? And I'm sure anyone who hasn't gotten the flairs yet would also be curious about those.

    All the drops and rewards will be scaled accordingly, and not left at their current floors. :)

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