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Seasoned Defender
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Everything posted by Thorgonator

  1. Umm... levelling your characters wasn't really an important part of the slog in DD1. It was that grind for increasingly better and better gear that took up the majority of your time and effort, and time spent levelling characters wasn't really important to that. Levelling up all at once not only allows for a smoother transition into equipment farming, but also encourages the use of multiple character builds in the early game stages that DD1 often made somewhat difficult at low levels due to your character levels always being uneven. This is one of DD2'S positive aspects that made the cut, in my opinion.
  2. Though unlikely, I'd love to see the Dryad. And significantly more likely, the Mystic.
  3. Hey, I'll bite. I'd never say no to a free copy. Anyway, if you want something about a DD experience, I'll mention that DD1 is what got me interested in Tower Defense as a genre. It never looked all that interesting to me, and the only one I had ever really played before DD1 was Plants vs. Zombies. DD1 got me interested in the strategy of tower defense as a whole. Instead of just placing stuff and waiting for enemies to walk into it, you had to think about where to place things for the largest coverage, or account for enemies like Spiders and Genies that would sneak up from behind and destroy or stun your defenses. Before I knew it, I'd ended up dropping hundreds of hours into the game, and I loved it. DD2 is a bit of a mixed bag, but I still enjoy it. But DDA is an attempt to give us the best of both worlds, and ive been excited since the first moment I learned of the kickstarter.
  4. I could get behind that. Hero clutter isn't a good thing, especially when you consider that we won't be able to switch during combat phases now. So having fewer heroes to cover more roles would be ideal.
  5. Yeah... I have a Switch as well as a Ps4, and was happy about the cross save thing, but I was looking forward to playing with both my Switch friends AND my ps4 friends using the same save file. So to know we won't have that for who knows how long is a little frustrating, especially after how the kickstarter ade a big deal about all the games releasing at the same time when we met the associated goals. I've had time to accept it for what it is, but I'm definitely still not pleased.
  6. Unfortunately I have never heard news of this being changed or reversed. What *should* happen is that a reroll upgrade should be accepted automatically, but I suppose this is a way to prevent the use of macros to get 10/10 servos of any variety. Unfortunately, clicking past your 10/10 mod reroll won't get reversed by the devs. I totally feel your pain on it, because I've done it once, myself. Just make sure to take a second after each reroll that you're not clicking the button on reflex. I once rolled past a 10/10 Frostfire Remnants for that reason.
  7. This isn't a post about how the balance will be. It's just a post about how the Huntress loses variety, and unless other news pops up, my favorite tower in DD2 won't be around. I'm just saddened about that. No more, no less. Edit: As Exglint mentioned below, It also fits flawlessy with the theme of towers made with woodland materials. It's literally constructed out of wood, and although the firing mechanism isn't visible, you could make an argument for elven magic (Really, I think all the towers need a strong argument for magic, considering that they can function without needing reloading or any visible targeting mechanism). I think it fits the theme better than the current design for the Poison Gas Trap, which has glass, metal, and wiring used in its construction. So even going that route, I'd prefer the PDT.
  8. (This following has been done in lightheardted jest. Please do not take what you are about to read seriously. This is merely a diversion while we wait for DD:A) Today, I bring news that may shake the very world of Etheria to its core. Allow me a few minutes of your time, and you may come to the same grim realization that I did. I am only juggling the numbers for DD2, but if the other iterations were also factored in, I don't believe the result would change much, if at all. First, the numbers. Today, as I slew hordes of evil, vicious goblins in the name of Etheria, I took the time to count the waves. I noticed that, if averaged out between the spawn heavy maps like the Lost Temple (which can host upwards of 5000 enemies in a single match) and The Jacked Sparrow, and the sparsely populated maps like the Gates of Dragonfall or Siphon Site D, about 2000 enemies spawn in total in the average map. Now, when weighed against my own Ascension level, not factoring the many maps played before Ascension and Ancient Power were a thing, over the last few years, I have played easily 3000 maps. This is a very conservative estimate, as the total number of matches I've played since the game's inception is probably MUCH higher than that. but we'll assume 3000 matches in total. Now, I am an endgame player, but I am far from the only one. On PS4 alone, there are at least 500 players who have put in as much, if not more time, than myself. But, accounting for 3 platforms, we will assume 1500 players. Now, assuming that I played 3000 maps, and slaughtered 2000 goblins and other assorted evil, ferocious, obviously despicable monsters in each map, that total is an astonishing 6 Million goblins dead by my hands. Multiplying that by the 1500 assumed players (remember, these are very conservative estimates, the actual number is probably astronomically higher), that is a total of 9 BILLION enemies slain. But, looking back at the veritable sea of corpses in your wake, do you feel guilt? Do you feel remorse? Does the blood of countless Orc, Goblin, and Kobold families keep you up at night? Or do you feel a sense of pride at having defended Etheria from their Onslaught? But also, just look at the country's borders from within the town of Dragonfall. Nearly every notable landmark is within walking distance, from fiery Embermount to the majestic halls of Dragonfall Castle. Obviously, Dragonfall is a very small country. Based on the size of the area, the entire country looks to have maybe 25000 citizens in total. I'm going to be VERY generous, and say 1 million citizens. Which is absolutely unheard of for even the largest of all medieval settlements. As one can tell, a large portion of Etheria is clearly untamed wildland guarded by vicious beasts like Betsy, or unholy lands, tainted and uninhabitable from the influence of the undead. But should the desires of a mere million people be weighed against the obviously countless numbers of the Old Ones' forces? The Old One's armies want nothing more than to unleash the Old Ones... But what then? I have seen no writings as to what would happen to the world should the Old Ones return, but clearly it would be a paradise for Orcs and the like. So we, in our hubris, feel that our tiny population of light dwellers deserves to rule the world more than the incredibly vast number of Goblins, Orcs, and Kobolds that also dwell within. Our opinion is clearly outweighed. 6 Million to one, going by my own numbers. We hold their leaders in prison, and slaughter them in the name of a royal family that uses an archaic system of rule that any civilised society has long since moved past (Our King? I didn't vote for him!), and hoard whatever wealth we can find. Tell me, what do you call those powerful few who would rule over the masses against their will? We call them Dictators. Villains. Monsters. We call them.... US! That is right, We mercilessly slaughter goblins by the thousands in the name of coins, gemstones, motes, and small bits of leather and such. And then what? We do it again, that we might upgrade our gear to facilitate even more efficient Orc slaughtering! We are monsters! Horrible people that weigh the lives of thousands against a single ruby (2 if we're lucky!), and choose the ruby without a second thought. But should we stop? Nay, I say. We should instead accept our role as heartless dictators and slaughterers of hordes! If someone calls you a villain, don't correct them. Accept the compliment! Double down on it, even. Grow a long Mustache! Wear a Monocle! Tie someone to some train tracks! Invest in a lap cat and a swivel chair! Leave your cell phone on in a movie theatre! (Ok, maybe don't do that. We're not THAT evil. Gotta draw a line somewhere) Yes, that is right, comrades. We are villains! And I, for one, accept this! And soon, in DD:A, we shall travel back in time, find those we have slaughtered in the past, and slaughter them AGAIN! I accept the role of villain with a wicked smile! And I suggest you do the same, as I think it may be preferable to living the lie of heroism. Crush Goblins with your iron fist! Oppress the Kobolds with your sheer strength of will! Dominate the Orcs with your sheer diabolical intellect. The realm of Etheria will be ours, and none shall stand in our way!
  9. Good to have it in writing, maybe instead of 60% of our new threads being "hey, where's my stuff?" it will only be a mere 40%! Just good to hear some news, and I thank you for it!
  10. That's exactly it. It's at its worst when they roll with Headstrong, so you can't even knock them off. It can be brutal if that happens somewhere important, like Drakenfrost Keep.
  11. That is actually brilliant. I'd say you would have to be standing pretty close to the dummy in order for it not to be super imbalanced, though.
  12. Yeah, they were not well implemented. I have never considered them to be a positive addition to the game. I have learned to tolerate their presence, but as an actual game mechanic they are awful. Literally the only way to be immune is to use a specific ability on the Barbarian, every other character has to tolerate their constant stabbing. And to make matter worse, on higher floors, this means you're going to get killed almost every time, because they usually get one good stab in before your defenses knock them off you. Sparkle Party can knock that first one off you, but if there are more waiting in the sidelines... let's also not forget that Shackled only works on the first attack, and also only has a *chance* to work. The fact that assassins won't be there in the endgame (or as close as we have to an endgame on release), at least at first, is one of the things I most look forward to in DDA.
  13. This one was disappointingly easy. I build primarily using Earthshatters, and even though they can't target the Eye of Cthulhu, there was still nothing of note when it comes to difficulty. It was not satisfying. Felt like it should have been in an earlier stage of Primes.
  14. Before you read: I am a ps4 player, and as such I do not know how bad the lag is on the pc version. What I do know is that it's an absolute nightmare on ps4. Heyo. I waited until I had beaten all 6 to say anything. Please be aware before you continue reading that I am not looking to have any actual difficulty removed from any of the missions. I do not want easier Primes. I would like to get that out of the way. Most of my suggestions are to help combat Etheria's greatest foe: lag. Anyway, here's what I think should be done. Just a few minor tweaks, nothing that should require a redesign. I know you guys are working on DDA, and probably won't be doing any redesigning. It's not really until Prime V that I suggest anything substantial, anyway. I'll approach this on a case by case basis: Prime 1: All 3 Incursions are in a good place when it comes to playability. My only suggestion might be to make Griblock's Horde a little harder. It's not much of a jump over c7, and those weapons are an awfully good reward for such an easy map. Prime 2: Same here. Nothing to complain about. This one is nice due to the super powerful bosses in Forest Poachers serving as a wall to players who have been coasting by on weak towers. Having 6 bosses with 700m health spawn at once requires actual planning and tower synergy. Prime 3: Malthius is fine, but in Power Surge the tower buff doesn't seem quite as hefty as it used to. This map always seems to end with trees everywhere, and everyone just using DPS. I might suggest making the surge tower stat buff a little more powerful, but honestly wouldn't be too chuffed otherwise. Prime IV: nothing of note, except that I actually feel Bastille Master's time limit is too high. There's not really a sense of urgency. Even taking my time to build, carrying 3 people, there's usually 8-10 minutes left on the timer. Maybe knock 5 minutes off the limit, and perhaps cause the build phase timer to start automatically in case you end up stuck with AFK leeches. Prime V: Revenge of the Yeti was fine. Maybe a bit on the easy side, to be honest. Maybe knock a few little guys pff the roster and have a few more Frost Orcs spawn. As for Altar, I despised this one, due to my love of Earthshatter towers, and the fact they built every last one of the other incursions with little issue. But that isn't anything that needs a rebalance, that's just Thorg being stubborn and not wanting to use reflects and protons. Physically destroyable towers don't fare so well there. I managed with an explosive trap build, in the end. Very underrated, those are. But the Incursion itself is fine as is, except I might suggest spawning less of the tiny enemies and more of the larger ones like lady orcs to help with the lag. Anyway, I digress. This next one is where I believe the most urgent attention is needed. The lag caused by the sheer number of enemies in Spectral Assault is game breaking. This culminated in a horrible match with The Amazing Reviving Ogre. The incredible lag in the final wave was so intense that not only was an entire lane able to waltz past my defenses completely unharmed, but an Ogre among them was killed by myself and the good gentleman who ran that incursion with me not once, but twice. I'm talking visible, on screen death. The ogre then, after a small lagspike, spawned in front of the crystal and immediately destroyed it, with a completely full health bar. As I said, Etheria's greatest nemesis is not The Old Ones, but the very concept of lag. Only after several tries were my friends and I able to overcome this lag. My suggestion to fix this is quite simple: pull out the cannon fodder. The issue in that map is that there is simply so much going on at once. 8-10 bosses a wave, hordes of tiny enemies, giant floating specters, etc. I suggest adjusting the lane schedules to not include small, cannon fodder enemies like goblins and kobolds, and instead add a smaller number of stronger enemies. 4 lady orcs are a bigger threat than, say, 30 kobolds any day, and would produce significantly less lag. If I'm going to lose, I want it to be because I screwed up on tower placement or accidentally let Tuskar run past because I wasn't paying attention. I don't want it to be because of lag so profound, the enemies didn't even register the presence of my towers. Prime VI: Let's face it, blood moon is too easy. I lost my first match because I forgot about the lane of skeletons that spawns up in the caves (hey, I hadn't played that incursion in years, gimme a break!). I'm honestly not sure how to fix it, either, because just a base level increase wouldn't solve that problem. Maybe a few frost orcs in the mix? Honestly, idk how to fix it without a redesign, and as I mentioned, I'm not expecting one. As for Betsy, I actually enjoyed this Incursion, with the sole exception of the sheer number of assassins that spawn in that final wave. There are enough assassins in that last stretch to cause lagspikes (they're one of the worst offenders of causing lag, I find) and prevent our group from properly DPSing Betsy. I built it twice, the first time we ran with my own Starfall Dryad and 2 Nuke Monks, and poor Betsy didn't know what hit her. But the second time, I built for a random lobby, and neither of the other two had proper dps, so once those assassins spawned, we had to wait until my massive pile of skyguards finished her off, which took some time, because we were all too busy screaming "bad touch!" while getting dogpiled by assassins. This problem could be fixed by giving us just a few more seconds (how about 30 instead of 10?) to readjust our defenses to account for the massive lane shift Betsy causes in the final wave, or by lowering the number of assassins that can spawn at once. Anyway, that's all. Again, not looking to have any actual difficulty removed, just a few tweaks to make it more playable.
  15. Appreciate the info, but I think you replied on the wrong thread.
  16. Hell, I'd even support an ability to change a defense's functionality entirely, sort of like DD2's Uber Spheres from back during the alpha. If there was some sort of similar item that I could use to convert my poison gas to PDTs, it would be a great joy to discover, and would also be the very first thing I farmed for. If we're going to be limited to 20 defenses on release, it would be a shame for 10 of them to be traps or auras that are just set over an area in the same manner. They're effective, sure, but it's less fun.
  17. There's a difference between "just another ground based aoe" and "tower that functions in a unique manner that sets it apart from other defenses". It has nothing to do with effectiveness, I enjoy having different tower varieties to build with. Losing the PDT in lieu of getting back all her DD1 based ground defenses turns her defenses back into the 1-trick-pony she was in DD1. The PDT was one of the few DD2 changes that I considered overwhelmingly positive. So you'll have to learn to live with me having opinions about that.
  18. I just felt it deserved a sendoff. I received an email detailing the Huntress' defenses in DDA, and was greatly disappointed to discover that the one defense I had hoped above all others would return in DDA, the Poison Dart Tower, was no longer going to be in the defensive lineup of the Huntress. Instead, her kit from DD1 is returning in full. But don't worry, the classic Slice and Dice has been converted to function just like the DD2 Squire's Training Dummy blockade, so clearly the defenses everyone wanted most made the cut. I accepted the loss of Earthshatter Towers due to the return of Deadly Strikers and Chain Lightning, but this struck a blow. I had truly hoped that the positive elements of DD2 would make the cut, but alas, it seems that the Poison Dart Tower will not be among them. Instead, the poison gas trap shall return in all its lack of glory. A moment of silence.
  19. Yeah, agreed. I don't want to be skeptical... I was super hopeful just recently. But they can't use the lack of a "community manager", either, because all we're really asking is an occasional 5 minutes of your time blurb about how they haven't currently exploded and are still trying to make a game for us. You don't need a community manager to have your project lead tell us the game is progressing. It's not rocket surgery. Though i wasn't aware Elandrian had jumped ship. This has Thorg very concerned. Please let DDA be a great game. Please.
  20. I could understand wanting a carry for a few floors, but really, ArchaicLotus makes a great point. Floor 36 is still at the point in which the game is easy. You can push all the way to floor 100 without paying much attention to mods, even. Slap defense rate/destruction/deadly strikes on a few auras, maybe a PDT, Earthshatter, WM, etc, throw on a few appropriate 2/10 mods (placeholders till you get the good stuff), and you'll find yourself being able to push to around floor 100 without too much difficulty. Its not until past that point that perfect mods and such start to become important. As an almost entirely self taught builder, I can confirm it's possible from personal experience.
  21. I took a look at your screenshot, I can confirm your complaint. Ive had those exact players do the same to me. Got kicked out of my own lobby by them, when I was farming the demon lord prime incursion, twice. I figured I'd leave it on public for the extra loot (I can solo the map easily, so even if people don't have much to contribute, it makes no difference) and they booted me once on the final stage, and again a short time later during the build phase. This is why i have always held a strong belief that kicking privileges should be solely left to the host, and that you should not be able to kick past the third wave (right around when it stops people from joining).
  22. Hard to say if anything will come of it. Nintendo is pretty strict, though, so it's hard to say if they'll allow it or not. And if Nintendo won't allow it, then the cross saves and potential future cross play may be an obstacle to official mods. That won't stop people from modding, of course, but I wouldn't get my hopes up for official mod support.
  23. While I like the idea that Pure Strategy is back, I also feel I must echo that the drops should be lesser than those of other modes. Pure Strategy is basically for little more than testing out builds and going AFK. I think the rewards *SHOULD* be less than other game modes. The mode that most encourages not actually being present during gameplay is the mode that should offer the most stunted rewards. If the rewards were worth grinding for endgame players, then AFK would become the new method of play, and I just can't get behind that. DD2 already has a problem with a lot of the "top tier" players using macros to grind. Having good rewards in pure strategy would just exacerbate the issue.
  24. Perhaps you could get in touch with some of the people who purchased kickstarter bundles with multiple codes and work something out with them? I can't think of much else without biting the bullet and buying the early bird pack, now that the kickstarter is long since ended.
  25. I think it's because his answer was too definite. He basically said that there was for sure more end game content coming, but I think DD2's fate is much less certain. At least we know that the devs *want* there to be more content.
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