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Junior Defender
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Everything posted by Debs

  1. im not super confident as i dont play lavamancer dps a lot, but the difference in power between inflame and harden might just be that inflame naturally increases hero damage while harden increases defense. so they might both buff with the damage buff mod (no clue if they actually do), but inflame is naturally going to give you more damage increase either way.
  2. I tried both volcano and nimbus and neither hit :( just had to restart the map
  3. This has happened to me on a couple of the prime maps, mainly with tiny skeletons and lava guardians and they're invincible during a build phase, but once you start the next wave they become kill-able thankfully! I did run into another problem though on the new prime map and sometimes the alter assassins get stuck above the map boundaries, and you cant reach them and they dont time out, basically leaving the map running forever :(
  4. I definitely am not trying to say that after this mode they're stopping with dd2 updates, but i think its fair to assume that with DDA being the main project right now and will probably be the main focus after it launches, that the next game mode or game play related update we get is not going to be anytime soon. Or to assume that DD2 will end up getting treated like DD1 where it becomes a kind of second child. Im definitely not hoping this ends up being the case, but i honestly would understand if it did happen. Game companies moving onto an updated version of there 5+ year old game and focusing on building on that? how dare they - Sarcasm Either way when i was saying Endgame i meant it as the endgame mode for players to have a challenge, not Endgame as in the final update/mode added, which i think got misunderstood but i should of clarified that.
  5. I personally really liked mastery, even though it was mostly just annoying and having to exit to the tavern and re-make a map because you accidentally repaired something made me want to cry. I cant say i would want a timer on every map especially if im just trying to grind out a material or shard or something i have to do a lot, but in terms of making the game harder and not just annoying, it did a pretty good job. Same with having to use 10 different defenses and only being able to use 1 of each defense really made me have to be creative, which is what i think a lot of people are wanting - a reason to mix things up and be more creative. But i did finish it before mods were a thing and i can say from helping people more recently finish some mastery, the mods definitely help but its still a small challenge/ different mechanic that other game modes lack. If mastery gave a reward that was equally rewarding to the annoying parts and challenges. Like re-giving the hyper shards/ resetting the stars when you finish it, then it would be much much more popular to farm out, however that would probably be to much power for the players but the idea behind that is what i was hoping prime was going to be. You're right that i shouldn't see this as endgame, i was trying hard not to be disappointing from the easiness from prime 1 2 and 3 hoping it was just going to continue to get harder, so seeing it go back down to floor 100 was a little sad if it was supposed to be endgame. i definitely hope people are still having fun with the incursion mechanics as they are all pretty fun though! Demon lord incursion was my go to place to grind for that high ipwr stuff back then, so it was fun being able to grind out some of the weapons from it even though it was pretty easy.
  6. You're right, yeah it wouldn't be fair at all if only like 6 people could beat Betsy, i don't want them to make it impossible for players who spend a month grinding and still cant even touch prime. But i don't get why they scaled back to floor 100ish. i think they did a really good job with the power surge - the enemies feel pretty well scaled to the mechanics of the game even if it they were lower then the other prime 3 maps. I know their main focus is on DDA and trying to finish up for DD2 but it feels super lackluster as a final mode. The rewards really aren't great ( New weapon skins are always fun but really don't add anything to game play ), little to no normal gear drops, so farming mods wont work and crafting materials don't drop so there's no point to that either. So what is prime supposed to bring other more challenging game play and interesting game mechanics for us to try. With it not being somewhat challenging, not being able to grind for special mods, not farm able for shards, whats the point to not scaling up the mobs for every prime that's out to give players a real challenge. If prime was needed to grind something/ help with Ancient power in anyway i totally wouldn't care if they made easier for more players, that would make sense to me. but its not needed for anything to progress so i genuinely don't understand why they would need to scale it down. Either way its not a big deal. i hope they make it harder but its also not a deal breaker, i enjoy seeing the incursion mechanics especially since they didn't need to try to add a new mode for them but they did so i appreciate it either way!
  7. I realize they spawn behind a lot of the main building points on the map, so i usually either build normally with a couple boss killers close to core or i turtle build and put 1 or 2 flame auras at the start of each lane, so most enemies other then bosses and ladies orcs die after a couple upgrades. For first time players of the map, yeah it can be hard but once you learn the mechanics its easy like every other mechanic in the game . So again, why for the "endgame" mode is the mob levels so close to floor 100? if this was on prime 1 or 2 id have no problems with this, but the mob levels in prime 3 were much higher over the 200 floor mark even , so why are we going back?
  8. Confused about why the mob levels are so low compared to prime 3 and even prime 1 and 2? The Dark Awakening map itself isn't hard, and if there were onslaught enemies and lane modifier i might understand but its just c7 mobs so why are they so low on the endgame mode? Was it a mistake or was it play tested to be too hard at like floor 300 mob levels? Genuinely wondering the thought process behind this.
  9. True, i didn't think of it like that. i was thinking more towards characters with nice CC abilities or something to at least help like gunwitch or abyss lord but i guess youd be dead before you could even think to try it.
  10. Debs

    Endgame Idea!

    Talk of an endgame mode has been around for a bit. I really want to see everyone's idea on what it will be - Boss, Game mode etc something along those lines. My dream for it would be - A big bad boss that's got enough health worthy to be a raid boss on WoW, Puts random debuffs on players throughout the whole battle (less dmg, slower movement, lowered jump height, Ability powers do nothing, take more damage). As the boss' hp gets lower these effects will get worse for players. These could either be random or be put on you in a timed interval (every 2 mins they change) so we could plan ahead with heroes to try to counter them. - At least 1 lane (or 1 lane per player up to like 3) that cant be effected by towers making you have to work together as players and keep them in check. Maybe only let walls have effect on this lane(s) to help stall / make people want to build decent walls. -No lane preview, we going in completely blind to what mobs are coming from where. Learn as the wave goes and adapt to your best ability. -Hero lives, each player can only die a certain amount of times before they have to spectate and will come back on the next build phase - more incentive to try not dying. - 4 different Bosses with 4 different types of maps and drops all with their own effects/special mobs/mutators I am definitely not expecting all of these. although that would be awesome!, but id love to see any of these on there to make it more interesting. My second idea for this was a Second type of game mode called Challenge mode, and you would get tokens from these and you would either need these to play the endgame mode straight up or you could save up and use multiple to up the challenge on the endgame mode ( 1-# token for 1 play) or ( First token - 5 wave match. Every token used after that would add 1 more wave for that game giving you more rewards). The way this Challenge mode would work would be - You come into a game with absolutely nothing of your own other then shards ( your gear will come back when you go to tavern/town). - Your given 1 set of armor and a weapon for whatever hero is in your first slot, a single totem, and a single medallion at a low c1 level ( They will have the same mods and armor/hp scaling every time) - The waves will be like old Onslaught where it can go on either forever or at least a long time (like 30-50 waves) You can stop whenever and get your rewards/tokens for whatever floor you stopped at. - You have to pick up and use whatever gear has been dropped and adapt - Waves get progressively harder and so does loot/Mods, but loot drops will always be dropping almost a complete Chaos level below the enemies ( C5 gear dropping when mobs are at a C6 level) Let me know what you think and put more ideas down, id love to hear what everyone wants to see come up next!
  11. For people on very high floors onslaught, assassins become one of the main problems, since you have to do so much intervention with your char on each lanes and assassins disable you and just do so much damage that you die in a couple hits. This is really cool to know thank!
  12. Hi all! I know Work on the next update has been talked about and im excited for anything they give us, but one thing i desperately want to see before majority of the focus is shifted to DDA is walls revived! I know they tried to help them a little with DU decreases but a plain old wall still just doesn't keep up with everything in DD2. I think the health of the walls are okay where they're at right now, i really want to see a MUCH bigger increase to the damage and usefulness. I also recognize walls are still useless on high floors when everything can 1-2 shot them, so without some sort of natural resistance added to them that increases with the mobs level it still wont help those super high up in onslaught but im just not smart enough to figure that theory out :D So heres just some ideas for each of them, More so to increase CC, some damage, and ability to combo with elements for more diversity. I want to see these bad boys be awesome again! Tree - Just make it a leafy version of the old serenity aura - let the aura have a natural slowing effect on mobs - small explosions on death when in aura - no longer just a tree for bees to huddle around Maw of the Earth Drake - More fire! More Mayhem! More Damage! - light enemies on fire when they hit it (Damage of fire DoT would be based on the damage of the hit from the mob) - shoot a ball of fire pretty much the same as volcano doing a small AoE - give it a ramster like flamethrower attack doing a cone of fire damage or earth damage Training Dummy - less dummy more training - when at max spin let it reflect projectiles - A taunt Aura exactly like the Boot shard, effect on the ground and everything - While spinning mobs who hit it have a chance to get confused Spike wall - More Spikes - Natural vengeance ( the c8 shard that reflects damage ), Turn vengeance into a damage boost to the reflected damage - While attacking have a chance to do an attack that chains to multiple enemies ( kind of like the electric fingers shard for Orc Blockade), Would be effected by element mods. Orc Blockade - more undead stuff - enemies that hit it get slowed ( mainly the attack speed ) - It gains temporary health boost for a little bit when it kills ( something like an extra 0.5% max health per kill and caps at 20-25 kills ) - Takes more Damage against enemies on fire but small resistance to enemies effected by other elements Colossus - Hard to come up with much since hes pretty good at his job: being a beefy boy - A shard for abyss lord or colossus relic that lets you put a second one down. Arcane barrier - Not very Arcane - Enemies who hit it will have a chance to have a random element put on them - make the big knock-back attack it does at half health be triggered by every 10% of max health lost, less damage but more boom - Normal attack is a small Pulse like AoE around it, every 25 attacks taken (or every like 20 kills) increase attack rate cap by .1 second. (obviously having another Rate cap to the boosted cap but pretty fast like .25 or something) Vipers Fangs - More bubbles - Max Bubble count way up - When the bubbles are popped by something other then the time limit, the cloud of poison does a lot more damage and stays much much longer - Bubbles aren't popped by sand vipers, But Bubbled enemies take a lot more damage from sand vipers while in them (like 15-20% more) More ideas are Welcomed!!
  13. Debs

    New Fire Mods

    Can we talk about the DPs of the recently changed poison to fire mods. I have a 4/10 fiery fangs doing 50k burning damage a tic a second for 8 seconds. Completely useless honestly! this definitely needs an increase so instead of doing 400k damage after 8 seconds it should be doing at least 400k damage a second for 8 seconds. 10/10 is 700k so even in this scenario its only an increase of 700k dps from 1 mod. Id love to be able to use these mods! aswell as lingering hellfire which is in the same state. Its not a big change but it would at least make them more appealing.
  14. If your somehow lighting the enemies on fire, it will get rid of the oil sadly.
  15. I know that its been awhile since anyone's posted in this, but id love to see some new mutators especially ones involving the elements as there are more combinations being released! -Having something similar to pile it on or maximum effort but for elements specifically would be a nice incentive to play around with having different towers with different elements. -A mutator that gives mobs different effect along with the ones they already do etc.. Fire makes them faster but the fire DOT does much more damage. -Earth gives them more resistance to physical attacks but less too magic, Ice could be the opposite to the earth one. Anything like that would be great to see!
  16. I like Drakonfrost keep, i still dread doing it partly because during reset grinds its the only map i have to pay attention to which isnt a big deal but still a little annoying. The worst part for me is the fact that unless you have burning strikes its extremely hard to play and then to add to that if you try to play melee it takes forever to light all the torches you need, so unless your playing a mobile ranged character with burning strikes to make it easier, it becomes that much more challenging. As long as your doing this its not that hard to keep stuff de-frosted but i feel more limited by what i can do which sucks. Adding on the invisible double dragons is just a nice touch to make me wanna cry more, let me kill the dragon mid wave so i can let some pent up resentment out D:
  17. Im sure people would prefer to find a relic to use to go from floor x to y which honestly isn't that hard with 80 being the highest, then have to lose a c8 amp which most people seem to really struggle finding. The inventory problem is definitely the main problem with this though your right. I guess another option would be to refund the c8 amps but maybe not the materials spent? Unique idea but you run into the issue of what if you wanted to use that item for resets using mats to relevel it? Go build a second item with the same stuff that you wont level to c8 so you can use it for resets? Now you have twice as many items in the inventory taking up even more space. I can bet that Trendy isn't going to go out of their way to design a UI around this to fix the problem that really isn't that big of a deal
  18. i Definitely think it would be way too easy to reset while keeping c8 gear, but its a really hard hit to my motivation when i reset after a push and lose x amount of c8 amps its really sad D:, ive done it twice now and probably lost around 12 of them by now. I think having c8 amps not reset but have the gear locked until you hit like floor 80 to keep them out of the reset loop would be a nice middle ground.
  19. I think the only reason to keep the lower ones is just in-case you want to use some for a setup with lower level mods and slowly replace them with 9-10 ones. other then that idk. Also if you didnt know holding shift in your inventory will show you the highest mod on each relic which kind of helps!
  20. I like a lot of these ideas! I thought id try to answer some of the questions to the best of my ability though. Auto loot- In the upper right hand of your inventory you can click bag options and enable auto collect loot and customize which bags loot what, and if you have a full bag and dont have room for the loot that is auto put into your inventory it goes to the scavenger in town and you will see a ! over his head telling you he has some items you missed. You also do pick up all the money on the ground at the end. 4 Chests- the one chest is for you and the rest is for the other 3 players if you have any in your game, they will always appear gray to you other then yours. Pets- The vials are for evolution and you will get re-roll items that explain what they re-roll, which you can do at the pet vendors to hatch/evolve pets. Affection is what you need to help evolve the pets along with the material it asks for, it gets this from just playing with it on your active hero or using a pet affection booster. Mobs- Im not sure for normal mobs that get introduced in the campaign but for the chaos/expedition mobs they introduce 1 per chaos level up to chaos 7, if you click on the chaos tab in the war table it will give a brief explanation of what they do, and the other part of the game is figuring out on your own what they do and how to counter them in your own way. Although all this is said there are some mobs that are incursion exclusive and bosses that have certain ways you need to kill them with that aren't explained at all, which would be nice to have a bestiary like you said! Interactables- The in game defenses like ice machine and the furnace i think they're called and others you can press the interact button on are pretty much mainly used for campaign but can be useful later on i guess, they aren't particularly important but a fun gimmick! Comparing Relics - You can compare relics if you click on one to hold it on your cursor, drag it over another and it will compare the 2. Shards- im going to assume your not mistaking shards for mods which are the passives you can tinker to put on gear, but with shards all you have to do is either left click and drag it into your inventory or right click and it will auto do it for you, then you can click the empty shard space and it will show you all the shards that can be put in that slot and you can choose from that. If you mean mods which are the passives that you find on gear then you have to tinker them to switch them around, they are usually a more permanent thing then shards since whatever item you take a mod off of will break along with the mods you left behind on it making it more complicated. Im pretty sure i got most of this right but please correct me if im wrong! I definitely agree there should be a bit more explanation for some of these things especially the bestiary idea.
  21. Idea - the higher you get in floors, the more effect to the mutators that have a % like long shot, spell breaker, soft spot, and pile it on. Since there is 999 floors the effect wouldn't be much between 2 floors but as you get higher up you would start to feel the increase etc.. Spell breaker goes from 25% res to magic to lets say 75% by floor 500 or something (just an example). With this it would increase the challenge, and with the increase to the helpful modifiers like long shot and pile it on it would be a good incentive to take more advantage of that mutator, and help diversify choices even if by a little.
  22. Just in case you didnt know, earth toss makes it so that shatterquake wont trigger since it only applies to ground mobs and not flying enemies. I would suggest choosing one over the other, and personally I think shatterquake is quite underwhelming while you also could get more benefit from an anti over deadly strikes or vamp which yould be my replacements if I were to swap out the earth toss shard and you arent willing to upgrade mass for resets. Shatterquake will still proc and hit all the enemies on the ground, Plus it stacks overtime so if you have multiple ES going the damage is very very good. Earth toss is for more CC purpose, it juggles the mobs in one area keeping within shatterquake damage for a little while longer.
  23. Im not sure about geyser traps being that good but with reflect beams if you place them in a line with some CC, the little Booms that happen will hit the weak point and do pretty good damage on the roller as they go over them, its kind of hard to perfect but fun to see.
  24. i was using them as an anti- miniboss for omega waves since when its single target the damage ramps up pretty well! plus you only need 1 per lane which gives you a lot of DU to try to CC the bosses.
  25. ive been doing resets with basically just WM - deadly strikes, rate , (random shard)/ mods- Rate, shocking rev, water mod ( also ive not been upgrading this at all so its been camp level the whole time). The second defense was earthshatters with ideally - Rate, Earth Toss, and destruction. Mods- shatterquake, anti miniboss and another anti. This has pretty much gotten me through floor 50-80 10 times :D
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