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lekkin007

Defender-In-Training
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Everything posted by lekkin007

  1. This was already accounted for. In at least three different places in this thread. Why is it so hard to read? I mean, maybe? Things that seem simple can be hard simply because of the underlying structure that was originally chosen. However, your current floor is probably a single variable tied to your account. If you beat a floor at or higher than your current floor, increment it by one. Seems pretty simple to me.
  2. What is currently possible: other players carry a person through 65 floors (with some carrying through chaos to boost up to floor 55). The person resets. What would be possible: other players carry a person through 65 floors, though they have a choice of doing more challenging floors during the carry if they choose to at no increase in speed to the first person's progression. The person resets. Explain how you could reset in just a couple hours. My only guess is you are referring to Paloverde? If so, please specify what you think is a bad idea in your post. The main idea proposed in this thread (the original post) is really quite good.
  3. That's a very reasonable caveat that I can also get behind.
  4. What? Gear caps around floor 57ish. There's no difference in power between the players in your scenario, and the lower one could easily DPS or provide benefit in that situation. Also, if the two together can beat the harder of their floors, why shouldn't they both advance once floor? No one is suggesting progression be skipped, but right now if two people beat floor 57, they both unlock 58. Why not allow them to both play 75 and then the one on 75 unlocks 76, while the one of 57 unlocks 58?
  5. I hugely agree with this. This is a great idea! I like the idea but would go further: not only let us have gear drop from our current highest floor, but if we beat a floor higher than it with a friend, let our current highest floor go up by one! After all, we've done something harder (albeit multiplayer), so why not give us the same rewards as if we'd beaten our current floor, which is lower? This way we could all progress if we are willing to try the hardest map possible, and it could help with the tedium of lower floors (e.g., when we get back up to 55 and have a friend shooting for a high floor, like in the 90s, we could join them and help work towards their progression and our own next reset). If you want to make it invitation only for the sake of public matches, fine, but I think this would really improve our ability to coordinate and play with each other.
  6. There are actually some more: eye of Cthulhu incursion, I forget the name of the map but it's that small map with magma incursion, and I think one more incursion though I can't recall it off the top of my head. Totally agree I want more, and I want more at the end game level.
  7. Try the looking for group channel in the DD2 discord.
  8. The closest you can do for an in game total reset is to simply delete all your characters and loot and play through the maps in order. The new game mode also features limited resets (resetting gear back to chaos 1, pets/shards to unupgraded, and ascension to a minimum level you earn), though this is probably unrelated to your request. That's it though.
  9. But what about tweaks for several 1000 more game hours? Consider making the Onslaught values worth sacrificing our things for and you got a deal. Also consider not resetting pets as a bare minimum and we got a deal 😃 The pet affection system seems broken to me and the thought of having to relevel all the pets again is a massive turn off. The only sure way to get the pet levelled is to splurge on affection boosters with Defender Medals, they level so slowly or not at all during normal game play I reckon I could reset and nearly be ready to ascend again before the pet would be half way to max! Maybe if this change was implemented Trendy could gift some pet boosters to the guys that have already reset as a sweetner to make up for some of their loss. But... what's the point of maxing pets? Getting to level 10, sure. Abilities are worth it. And also only cost one affection booster, which is nothing in terms of medals. For those who are actively pursuing ancient power, you want at most four pets with abilities per reset since you can have four DPS heroes in your active deck at max. If it's about a collector or completionist thing, I understand, though I sincerely hope Trendy overhauls the pet system eventually, in which case it is quite dubious whether it will have been worth maxing so many pets. Note, I'm not saying resetting is a good idea yet, just that I don't think pets really matter that much. For which reason, it seems the better decision from Trendy would be getting one that leaves the customer happier, since either way it makes little difference and provides the smallest of gold/medal sinks.
  10. Protons can be super useful for phased too, especially in the new giant map. They are less useful first wave, since you really want to upgrade them twice or three times before you forget about the lane, but on any of the lanes that open up after the first wave you usually have the extra mana to spend, and you don't even need a full lane of protons (I usually put all 110 there because I'm paranoid, but the mana from the lane is always only in the first 3-6 nodes worth of beams). This is with PT + Frosty + Crit damage. I've seen them get over 10 million dps with the hilarious cursi-kazi bug too.
  11. 18-20 hours? How's that anywhere near possible? Upon looking at the leader-board, the guy in the first place "Mut" is only on his second reset after 4days (It's been released for 4 days already right?)... Looking at the leaderboard now, it's basically been about 5 and a half days since the reset, and 291 ascension is probably pretty close to another reset, so that's about 2 full progressions (probably a little more, but accounting for the starting at floor 55). Let's estimate 12 hours of gameplay a day (that's hard for me to imagine, but I'm sure some people have that time), so the person has probably played about 60-70 hours for the two full resets, so about 30-35 hours for a reset is at least possible, and almost certainly this time will go down as people get better. It's also not accounting for the first reset taking longer with the learning curve. The 18-20 is a bit optimistic, but not horribly so, and almost certainly possible.
  12. Basically build a monk for hero damage, including shards (for example, the shard that increases damage from heroic wave or whatever it's called, as well as things like power gambits). Then buff the monk as you get behind the roller, and shoot it with gato fireworks (possible ability on gato pets) from behind. Properly this can get up to 80-100 million according to Juicebags (I'm missing one of the important shards so I haven't been able to get it that high, but it still one shots rollers in C7 for me).
  13. For any lane in the third map that doesn't have cyborks (or the frost equivalent), a single chain of proton beams is actually enough! This should help save you DU. First wave with them, have them upgraded at least once and build max nodes with a wall at the end. After that you can remove a few nodes (sell and rebuild) if you want to, and get it upgraded at least three times. Shards are medallion with power transfer, crit damage, and frosty beams.
  14. Definitely a bug. There are documented cases of lady orcs literally leaping over walls, which is not intentional.
  15. You know, if I when I reset I could keep earning vicious strikes, that would actually be a sizable rewards I would consider.
  16. If I may suggest something, part of the fun of onslaught progression was removed because you were already in c7. Try out some of the lower floors if you just want to have some fun with the new lanes (since you like the randomness). I think lower floors will have less lanes in the temple map? I'm not trying to excuse the game design, just giving you a suggestion for something that might be fun!
  17. Yes, it does. Does that make it worth it? Maybe not. But each player can decide for themselves.
  18. No, you aren't missing anything. Pets are somewhere in the queue for getting overhauled. Currently pets only offer two real things: abilities (which can be very useful), and elemental damage (basically only useful if it's lightning and you have something that drenches, so that the pet can stun, like stunning assassins off you or something).
  19. Happened to me once last night, before the patch. It's a bug from the expansion I think.
  20. I think most people are missing the satire, which to be fair may only be obvious because of last paragraph which may have been edited in? The point of this post I think is to criticize the current ancient power progression by showing a ridiculous scenario (I mean, who has a friend who will give up 400 hours for no benefit?).
  21. You said you had keys, right? Since those cost defender medals, those were replaced with extra defender boxes I think.
  22. I only got 6 defender packs, and I've also completed through C7 (though I had no keys or lockboxes in my inventory). The amount we are getting does seem a little fishy.
  23. These are exactly some thoughts I've been having. Here are some of my preferred solutions: 1. Solution to the frustration of losing and restarting on first map of a floor: Give us one retry per map on a floor, and if we don't need to retry on a particular map we can bank it for our current run. For instance, if I do the first map on my first try on floor 57, I retry once on the second map, I've got two retries left when I get to the new temple map. When I retry, the specific lane schedules and modifiers won't change. This specifically helps with players learning new strategies, giving us a buffer to try things and not lose tons of progress. 2. Solution to it being difficult to play with friends because we are at different levels: Let us play at the next 3 map floor above us, wherever that is. For instance, if I need to complete floor 55 next and I have a friend who has unlocked floor 60, we can both play 57 together and then I can play 60 with my friend. Furthermore, once we get to the place where every floor is 3 maps, let us still go 3 floors above us (so at 65, if I have a friend at 70 we can play 68 together, and then 70). The loot difference isn't that great, and it will basically save us a third of the time in progression if we have friends who further. It opens up the possibility for a boosting strategy, but at least in the current game I really don't think that it would be an issue. It simply helps reduce the grind, and cutting the grind down to at most 1/3 of what it was is a good advantage, but certainly not game breaking, and more friendly to resets. 3. Ancient powers. I don't have much to add here, actually, except that I would like to be able to earn more than one ancient power if I go further in floors. For example, for every 5 floors past 65 that I haven't achieved before, I should get an extra ancient power. So if I make it to 75 on my first playthrough, I get 3 ancient powers (and all other bonuses of resetting 3 times), but then if I make it to 80 I get only 2 ancient powers (1 for 65, and 1 for each 5 past my old record of 75). I'm also a huge fan of not resetting back to floor 1, and at some point being able to actually keep all the gear I farm. 4. Solutions to lack of player agency. I want to go further with player choices. Reduce the current gold/experience by half, and then give players a bunch of options to check, and for each option they select (which represents a further restriction), they get a 20% bonus to gold/experience. If they choose 5 options, get a bonus shard in addition to other rewards, and if 10, guaranteed legendary drops from the chest. Here's an example for the options we could choose to use or not use: Random map choice (if unchecked, players get to choose the map, except for the obligatory new temple maps)Include geodesInclude cyborksInclude frost cyborks (whatever their name is)Include assassinsInclude hex throwersInclude kobolts (the ones from C7)Include lady orcsInclude second tier of lane modifiersInclude third tier of lane modifiers Here, I refer to tiers of lane modifiers. By default include about a third of them in Onslaught (the ones that restrict our builds the least). Classify a third of them as second tier, and the final hardest third as third tier. I don't know all the modifiers, so it's hard to say what goes here, but for instance the modifier that enemies must be affected by statuses to be damaged would definitely be third tier.
  24. Here's the leaderboard: https://leaderboard.dungeondefenders2.com/onslaught.html All systems have someone past floor 60. Just to double check, you know that floor 56 is two maps, right? Not just one?
  25. You do lose ascension levels. However, you basically trade the ascension levels for a higher cap on your ascension stats (so for instance, your cap on 140 points in defense crit damage will increase), and you will be given a minimum starting ascension (so you don't go to 0, but you do go pretty dang low). Whether that trade (which also includes ancient powers, resetting upgrades on shards/pets, making you gear c1 level, and exp/gold buffs) is worth it or not is yet to be seen.
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