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Junior Defender
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About Rude..Boy

  1. I like to see the hero progession from DD2 in DD:A. In DD2, all heros advance at the same time (at least once you hit level 50 in early game). So it doesn't matter which hero I play in terms of progression, because even the "unused" heros will advance. If I remember right, in DD1 only the active hero got exp points. All the other inactive heros stalled. So, you either had to play with a worse hero just to level him, or use some crappy split screen mechanic to give other heros a boost.
  2. I never liked the timer in DD1. Sure, in some special game modes (like mastery in DD2), it adds difficulty. But generally, it added some extra stress for me that I didn't really enjoy (my life is already stressy enough, I want to play DD to relax, not to get wound up even more).
  3. I can't read that article. I get a "Access Denied Error code 16 This request was blocked by the security rules.". Anybody got an different link or can post a summary here?
  4. I understand where you come from, as this map is the hardest for me as well. On higher floors, I barely ever pass it on my first try. But: Since there is the restart from wave option, this limits the frustration involved with this. I don't have to start from scratch after failing wave 5, but can just evaluate where my build failed and quickly restart that wave. Plus: People were complaining that DD2 is too easy. Now the devs make a map that is challenging, others (or the same?) are complaining that it is too hard. Just my 2 cents.
  5. For me, that always seemed obvious. But it sure would be a nice feature, if the gilding process went through both your inventory and your vault.
  6. @urfyness quote: Back on topic: How do I attach a file to a forum post? Or do you mean just to add the link to some online location?
  7. Just another idea to ease the use of the hero deck if you have lots of heros: Can we at least have the option to rearrange our hero list? Right now, I have to scroll through my whole list of around 20 heros, just to get to those few, I actually need for building. And maybe add two new shortcuts to switch to previous/next hero in the list. Those two ideas combined would make building so much faster for me.
  8. I would reset whenever you feel ready to do so. Don't bother about some update coming, it might or might not change that much for you. The only difference I can think of is that the pet levels will not reset. But then again, who cares about pets anyway, since they are mostly useless.
  9. Some better hero management would be awesome. Sometimes I find it really tedious switching through several different builders. It feels like it nearly takes more time switching heros than actually building.
  10. Thanks. This makes sense from the game mechanics point of view. Still a bummer the mod doesn't work on the reflected projectiles, because geods in combination with hexthrowers still spell disaster for me.
  11. I guess I sort of figuered out how the new system is supposed to work. When you press "Alt" you can see how perfect the rolls for the item at its current level are. The closer they are to the current max, the closer they will be to the absolute max, once the item is fully upgraded and evolved.
  12. I thought it would be cool the have the projectiles shot back from the reflect beam to be able to pierce a geode shild. But that doesn't work. The mod is marked as "incompatible" with the reflect beam. Anyone knows if this is by design or is it a bug?
  13. I want to compare two items to see which one is better, but they have different upgrade levels, so I don't know which item is better once maxed out. E.g. I want to figure out if a totem with DP 10.000 at upgrade level 6 will be better or worse than a totem with DP 8.000 at upgrade level 1. If I remember right, in an older version the compare dialog also showed the stats at max item level. I can't find that in the latest release.
  14. Maybe I'm misunderstanding this, maybe it is just a poor example. I totally agree, there were (and will be) tons of changes that some people complain about, while others like them (e.g. shards, ascension, prestige ...). In the end, it boils down to a personal taste of how we want to play DD2. The devs will never be able to make it right for everyone. IMO, the three-maps-no-save problem is a different issue. It is not about some personal gaming preference, but if a certain group of players is able to play DD2 at all. If someone only has max one hour to play per day, it is pretty pointless to start an onslaught three map run. As not everyone shares the issue of very limited gaming time, some don't have a problem with being forced to do three maps on a row (since they would anyway). As for me personally: I don't play DD2 anymore. Not because I don't like it (acutally I love, having more than 600 hours gaming time). But because I just don't have the time to do three maps per day. I really hope one day, there will be a place of a dad with a familiy and a job in DD2 again.
  15. That wouldn't solve the problem for me. I usually only have around one hour to play per day. If I can't finish a floor within one hour, I would have to leave the game running for 23 hours for the next retry or lose my map progression. If I can't play the following day (for work or family reason), the game idle uptime would be 47 hours.
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