Jump to content

Exglint

Valiant Defender
  • Content Count

    599
  • Joined

  • Last visited

  • Days Won

    8

Exglint last won the day on November 16

Exglint had the most liked content!

Community Reputation

196 Excellent

2 Followers

About Exglint

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. You know, I have advocated wide range nerfs across the board to bring us back to the shinning days of early Onslaught when floor 200 was pretty much the best you could get, but the community seems to just get rowdy at the idea. CG might be afraid of the unyielding backlash such a balance pass would bring. Players have just gotten so comfortable with the concept of doing very little to nothing and winning that they refuse to go back to actually playing the game when they had the taste of AFK city. Bringing some defenses down a peg and buffing ones that we dont use much or at all would bring back some of the most interesting parts of the game like walls. Though that does mean that the game will no longer be AFK able which will be the hangup spot for players.
  2. Also overcapping defense rate allows it to ignore Frost Orc slow. It literally strips Onslaught of any skill or challenge just like the Water Servo/SR build before it which is why that mod combo was disabled. Onslaught is also not infinite, floor 999 is max and CG had to put up a massive HP wall on the enemies to stop people from effortlessly progressing towards it. This HP wall is the integer limit for the game so they cant go any higher, which means the game cannot get any harder, so if we get more powerful and continue progressing then there is nothing CG can do to make it a challenge anymore. In order to reverse this they need to deal out some nerfs which the playerbase has voiced hatred about and will probably always hate the idea of.
  3. Man if only they would create a defense with the sole purpose of blocking or reflecting attacks from ranged enemies. Come on CG we need more options. /sarcasm
  4. Also a thread that is 6+ months old, make sure to check dates and if the thread is 6 months or older it is time to make a new thread if it is desired to continue talking about the topic.
  5. Actually the payout on Mass Destruction would be pretty sub-standard. Given that gilded shards get only 4 extra upgrade levels it would go from 70% to 78%. Then given you are using a Destructive Pylon and Gilded Destruction with a Mass Destruction now you are getting a 333% bonus to defense power. With a Gilded Mass Destruction you would get a 349% bonus to defense power which is only a 4.6% increase over current. I wouldn't even consider the attempt given the lack luster results.
  6. They do sometimes do a stream on Fridays at 3pm Eastern time where they do give out information and answer questions. I think because they are trying very hard to get the DDA Beta out and make sure it is on schedule for the Feb launch has made those streams a little spotty as of late. I suspect this coming Friday will have one and in the days following that will be the release of the DDA Beta.
  7. Tbf I agree with you about Elementals being way too powerful, but I just got back to DD2 after life things got in the way of my playtime and smashed it with no elemental combos so.... I dont think they were going for the end all difficulty but I still had fun playing all these incursions with new power which is still a +1 in my book, fun is always a win.
  8. Technically, while it is much easier solo than 3/4 players, it is actually easier with 2 players than solo despite the increase to enemies. Also they removed the attack bonus to enemies from multiplayer a long time ago, its just a 20% increase to hp per player now. (As well as a bonus to xp and guaranteed legendary gear when in multiplayer)
  9. Welp then my advice is to go find another game, because I do know they don't take the time to respond to negativity.
  10. Spokesperson no lol, I have been in the field and I can figure that their process is similar to what I was taught in college. As far as having the site, it's there for us to inform them of things we have found and how we found it so they can look into it. More communication about it would be awesome I agree, but I don't think it would change much in some or most cases. We would probably go from no communication to "Okay we are looking into this" and never hearing back about it because something else came up, it took so much time that the report is buried and finding it to update would be too much of a chore or the many other possibilities that could leave us with that as the last statement. As far as throwing more money or people at it, I'm sure that having more QA and Programmers would solve these issues faster and cleaner (and get us much better communication). If only Dungeon Defenders could be as popular as some of the other games and they could bring in the kind of money to pay to have more of those people. They are also pushing DDA atm which is increasing the workload quite a bit and I know not everyone agrees with this game but it is a reality that we have to live with right now. I fully understand wanting to be heard and getting acknowledged that your voice was heard, as I have similar things I have brought to attention that need fixing and have yet to see any movement towards getting the change over a long period of time. I just take some time to think, "Well it could be worse, they could be EA and intentionally give us the finger knowing we can't do anything about it" :P
  11. A lot of the answers will come down to what it is that is wrong and how much attention it will get form the playerbase. A bug like this hyper shard thing will get a lot of attention and hopefully have the problem found fast and fixed. Other things that have been around for a while like the bugged shard for Geyser Trap that makes the next source of damage deal bonus damage won't get a lot of attention because no one uses Geyser Traps and its hard to figure out what specifically is causing an issue. Replicating the problem is another part to find what specifically is the problem so they can go to that section of code and fix it. Sometimes I can imagine it is handed off to a QA member and their task is to do the same process that a player gave over and over and over again until they get the bug to work then do it in slightly different ways to figure out exactly where the problem lies. Then after doing some change to the code, going back and testing those steps they did all over again multiple times to see if it remains. I had a project in college with a team of 4 people and a program of only 300 lines had an issue when you got down to a specific part of it and it took 2 days to find there was an extra space put in where it shouldn't have been. Of course we had jobs and family at the time so I imagine it would have taken a lot less time to find if we devoted a day to get together and delegate sections for each person to review. With that process would you want them to take time out of finding and fixing it to update the report at every step so that we know what they are doing? Tbf, that goes above and beyond most, if not all, of the big companies like EA and Capcom so I don't know why people expect a company as small as CG to do something special.
  12. I think I'm genuinely interested in what the average player thinks the bug fixing process is like. Would I honestly see answers like "They wave a magical wand and it goes away" or "They open up the code and fix a few numbers" because I think that would be hilarious even for a huge game company with a perfect coding process. xD
  13. I think my issue was the first line, "We wanted to make sure that the Huntress’s traps conveyed that they were put together by an elf, using materials that are available to a being from the woodlands". When you look at the PDT, thats exactly what it was. Wood tubes and panels with what probably can be explained as an air bag made of animal hide that is expelled extremely quickly that shoots darts with poison tips. Then this statement kind of ignores Elven swords and plate armor which has been described in many media. The logic and realism of that statement have to be massively suspended in order to have that be a thing. A device that triggers on a proximity and delivering an explosive chemical reaction powerful enough to kill something then rearm itself without using any electrical components is absurd. Wires, timers, sensors and glass/plastic go above what you can find just laying on the forest floor and require a complex fabrication process to make. Then you break into what has been in the games for a long time, mana. We use mana to magically form objects to defend the Crystals from the invading forces. If we are performing alchemy then why does the defense need to look like something we made by hand from available materials? This is all excusing the ethereal trap which is most likely going to be magic considering what it does when triggered. The reality of it all is the PDT is a much more viable mechanism to make out of basic materials if they wanted to go that route, even though what is done is actually alchemy.
  14. :thonk: am I the only one who noticed that at the top right of the gear box it says lvl 1/1 and lvl Max. Wouldn't 1/1 also be max? Seems kind of inconsistent.
  15. I joked about a mod on stream that we eventually called "Jebaited", it was a unique mod for Training Dummy. Its effect was, if you were within a certain range of the Training Dummy the Assassin would attack and latch to that instead of you. I think the only issue with it is it would be a knife's edge between broken or useless. Because the Assassins have such long attack range, they either could still hit you or the range would be so long that it would be easy to place Training Dummies at key points and always be protected.
×
×
  • Create New...