Jump to content

Exglint

Valiant Defender
  • Content Count

    599
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Exglint

  1. I have afk'ed my way to 300 before boredom set in from playing alone and currently taking a short break playing with others in the lower areas of the game. Will be continuing my afk grind to 500 with no cheesy defenses or heroes slowly from here so I dont get as bored. Then quit pushing because Im not resetting anymore and I can clearly see there is no reward for pushing further. The way the game calculates damage with anti mods is multiplicative so two 60% bonuses is 256% damage As far as that second part lowering values and lowering damage is going on in another active thread atm so I wont
  2. Tbf they showoff enough just having that floor number next to their name, we dont need more people like that. If your hyper mod listed above was realized that single mod would give 256% bonus damage to a Frost Gobu or Frost Orc where a single one would give 60% and two would take the extra mod slot. Where it seems through your posts you are really just trying to say Frost Orcs are terrible by the mod above and the example mutator/lane you gave, I would instead suggest making a thread about the Frost Orcs. The Frost Orcs have actually already been nerfed once, they used to completely stop defenses if only 4 were nearby, each was a flat 25% drop. Which made them much harder than today were no matter if you have 1 or 1000 Frost Orcs, they will never freeze the defense, it will only be really really slow. This is just part of the nature of Onslaught, the random lanes and random mutators of the game mode. Part of the pitch line they gave is a mode where each lane is different and needs its own variation of defenses to be beaten. So realistically, anything that allows spamming of the same setup on every single lanes goes against the entire idea that is Onslaught. I would hope that anyone not 5 years old would have a huge difference between them and a 5 year old, older players of games should develop strategical and tactical knowledge, something that separates them from those that dont have that. Planning and execution of each map should be something that should show between different levels of players.
  3. There is a little thing called an integer limit. This game has one and it is why you hear about enemies having 2b HP at floor 945+, this is because they are at the integer limit. They cannot get more health so realistically if you make any player do tons of damage then a blind person could play at the those floors. This is a bad thing, if any 5 year old can beat the game then no one finds it fun and then we have no playerbase and CG goes out of Business then we dont get more games like DDA or the eventual DD3.
  4. Technically there are clicker/incremental games that already do this, also passively for most. Start game and your number goes up, the more time you play the higher your number. You can run the treadmill as long as you want and it never ends, then when you are done you just stop playing. DD2 is a Tower Defense, where you plan out a build based on what you have in stock and what enemies you will be facing and change it along the way to optimize. The goal of the enemy is to make it past those defenses and to keep that from happening you use blockades to hold them back a bit longer. Gear is only relevant up to c7 and then its forever climb in Onslaught, there is no treadmill, it is a staircase, which does end. The unfortunate part so far is we have been given so much power in the recent times that blockades are useless and stacking more and more dps is the way of things. If they give us more power to balance out the lesser used things then do it again and again, its called power creep. In most games this is bad but in DD2 it is basically death because the game engine can only handle numbers up to a point. If the power we have gets over a certain limit then things breakdown and become irrelevant. For an example of this look at Incursions or Mastery, these are no longer relevant because of how much power we have given. Back when Mastery was released the best players in the game had struggles, now, anyone at c7 can complete them with the right defenses with fairly decent ease. Incursions are just played once, if that, to unlock weapons then forgotten. Onslaught on release it was hard for the best players in the game to get to floor 200, then Mods came and Marcos showed it was possible to max it out. CG then re-scaled Onslaught to what it is today and we again had/have players pushing far too deep showing that we still have vastly more power than we should. There is a saying that I believe is very common, "What goes up, must come down". We are at the peak of power, the next logical move is down. The higher up we go the harder and faster we go down.
  5. So what you are saying is, you want a normal shard that you can gild and get as many as you want to be as good as or better than a hyper shard something you can only get once? Honestly, the hyper shards already need a looking at to rebalance them to be better than any other shard as is because several have fallen behind in usefulness. Part of the hyper shard desire is an all powerful shard the is matched by no other shard. If they buff anything to be equal to or better then hyper shards lose their worth. If you want multiple hypers in effect then get a friend who has it and get them to use it on a different defense, as is how they were supposed to be.
  6. I use Flamethrowers with anti miniboss, anti gobu and controller, then the normal 3 shards deadly, rate, destruction all gilded. Three of those and a two node proton has had no issues with rollers up to 300+ and I doubt they really will. They already aren't blocked by other rollers, have aoe so they can kill multiple at the same time and they do really good damage. Also you dont have to create another hero to make a copy defense since no one uses Flamethrowers for anything.
  7. Eh what is good or bad is decided by the person reviewing it. Though some things are objectively good or bad which I have faith CG knows after two games. I have hope that DDA is super amazing and that it brings in tons of people into the genre which makes DD3 have a huge budget and will make that even bigger and better. :D
  8. First sentence basicaly said "If you dont like it then dont play", which with the size of what will eventually be the community, that is bad advertising. Second sentence has already been addressed in DD2 once and I bet they go with that because more players have hated it more than anything. In DD2 we used to have to grind shards in lower tiers to play higher tiers. With the timer being, "Play lower difficulties to get your build right then play higher difficulties". Since people already hate it, I doubt that's going to be a good answer to the question. Overall, I think there is a possibility to have both no timers through a natural playthrough and a mode with timers for the challenge, as they have stated on their streams already. This topic has already been discussed vastly already on the forums by the players and addressed by CG themselves. They have also brought up hero swapping during build/combat phase since they will be moving away from Forge interaction and will have inventories accessible anywhere which will change how DD1 would play at a base level and timers are still at a higher level of the game. Lastly, we have to remember that DD1 is getting quite old as far as games go. Things will need to be changed and revamped to match what current generation games do to bring in a current generation gamer. If you only bow to the older devoted gamers then your playerbase will be much smaller and much less sustainable. This isn't going to be a DD1 remaster, it's going to be DDA using elements of DD1 and DD2 to what is hopefully going to be a better game than both.
  9. Agreed, I know I played during the 3 maps per floor phase of Onslaught but honestly how many maps have I possibly done in Onslaught since the beginning and completed, divided by RNG drop chance of about one gift per 3-4 maps on average? Even just taking into consideration your numbers times 15 mins per map is around 125 hours for one weapon you can use effectively. (thats with bad stuff taken out)
  10. If they removed only Medium weight, Single and Triple shot types the total possibilities drop to 1/309 = 0.32% If they removed Medium weight, Single and Triple shot types and the 2/s speeds the total possibilities drop to 1/219 = 0.45% Which even when considering I messed up the decimal still isn't that much of an improvement from 0.15% but still doubles or triples the chances of getting closer to what you are looking for.
  11. These new and returning weapons are great.....until they aren't great. I've been looking over this as best I can and thinking about it a lot and I kind of half did the math over it. I wanted to detail it out and see if I'm crazy or if something doesn't seem right. To start, Chromatic said there are over 30 weapons. Juice collected all of them and showed that there were 32 weapons so I'm going to calculate using that number. Within that number there are 3 shields (no attack types or changing secondary stat) and 2 tomes (no attack types but does have changing secondary stats). The rest are weapons with multiple attack types/speeds and changing secondary stats (Ability Power and Hero Health). Of those, Swords only have 3 attack speeds and then a speed bonus. The special weapons Toxic Shock, Phantom Phoenix, and Chilling Touch only have 1 attack type but at 3 speeds. The Dark Ritual Dagger for Mystic has 3 speeds with 3 weights. The Monk weapons have both 3 weights and Single, Triple, Quintuple shot types at 3 speeds. The rest have Single, Triple, Quintuple, Burst, and Scatter Shot and all have 3 speeds. Those listed from Swords down have 2 secondary stats. Now, anyone who knows me from my Stream or Discord knows that a vomit of math is about to caress your eyes, so be prepared. This math will find total possibility of drops then reverts possibility to percentage chances of getting a singular specific drop from the possibility. 3 Shields, 2 Tomes with 2 Secondary stats, 8 Swords with 3 weights and 2 secondary stats, 3 special weapons with 3 speeds and 2 secondary stats, the Dark Ritual Dagger with 3 weights 3 speeds and 2 secondary stats which is 17 of the 32 drops. I know of 5 Monk weapons bringing the total to 22, which leaves the rest as the last weapon listed above (Huntress/Monk) as 10 weapons. This gets written out as: Shields + Tomes + Specials + Dark Ritual Dag+ Swords + Glaives + Ranged Weapons 3 + (2 x 2) + (3 x 3 x 2) + (1 x 3 x 3 x 2) + (8 x 3 x 2) + (5 x 3 x 3 x 3 x 2) + (10 x 5 x 3 x 2) = 661 possibilities with 32 weapons That is a lot of possibilities when opening a gift. We do know you didn't care for just the number of possibilities you want the chances of getting that single individual super awesome weapon you are dying to have from the total number of possibilities. That one god weapon. For that you just take 1 and divide by the number of possibilities. 1 / 661 = 0.15% chance to get the exact one you want out of 32 weapons, with all the things you want on it (not counting stat rolls and bonus speed) Now before you go and burn down the forums, do keep in mind this does not take into consideration the roll value of your secondary stat that is permanent and cannot be changed and the bonus attack speed on swords that goes up to 20% and also cannot be changed. The biggest consideration is how often you get gifts, which is RNG from Victory Chests after you get all the guaranteed ones on the specific floors. I won't be taking into consideration the guaranteed ones because I and many others will not be resetting again (as we have finished that) so those are a one time deal for us. After looking at these numbers in my head, on paper and while writing this I have come to one conclusion. This is absolutely unacceptable. My suggestions on this are not pick one and go with that, its pick ALL of them and go with it. First, give us some way to reroll secondary stat....uh....stat, soon, next patch, asap. Second, remove the attack types no one wants, like Medium, Single and Triple. Do a survey or something to get an idea or however you want but the undesired attack types should not drop from these. Thirdly, Remove ALL locked mods. They are not fun and ruin weapons that we have other plans for. These would significantly reduce the chances of getting screwed by RNG over what is most often a weapon skin and has nothing special about it otherwise. Grindy game is grindy, I get it, but this is way WAY too much. tl;dr The chance to get the weapon you want is really low, if you wanna know more at least skim the post dude or dudette :) Edit 1: Juice gave an image of all the weapons for an accurate calculation Edit 2: Added a suggestion for fixing the weapons and making it all better Edit 3: Don't math tired forgot to move the decimal
  12. There is a visual bug on mods causing them to show one tier lower but their values are correct. As to why your maps arent going as well, there are a lot of details that go into that and its kind of hard to determine why with such a little post.
  13. The reason Vendors in DD2 now sell nothing worthwhile was because when mods were released players were exploiting 10/10 mods from them all day long rather than playing the game. Chromatic put an end to it and they havent had anything since. When looking to place blame on bad vendors look towards your fellow players :)
  14. RIGHT, I knew I was missing something, that will be the final piece Hailminion. Add that in to mah list of tings used. Thanks Little Magic Hat
  15. FA gets to 3146 range with 5 points into AP range on two players, max gambit, Gilded Deadly, Vicious, and a c7 10/10 range mod. As far as we know you cannot reach a maximum range on it.
  16. Add in the bug that, mods will show as one tier lower than they were but still have the correct values. ie. A chaos 7 mod will show as chaos 6 when details are shown but still has chaos 7 values.
  17. Thats because it swaps from every 5 floors to every 10 floors so it will go 40, 45, 50, 55, 65, 75, 85, 95
  18. The answer is the same "its a combination of getting backer info and getting a survey out to relevant tiers". Until KS provides them with the information they need (Who backed via email address, what tier they did, and that they confirmed payment), compiling that information into categories based on tier, getting a survey setup for each tier that was backed, sending out those surveys in batches so email companies don't mark them as spam (as would happen if they were sent all at once), receiving the surveys back and then finally processing the responses and sending rewards. Some of these processes can be handled at the same time others require prerequisites to be completed first. Sometimes I feel its best to put yourself in the other person's shoes. Imagine waiting on a company to give you something that you need as soon as possible and being unable to do anything to speed it up, meanwhile you have customers beating your door down ready to burn your house if you don't hurry up. You can't give them anything because you don't know what they pledged and you can't trust their word otherwise you end up giving 300 top tier rewards when only 12 people pledged top tier. It all just takes time and we just have to wait patiently. They aren't going to just forget about it and I'm willing to bet when it all starts rolling forward we will hear about it because they don't want us to miss the email they send.
  19. I'm with you, numbers for the most part in games are superfluous. It doesn't matter to me if I'm doing 10 dps to an enemy with 150 hp or doing 10k dps to an enemy with 150k hp or 10m dps to an enemy with 150m hp. They all die at the same rate and it was just perception over the numbers that made any difference. There is a limit though, since you dont want to drop into decimals nor do you want to get to a time where integer limits get enacted stopping you from going any higher. DD2 had the problem of integer limits being hit, and I would like this to not be a thing in DDA. If at all possible that this does happen, I see no problems with scaling numbers downwards to allow for gain to continue. ie. cut enemy hp in half and cut dps in half (numbers only really) keeping the same ratio which allows for continued scaling.
  20. You are over looking a detail that they are creating this store for them, not through KS. They could very easily include a bunch of required information on "checkout" that includes names, addresses, ingame names, etc etc whatever is need to skip the whole process of contacting you afterwards. Also I think Dizzy is very right, having people wait would be bad. I think this is reading too far into things either way, just sit back and enjoy playing the games and watch how things go. Why try to predict things when you have no background information of what the company is actually doing.
  21. 1. First? enemy in range, in front of the pack or out the gate? 2. How do you measure strongest? HP, Resists, Damage, Size? 3. Closest, To Defense or Core? To that end, we already have Closest to Defense they just lock on after they target that enemy until it dies or gets out of range again. 4. Last? Enemy in the pack, out the gate. This one kind of seems redundant since DD games have a thing called hitboxes so shooting last enemy in the line results in hitting the first anyways. Unless you place them to shoot from the rear in which case it already does that too, since again hitboxes. No offense though, Bloons is super simple and traditional and I believe the DD games are far beyond that. Trying to bring in things from other TD games like that will be a lot more complex and difficult. To be honest a lot of these are already technically in the game to some extent so adding them wouldn't add much complexity to the building portion of the game.
  22. As someone with a physical disability I have pressed the wrong key many times in a row which is overly painful when you lose a portion of time you have for building. Even beyond that, streaming wasn't a huge thing back in the day or at all very early on in DD1's life so there is another portion to that decision now. How entertaining would it be to watch someone who is always paying attention to the game and not chat. During build phase I would have to build with my full attention, including any mistakes I make due to a disability, then during combat I would have to pay attention to enemies and defenses, like a tower that was going to fire at an enemy that died now has to go through it's fire time for the next enemy allowing them to get closer than anticipated. The only time that wouldn't be true is easy game modes or stuff that I generally stomp into the ground. So what timers actually do is not allow for any of the toughest content to be played on stream at all. This doesn't include any Twitch Integration they have planned which can make things much worse. tl;dr - Disabilities, random events with enemies, and random people aren't something strategy can compensate for. Timers are uncaring and waste time ironically enough.
  23. I more than anyone loves the BA but, even with these suggestions, I think first the elemental combos need balancing before allowing more defenses to proc them. Especially a BA which has one or two other uses that can be combined with elemental stuff. It's just a slippery slope that we are already at full speed sliding down with nothing to stop it since it doesn't appear CG will fix the broken elemental stuff now.
  24. That is immediately a game defeating idea, gear that gets better forever would eventually lead to auras that are map wide with attack rates of 0.00 giving ∞ damage. Like with DD2's Onslaught, gear has to stop somewhere and you have to eventually lose. No one seems to understand that infinitely scaling gear is a huge power creep issue and invalidates games.
×
×
  • Create New...