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Everything posted by EloquentEsquire

  1. Hahahahaha. That was me. Seriously. And it's true - I would have gotten a couple more weeks of enjoyment if I didn't log in and go "Do I really want to sit in Chaos 3 mindlessly tabbing back into the game to hit 'g' occasionally, or do I want to log out and play a game that I'll actually have fun on?"
  2. Short answer: Money Long answer: The F2P model, and selling Shard packs for gems, incentivizes Trendy to never implement something like this and hope that the player gets frustrated enough at the prospect of grinding an irrelevant difficulty that they will pull out their wallet and pay for a few packs instead of farming a C4 map for 6 hours to get maybe ONE shard that they want. As long as "pay for convenience" exists and remains profitable, F2P games will keep pulling stuff like this. EDIT: And before anyone comes to the defense of the model, I've probably spent more on the game than you because I'm a big sucker for skins, so slow your roll.
  3. For the first time in like three years, I agree completely with HSB. I originally left shortly before EV2 came out because I was out of things to do. Came back in August, slogged through Trials, and since Mastery isn't cutting it for me, have uninstalled until December or so (hopefully only until then). Shards are neat, but I preferred Spheres as well. I technically don't *need* more shards, I have my bases covered with most any build I would want to do on a map. However, I don't have *enough* to just outfit everyone at once, so I have to play the shard-swapping minigame and inventory management, which is a dumpster full of hot garbage. I liked the proposed solution of being able to get C4 shard drop tables if playing C7, and that would have honestly kept me around a little longer. If I was able to play a map that gave me potential gear rewards, I wouldn't have been as livid about looking for specific shards, but as it stands I would have to go to C1, C3, or C4 to get shards for characters while falling asleep at my keyboard because of the lack of effort needed to do the map and knowing that I would get absolutely nothing as far as gear and xp was concerned. That's not good, and while getting some of the spheres back in the day, like Flamethrower, was annoying as all-get-out, it still gave you a goal you could work towards on any map or difficulty. The game was more fun when I left it the first time than last night when I uninstalled it. Getting my 299% NM4 Serenity with all the other gear I needed took a lot of time, but was super rewarding to complete. If Trendy released 4 new heroes TODAY, I could just swap a few of my older C7 capped legendaries on them, throw a few Deadly Strikes/Power Transfer on some relics, and they'd be ready to go for C7 and I *MIGHT* have one or two specific shards I really want for them. You know that a hero-based Tower Defense game has reached an extremely unhealthy point when the prospect of 4 new heroes would provide a player with nothing new to work for aside from the 1-2 C7 maps it would take to level them to 50. I hold out hope for this game, which is why I will still linger around the forums waiting and hoping that the Endgame content is enough to keep me hooked, but more and more I look longingly at the Steam Store wishing there was a competitor game in the spirit of this genre other than OMD:U to scratch this itch.
  4. I'm in the same boat as Geo - Mastery scratched my itch until I was significantly far into it that I realized the monotony of it as well. It was refreshing to pick a map to play, but that's only going to carry you so far. It makes me really sad, because as a genre this game doesn't have a lot of competition (OMD:U floundered and withered on the vine), and I've already quit for a year once. I look forward to the end-of-year content update, but I can't bring myself to slog through Mastery. I'm a white-collar worker, I'm never going to be home in time to patch and play when it hits, so chasing leaderboards is a useless endeavor, and short of that, I have some cosmetics and one shard per week to look forward to. Thanks, but no thanks.
  5. I'd be totally on-board with a system where you can destroy an item, for a gold or medal fee, to "store" its cosmetic appearance, and then pay to apply that appearance to a weapon of the same type. For example, when I'm feeling like summer swim trunks Squire, I'd love to rock a wooden sword (basically a plank) and the seashell shield, and I'm more than happy to pay to apply that appearance to a weapon and shield I'd actually use.
  6. It's not intended for progression for a C7 player. If you're currently in C1 it allows you to get some gear from Mastery as well as the standard Trials, which is a good thing. If you're C7 you're not doing it for gear anyways, you're doing it for everything else. You'd think tiered rewards and a hyper shard, along with another mode to play would satiate some people, dang. If you want gear that badly, throw your hyper shard with power transfer on a relic and easy-peasy farm the tier you're at.
  7. The only issue I see is the build phase limitation, everything else is moot. Even with the build phase one, current 3rd place finisher of all 105 stars was 100% solo, so.... get gud?
  8. 70% is a helluva boost to then apply to Power Transfer. Goodness me.
  9. Can any of you supremely attractive defenders give me an honest assessment of how the normalizing has affected the Mastery Challenges? I won't have a chance to play this update until the weekend (and many tears were had), but I want a bit of planning on what I'm getting involved in. Are orbs really out? Do your shards still make the maps a bit of a breeze on C1 (which I would honestly expect, the big test I think is going to be C5)? Hype me up, friendos, and look forward to my overly sarcastic self running through the challenges on public matches this weekend (that is, if most of you even have any maps left to do at that point)!
  10. I feel it in the core of my being - all those Rate Shards that I sold for space the past month, and I'm going to really want them for the Mastery Mode with gear being normalized.
  11. I think the issue is that we already have inventory clutter, and if you're not actively using one of these shards, it's a permanent piece of clutter until you put it on a piece of gear. Some folks like me are already using random "bad" Legendaries to hold 3 shards just to save on space (and I have max bags, mind you!)
  12. You're going to make me finally create a Twitter account, aren't you? You sly devil, you.
  13. Yeah with the meteor shard (forget what it's actually called). Those things go through walls, geodes, self-checkout lines, resources, and time.
  14. Fun fact - her flight time is 300 seconds, so "unlimited" in the sense that most waves will never last that long, but you do drop eventually.
  15. I like the passives idea, but there would definitely need to be builder passives if there are no empowerment stats - because I'm almost certainly not using any of my builders in the active phase - occasionally the Mystic for giggles and the EV2 is definitely an exception, but other than that... without builder passives there would be even less incentive than there is now (which is hardly any, if any at all) for builders to have pets or to invest in upgrading one if they did.
  16. I was spending a bunch of medals on Pet Affection Boosters, cause why the heck not, to get some of my builder pets to 60 yesterday in the vain hopes that eventually they'll be useful again. When looking at empowerment stats, I thought "eh, this is one zero away from mattering". A lot of abilities on pets are perfectly fine, but as far as DPS of the pet itself and empowerment stats go, they're dumpsters, and Oscar has a monopoly on living in trash cans, if you believe this cease and desist letter my G4T0 got in the mail. I'd wholeheartedly support a "band-aid" fix of just adding a 10x boost to empowerment stats in lieu of a complete overhaul of the pet system. Empowerment stats at 3000 instead of 300 at max level would instantly matter and provide some tangible benefit. The only viable counterargument would probably be "What about c1 players progressing, a pet at max is 2.8x stronger than their relic", and my response is "So? They invested a bunch of money, pet food, and over 100 maps of time into that pet. Let them feel like they earned some power for it." DPS on pets is a whole separate issue, and I don't particularly care how hard my pet hits with its basic attacks because Gato Fireworks more than makes up for it (whenever I remember to actually use it!)
  17. I can't in good conscience use the Adept because her running animation makes my eye twitch. Sounds silly, I know, but running from place to place is like 60% of what you're doing as a dps character, and I can't stand her run.
  18. Yeah, the scaling on damage stats over investment in crit damage is a bit of a joke. Towers have a little more incentive to invest in damage with 10% less crit chance, but the only Hero Damage I ever have on a character is from their weapon and Ascension, because they get soooo much more from crit damage (and health is mandatory on at least a few pieces as long as roller rockets and assassins are a thing).
  19. Meowmere also has the hidden passive of being so fun/goofy that I'm actually working on finishing up some DPS Squire and some Dryad gear just so I can run around launching cats at gobus. It's by far the best wayfarer weapon for fun, which is honestly what I'm interested in at this point. If I want to tryhard, I could just use nuke Monk or Needle Gunwitch.
  20. I agree that it feels a little too long. There have been many times where I have gotten a little frustrated at the wait when I was in the middle of a big inventory sort.
  21. I guess everyone I use in active phase is AP then, because I tend to do crit dmg/hero health/ability power on everything since crit damage on 40% crit chance for heroes is really easy to have activating perpetually.
  22. Meowmere shoots bouncing cats that leave rainbow trails. What more do you need to know?
  23. I like the idea! It seems a little excessive for comboing, but that's not necessarily a bad thing. More combos are always fun.
  24. Cosigned. Speed Boost is great, Quake is extremely "meh", and some heroes don't even have a 3rd shard to put there. It might be a weird bit of coding to implement a double jump, but even just making jump height higher would work since the main issue is having to walk around (or, what I more often do, swap to Gunwitch to get there) or jump to different lanes on maps like Dragonfall Sewers.
  25. GARTH: THE GOBU BOMBER Garth, a mostly reformed Gobu Bomber, uses some of the tricks of the old ones and a lot of blasting powder to fight for the freedom of his tribe, currently held firmly in the clutches of the Harbinger. And he's a Gobu, which is like 75 percent of why I would buy him as soon as the patch dropped. STORY: Garth was just a regular Gobu, doing what Gobus do. The Harbinger, like the jerk that he is, used his sneaky magic ways to influence the rather simple minds of Garth's Gobu tribe and led them once again to the front lines of the Old One's conflict. Garth didn't really have a choice but to obey, and lacked the capacity to really do anything about the Harbinger's meanie-face practices. That all changed one fateful day, when Garth and his regiment were deployed on a small airship to board another airship where a cart of sweet, sweet crystals were being kept. Garth and his battle buddies fought valiantly. Garth himself led a charge on the airship, and ran onto the enemies deck. Arrows were flying (this was 2015, you see, and the Huntress was at the forefront of the Resistance, she's now apparently taken a much more advisory role so that the loud-mouth Monk that never stops talking could hog a lot of the glory), cannons were going off, and Gobus were being devastated over and over. The battle was, as we military-minded folks say, "a big ol' whoopsiedoodle". Garth participated in a charge straight towards a barricade in front of the cart of crystals, when suddenly the Gobu in front of him activated a tripwire, sending the poor lad straight into Garth, wrong side first, knocking him out cold. When Garth came to, he, for the first time in a very long time, WONDERED something: Why was he fighting? WHO was he fighting? Who cared about these crystals? Why would any self-respecting Gobu participate in such a stupid battle tactic as "run in a straight line at this heavily-guarded position"? You see, the Harbinger's (temporary) defeat, and Garth's pretty-serious-and-should-probaby-be-looked-at-by-a-Gobu-physican concussion, had broken the means by which the Harbinger was exercising control over Garth. Other Gobus did not share this fate, however, and the remains of Garth's regiment had long since dropped the plank bridge and fled the battle. As Garth came to, he was greeted by some very stern-looking hero types, all with weapons drawn. Garth was pretty sure that he was going to go the way of so many other Gobus that day. He sighed, closed his eyes, placed his hands in the air and waited. But no blow came. You see, these hero types weren't the jerk-faces he figured they were. They weren't just gong to war with the Old Ones for the fun of it, even though hero types do seem to be rather fond of violence. And Garth was acting very unlike any other Gobu they'd encountered up to that point, except for that one weird one that they had to protect years ago, in a simpler time when they were all children. And so it came to pass that Garth, once a simple peon in a grand war not of his choosing became the newest addition to the Resistance of the Old One's Army. Garth fights for the freedom of his Gobu comrades, and for all the other green, blue, and occasionally purple critters that the Harbinger has manipulated into service. He has come to the realization that he has to do what he has to do to help save his people, even if that means fighting them at the moment, and I GUESS helping save Etheria in the process. He couldn't really care less about some silly crystals, and wonders why he ever did. It was probably the Harbinger's fault though, since a lot of things seem to be. ABILITIES: Freed from the influence of the Harbinger, Garth has taken to military tactics and attacks much more effective than the patently ridiculous siege plans of "keep running in a straight line towards the enemy". As such, he's picked up a couple of tricks along the way! Basic Attack: Garth throws bombs from his trusty "Gobu-mb Satchel". Unlike other projectiles, Garth's travel in a slight upward arc before falling to the ground after a certain distance. He can only throw so far, what do you expect? Tom Brady with green skin? Alternate Attack: Garth takes aim, winds up, and throws a spear that pierces up to a certain amount of enemies and curses each enemy hit. Working with the Old Ones left him with some mean tricks! First Ability: Wait And See: Garth places a small explosive canister on the ground up to three times. After the third placement, Garth may reactivate this skill to detonate the canisters for an explosive surprise to any poor fools caught on top of them. Second Ability: Hijack: Garth rocket jumps to the air to ride in an uhh.... "acquired" Goblin Copter for a period of time. While in the Copter, Garth may rain explosive chaos upon enemies below with primary attacks and alternate attacks. Activating any skill other than Hijack, or reactivating Hijack, ends the duration early. Third Ability: Garth Books: Garth pulls out his ultimate weapon! A book. Not a particularly interesting book, either. However, using the secret art passed down for genera..... okay. He just swings his book in a short arc in front of him, dealing no damage. BUT, thanks to the way Garth came into the fold, he has since figured out just where to hit someone in the head to make them forget things, like where their Goblin Copter went. Garth Books charms enemies hit for a period of time, making them attack their allies in a fit of post-brainwash recently-concussed confusion. Fourth Ability: Spawn Protection: Garth channels a shield for a percentage of his Ability Power. While channeling, Garth recovers a portion of his health per second. The shield reflects projectiles and mitigates all other damage up to the shield amount. TOWERS Tower One: Stolen Shield - Type: Blockade; Cost: 20 DU - Garth plants a stolen Vanguard shield firmly in the ground to block off enemies. A cheap barricade, but a fairly narrow one. The shield breaks projectiles, taking drastically reduced damage. The width of the barricade, and the lower health of the barricade due to its 20 DU scaling would likely prevent it from being a primary wall, but the niche of breaking projectiles would guarantee a that Garth would thrive in at long lanes where Hex Throwers and Malthiuses can take potshots at walls from the spawn, or extremely short lanes by subobjectives that routinely fall victim to these same issues. Tower Two: Firework Cart - Type: Projectile, Air Only; Cost: 30 DU - Garth places a cart of fireworks to shoot at air enemies within its narrow targeting arc. Fight explosions with explosions! An anti-air tower, and 20 DU cheaper than Skyguard, 10 cheaper than Hailstorm. To make up for the saved DU, the tower would have a narrower targeting field angle but a comparable targeting range. This would reward good placement at the cost of the reliability of Skyguard's 360 degree targeting. As it's launching fireworks, the tower would do damage in a small area upon impact, outshining Skyguards against larger packs of simultaneous air enemies, while not hitting as hard as the Hailstorm does to single targets and each hit of the Skyguard would do. Tower Three: Gobu Mech Compressor - Type: Aura; Cost 50 DU - Garth places a refurbished mech compressor on the ground. The compressor doesn't quite work correctly, and constantly spews hot steam or hot oil over an area, damaging and drenching or oiling enemies. An aura tower, slightly smaller than the Flame Aura, for 50 DU. Sounds steep, and it is, but it comes with a drench effect or oil effect that alternates via an internal chance checker. Those effects on an aura open up a lot of nasty combos, so the price has to match. Tower Four: Hammer Time - Type: Ground Target, Area; Cost 40-50 DU - Garth places a simple, but devastatingly effective, lever system at a location which swings a bundle of orc hammers, held together with hope, dreams, and a lot of tape, repeatedly at a target location. A ground target tower that can only target a specific area of ground. Basically, Garth would place the lever system to the side of the lane, and then select the area within the system's range where the hammers would hit. Would be fantastic at chokepoints, and is a type of tower we don't have right now, so it would be interesting to see. The tower wouldn't be able to target specific enemies, which means it really ought to pack a wallop on its area, but I for one would be incredibly satisfied to drop the hammer (quite literally) on some baddies. And that's it folks. This started as a fun side thought for me, but as I got into it I thought "Hey why don't we have a tower that does x?" and "Hey why don't we have a hero that's unapologetically goofy with their defenses?" and ran with it. Hope you like it, for those of you that actually read it. >.> Cheers, and stay safe out there. War were declared.
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