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About lightrayne

  1. I'll see if my stats contributor will want to do that. I'm assuming you mean the shards that no longer drop currently in the game. For now, I will exclude them, since I'm mostly aiming for information to help current players use the available resources.
  2. Floor 80+. Since a lot of people are asking about drop locations and stat ranges, I decided to link the relevant parts of the spreadsheets of those collecting that data. :P You can now see those links at the bottom of each of my MODS tables.
  3. Hey all! For those who haven’t seen it yet, I’m currently working on a compilation project to help get some requested information into the DD2 wiki once Lawlta sorts it out. I have a few people working with me so far,but I’d like to invite more of the community to help contribute and provide feedback if possible. For now, my goal is to provide some basic information to cover some of the common questions that may have arisen from Protean Shift such as “What MODS are available in game?”, “What are the values of the Gilded Shards?”, “What are the ATK Rate and Range caps?”, and “What MODS categories belong to each enemy?”. Current Focus Gilded Shards: If you possess a gilded shard not already listed and would like to add it to the list, please send me a screenshot of the gilded shard. I can fill in the rest as I own at least one copy of every chaos shard in the game.MODS: I believe I’m only missing a few hero weapon chips at this point. If you possess any MODS not already recorded and would like to add it to the list, please send me a screenshot of it. For now, I'm mainly looking for the name and description. I'd like to add drop locations and ranges if someone would like to add it later.Defense Range Caps: If someone with maxed range gambits, Deadly Strikes, Vicious Strikes, and a maxed Defense Range Servo could test range caps for me, I would appreciate it. All the currently listed values with a “+” in it may or may not have a cap. Feedback/Contributions I appreciate any feedback you can provide to help me make this resource better until the wiki migration. Is the information easy to read and find? Did I make a mistake somewhere? Is there any other type of information that you would find useful on something like this?If you also have a resource that you would like to share, I can link it somewhere on the sheets or can merge the data, either to existing sheets or making its own tab. For any concerns about this resource, contact me via discord (as mentioned on the intro page) or leave a message here. Thank you for your time! :)
  4. FYI - link not working right now Fixed it. Thanks. I guess the forums doesn't like shortened URLs or something. :P
  5. I've started compiling one here, based on what I know and what others have shared with me. It is by no means complete, but I hope the community or the devs will help sort it out.
  6. In general, in addition to the fun factor, I personally feel newer players should pick heroes who offer the most options for endgame progression. My top recommendations would be EV2, Mystic, Dryad, or Abyss Lord. If you want a summary of the premium heroes and their features, check out this recent guide I made. Personally, I'd pick EV2 between your choices because she has some generally useful unique utility as a builder and she can hybrid as a builder and DPS earlier than other characters due to not needing range talents.
  7. Yes to both. Cannons are not as strong as they used to be, but it's been my go-to CC ranged defense, barring the obvious anti-projectile mechanics. I've used them very often on my 55-114 floor climb often to slow down enemies with annoying mutators and automate some bosses. Stun fire can still have a chance to proc AoE stun combined with a Heavy Cannonball proc, too.
  8. Since I wasn't able to go into more detail in my big post, I hope this is a good place to drop some quick feedback specific to the Ancient Power reset system. Overall, I feel like the current drawbacks of the Ancient Power outweigh the benefits for me. My biggest gripes at this point are having to regear repeatedly and I feel like I lose too much ascension. The shard change listed above is already a pretty huge step in the right direction. if I want to play all my heroes, I have to do a lot more gear comparisons than if I just limit myself to just heroes essential for re-progression. Ideally, a set-and-forget system for gear (weapons, armor, and relics) would be very convenient after the initial progression, but anything that lets me play the game more than the inventory would make resets less painful. I feel like Ascension should either not be a cost to do an Ancient Power reset or the cost should be severely reduced. Having a high ascension really improves the quality of life of the game and you lose a lot of it from the current Ancient Power reset system, especially with the talent cap increase. It feels rewarding to have a high ascension because a single hero can effectively use many defenses and can even be used in combat. When you reset, you have to create multiple heroes to focus your talents for specific defenses/roles. In practice, this sometimes leads to accidentally using the wrong hero, and you may never get to feel the impact of increased talent caps. Every reset makes your ascension low enough that you almost never feel stronger than just the basic milestones (60 for crit chance, 210 for range). Every reset should make you feel some sort of progression. Regearing again feels more like I just reset my game just to experience basic progression. Losing a lot of ascension takes away the great convenience of keeping talents on one hero and it doesn't let me feel the effects of talent cap increases until much later.
  9. I agree. The current system also makes it so that some skins are so exclusive that you can only get it through the RNG of Defender Packs. Some customers want a way to eventually buy these exclusive skins and long time players may end up losing interest in trying to get defender packs. I think this situation will get even worse if new skins and other things are added to Defender Packs. It's already hard to get the skins from the previous lockboxes. The most "fair" loot box system I've had is the one one Heroes of the Storm. DD2's lootbox system is similar except that there's an opportunity for players to eventually buy their desired skin. Whenever a player gets a duplicate skin from the loot box, they get a currency (called Shards in HotS) that they can save up to purchase skins. With this system, someone that plays the game long enough and/or someone who wants to buy a lot of loot boxes can eventually get the exact skin they want. On top of that, Heroes of the Storm gives more opportunities for players to earn guaranteed loot boxes, which is another thing I hope comes to DD2 (weekly quest reward maybe?). I hope we can get something similar in DD2 or something better to get players excited about collecting skins.
  10. It's explained in detail in the doc link. We don't have to recollect shards or pets, so I think not having to recollect gear would make the reprogression process more tolerable and players would be more willing to commit to more heroes. Right now, many are forcing themselves to play Dryad to minimize gear requirements for reprogression. My suggestion was to have a system that allows gear (weapons/armor/relics) to be reused, allowing you to upgrade your stats by tiers, provided certain requirements were met (floor requirements was an example). This way, you won't have to keep comparing gear drops if you want to play more heroes during reprogression.
  11. When I was drafting my feedback post, it ended up going over 10 pages, even when I cut some things out, so I decided to just link a formatted doc here. Feedback Doc Topics/Summary Onslaught Floor Structure Change: 3 consecutive floors too much, 2 floors max, less lost temple for varietyPlayer Segregation: floor-progression focus makes it hard to share common goalsReusable Gear: reprogression with gear should be similar to shards and pets Enemy/Mutator Balance Controlled Burn (Air and Cybork Combo Lanes): Controlled Burn options severely restricted with certain combosBullet Sponge (Air Lanes): Bullet Sponge counters anti-air hard and removal is sometimes limitedWall Leech and Vampiric: self-healing bosses feel overtuned at timesCyborks: most crippling enemy type Frost Orcs: similar to CyborksUnexpected Lane Hard Counters: RNG bosses should not hard counter a lane built specifically for the regular enemies Improving the New Player Experience Hero Ability Tooltips: current descriptions vague, needs cooldown and durations listed to see shard effects more clearlyDefense Tooltips: defense types matter now, include physical/magical, projectile, etc.Enemy Icon "Beastiary": enemy icons need more relevant information conveniently available while in a map, maybe in-game resource with icon chart and short descriptions Rotating Reward Systems (Dailies/Weeklies) New Quest Ideas: quests need more variety than just winning maps More Reward Types: defender medals aren't the only major rewards players need these days
  12. They have done this several times before, and I really think the weekly needs to be revamped. I feel newer players need Defender Medals more than long-time players, and a carry isn't always available. The non-incursion weeklies are much more inclusive.
  13. The Mastery Ascension Talent Caps are as follows: C1 - C4 = 0 AscensionC5 = 5 AscensionC6 - C7 = 10 Ascension (They need to make this more clear beyond an old post I can't find anymore) The reason you had better DPS with the Medallion is probably because your usual Defense Crit Chance talent (+20% Defense Crit Chance) isn't available in C4 Mastery, where your ascension talent cap is 0. You would only have the base +10%, and if you don't crit often, you're not getting the best use of the Defense Crit Damage stat. You could technically remedy this somewhat if you used the Defensive Critical Strikes shard (+15% Defense Crit Chance). Destruction and Defense Rate were my usual minimum shards for decent damage on a Medallion or, if you want a more crit-based setup, use at least Defensive Critical Strikes and Power Transfer (for Medallions)/Defensive Critical Damage (for Marks). This varied by defenses, but here's my Mastery Builds/Notes if you're interested. I think you meant Flamethrower Towers. :P
  14. Fissures can be useful if you need to stack auras closer together or stack on flame auras for short lanes, and Oil Geysers are mainly used for their utility for some Controlled Burn mutator lanes. I'd prioritize EV2's Proton Beams first, since WMs are often expensive to useHere's my endgame builds if you need some examples (ascension priority suggestions included) for some effective setups I've been using at higher floors. Defense Speed has more value early on because most defenses get diminishing returns on speed when you approach C7 relics (approaches speed cap). I would only consider this for characters who are using multiple defenses (e.g. Monk with FA and SGT) to increase the DPS of more than one defense.The Defense Power Talent eventually provides a net gain over the DP loss from the range gambits, so it's not bad as long as you're putting points into the DP Talent that are greater than or equal to the points of the range gambit. Blockades do not have range gambits, by the way -- only certain defenses.Also, I recommend watching these if you haven't already: Juicebags's Builder Ascension Guide Juicebags's Hero Ascension Guide Juicebags's Hero and Defense Spotlights Playlist
  15. I don't know if you still need these, but here's some spreadsheets that can help: Exglint's Onslaught Spreadsheet (enemy info) My Defense Type Reference Spreadsheet
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