Jump to content

hajum023

Defender-In-Training
  • Content Count

    111
  • Joined

  • Last visited

Community Reputation

16 Good

About hajum023

Recent Profile Visitors

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

  1. Onslaught is supposed to be endless so I dont think CG wants us to go past 950. Maybe not half-assed, just lack-luster when it comes to the farming potential we would expect from "endgame" content. At least I think a few of these maps will be more fun to play than expeditions or grinding onslaught for days (counted in number of hrs) just to get to that same difficulty.
  2. The bows absolutely suck, although the other weapons are alright I only concern myself with the bows and burst shot is really bad. My c7 double shot out-dpses that and has more chances to proc stuns, I instantly sell all the bows I find bc I really dont want to look at them. Also less xp, less items and no materials (especially the no materials one) makes these map really unrewarding to play after you got your hypershards. Still, im excited to beat betsy a few times and then move on to dda, but please let us have some cool bows soon CG!
  3. Im not so familiar with dd1 split-screeen, so Im kinda wondering how it works? Do the different accounts have separate inventories and characters? If so, and with the change over to instanced loot and shared xp, there would be an easy way to fix this, just dont allow trading and there would be no way to get more items/currency on your main acc. Alternatively there could be a limit as to what, and for how much, could be traded. If not I definetely see how this could be tricky to balance, unless of course by some chance we had separate stuff in dda. I do however have some thoughts on how we could balance this. (And coincidentally fix a few of the public match struggles.); Make a system to track certain activities for each acc like dps from both heroes and defenses, upgrades, repairs and/or perhaps some other ones, and set up certain thresholds for each. Then make it so that if the thresholds for maybe 2 or 3 of n number of activities or whatever are not completed by the end of each map, no special rewards, less (or no) gold/mana and xp, and potentially less (or no) of some other rewards. [This would only come into effect when there is more than one player and only effects the person who did not meet the requirements, not everyone else.] Coincidentall note: I think this would be quite an efficient method of preventing afk-ing in public matches. Aditionally, it would be a great way to force players to build on their own wich hopefully creates more interactivity and balanced parties in public matches since weaker players would not be able to meet the required thresholds and thus get less rewards. (Assuming we let dps from both heroes and defenses stay as an absolute measure.) Note: Yes this could work for better or worse depending on the balance and yes it would be a demanding task, but it could in theory fix a lot of issues people have with the previous games.
  4. My solution to revive walls (tl:dr): 1. Reduce the damage of all dps defenses 2. Remove damage scaling on onslaught enemies Now we have no reason to use walls as they are unnecessary, and in high onslaught they are more or less useless. Edit: Here is the full version.
  5. Similar thoughts was recently discussed, but I decided to make a new topic as there were many different takes and discussions, and I wanted to share my take on only some of it and in a somewhat elaborate manner. I think the hero deck system is a good qol concept, but it encourages players to play with fewer heroes bc the interface makes it more troublesome to swap between other heroes as you first have to swap them into your deck and then swap out to them. Assuming we have quick access to the forge/inventory I would really like to see a swapping interface a bit similar to the "browse all" or whatever in dd2 and just have that be the default swapping interface and not the hero deck. (this also means playing one hero through the combat phase) - Before further specifying the "browse all" feature I have in mind, I would like to stress that the size of each hero card should be smaller (like in dd2) to be able to fit more of them on each page. Now, I would love to see a better sorting system of the hero cards; much like the different pages in the dd2 bag system, lets have separate pages for each hero so that we are quickly able to filter out all the heroes we are not looking for. This would basically remove every need to manually reorganize our decks and it would be easier to implement more heroes into your build (assuming one has the gear for it) and, more specifically, make it easier to play with multiple iterations of each hero (i.e. one squire for walls, one for ballistas etc. ) as they would be easy to find. Additionally, I would love separating the swapping interface from the inventory interface; Have it so that holding down one button would brings up a window in the middle of the screen that lets you swap heroes while also being able to move your current character (so that it works very similar to hot swap, but with all heroes). Furthermore, ofc have this be available while in inventory so that you can swap heroes there as well. Note: If we had a small, limited number of hero cards and not a whole ton, I would love to have this same system, except for all the sorting options as they would be kind of unnecessary. I'm all about pressing the least amount of buttons to swap heroes while having this system also feel fluent and intuitive, and be easily adjustable to changes, so please let me know if you can think of any other/better ways to optimize this. (the more detailed description the better)
  6. I wish for: 1. A sort of conclusion/setting up for dda or dd3 in terms of lore. 2. Balance changes to make certain damaging defenses more rewarding in comparison to something like FA, ideally It would come in the form of appropriate nerfs to all sources of damage, much like discussed in this rescent post. 3. A game mode/boss fight that can be played at two different difficulties; normal mode (c7) and hard mode. For hard mode you would need some power in terms of gilded shards, c8 gear, ap or high asc combined with a lot of knowledge about the game to beat it, and should be difficult as hell, but also rewarding. 4. Special rewards such as exclusive weapons, flairs, mods, titles or shards, or a combination of multiple of these (and then NOT have everything go to the barb) Remember, this isnt epic or anything, there's not infinite resources to go around to both dd2 and dda. The biggest thing they could do for me is focus a lot of attention on balance changes and make a fun mode that adds something to the lore.
  7. As long as its a endgame mode with a fun experience that has nothing to do with onslaught I'm happy.
  8. Gearscore idea sounds like a good idea. Currently in dd2 its only based on the highest geared hero, maybe it would be better to base it of some avg of maybe your top 3 heroes in dda assuming defense stat points comes from armor pieces just like in dd1 bc you would most likely need a few options for defenses to complete new tiers of difficulty. Skins, cool. Visible armor, cool i guess, wont be mad if it isnt there at lanuch and wont be mad if it doesnt come at all. Definetely agree we could benefit from some better dps gameplay. Certain mechanics like sprinting, stamina and rolling/dodging comes into mind as more exciting movement options, maybe using abilities at a certain point in your melee attack pattern could make them either stronger or weaker but at the same time, have longer cooldowns and cost more mana. I was a really big fan of the passive system from early dd2. Really hope they can make something like that - just maybe not necessarily as dominant with two-three passives per armor piece. I was thinking something like an impactful passive as maybe set bonus or have armor pieces roll with one passive or maybe have unique passives for special items like the incursion weapons back when they were good. All in all, im just excited to play dd1 with an alternate story and better UI and qol. Really hope for a best of both worlds with dd1 and dd2 combined, hoping they draw some inspiration from early dd2, especially before all the powercreep just broke certain aspects of the game. Hope they dont go over board with the amount of customization like dd2 with both shards and mods. Ideally I would love to see a simple level up tree and then armor pieces with some sort of simple passive system that could bring interesting and, to some extent, powerful passives, without breaking the game. I would much rather see different passives and new heroes than too many customization systems, altough we ofc need some of it to make the game more interesting.
  9. Not saying it would be bad for the game, just saying its a bit reduntant as you can get the same loot anyway. I am all for new content, but I think CG could do other things to spice up the game instead and be more rewarded for the time spendt. For instance to make incusrsions farmable at any difficulty and also have actual rewards.
  10. We already have adjustable c7 with c8 loot, its called onslaught...
  11. I agree we should have more anit-air towers. Can't find it rn, but I do remember either posting or just crafting a thread about changes I would make to defenses. One of the main changes was changing a few defenses like angry nimbus or volcano to be anti-air defenses. Skyguards and hailstorm tower should really get a buff too, I haven't used a single anti-air defense in any serious build for a very long time now, kinda sucks with the monk, but he has other good tools, the worst is honestly adept that only has that one defense that makes her special. I don't even have an adept in my deck at all right now as I dont dps on her. I dont think anyone is suggesting stopping people from progressing and getting upgrades. The intent is just to scale down a few numbers so that we dont hit numbers that the game can't handle and also change the playstyle a bit as, for me, the current playstyle of cc + dps has becomed a bit stale compared to what it used to be in previous iterations.
  12. Fair point. Its just that it takes too long before the challenge hits so that people (including me) gets burnt out way before we even get there. Its not like we choose to do 1+1 all the time bc we want to, but before we are allowed to do something more difficult, we just have to do it too many times. Its not a nerf to IQ, its a nerf to the how long it takes before something more challenging comes around.
  13. Yes, except weapons, weapon mods are a separate thing. All the other armor pieces tho you can use the same three mods on all of them.
  14. Ahh, so I take it you read it as a "Just straight up buff your defense" servo? Its really meant as a "If your defense is already being buffed by another source, then and only then, will this servo buff it even more" servo.
×
×
  • Create New...