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Everything posted by hajum023

  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. 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.
  4. 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 i
  5. As long as its a endgame mode with a fun experience that has nothing to do with onslaught I'm happy.
  6. 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.
  7. We already have adjustable c7 with c8 loot, its called onslaught...
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. This is a lot of maths, just leaving it here in case you wanna see the maths for it. TL;DR is; crit no good, power no good and anit-mod very good. (except for certain defenses like boost aura where anti-mods has no effect).
  13. I would love this (assuming you meant one 10/10 mod ofc and not a relic full of 10/10s). I think for balance reasons with resets in mind, I think should have its nown bar counting the number of maps done and not just be handed out at floor 50, 100 and so on, would be kinda hard to balance if you could get these rewards every 30 floors :)
  14. I was thinking the same thing for a long while, but then I started thinking of how I would buff blockades. I think that either way, one thing that has to happen is removing/severely nerfing the enemy damage scaling in onslaught if blockades are to be viable at any point in the game and not be too strong or too weak at any point because its not balanced around that point of progression. At this point, I thought that was about all we needed, and honestly, if you only want blockades to be viable, this would be it, and I think that in itself would be a welcome change especially if you need so
  15. Agreed, they should put it up on the wiki
  16. What do you use to buff the boost aura? Does destructive pylon work?
  17. There are only a few ways to buff a defense in the game, its not the same as staying above 90% health. The two ways im absolutely certain counts as buffs is to buff you flame aura with a boost aura or buff beam. I do know that some 'buffs' that one might think would count as buffs actually doesnt. I dont have any examples right now, but my advise would just be to test for yourself if you really want use buff servo. Things id look into is power pylon, destructive pylon and frsoty power to name a few others to get you started. However, I dont really think buff servo is worth using at all,
  18. Are you trying to be funny or did you just not read my comments explaining how I dont think this would alienate the player base, but in fact bring it closer together by bringing top players closer to the strategies of newer players and imo a more intuitive way of thinking about the tower defense aspect. Not trying to hang you out or anything, I would just be very happy for some sort of reasoning of your perspective rather than throwing out accusations like that. Just a sidenote, but I would also like to stress the fact that this is an action tower defense game, lately I feel like the
  19. Just to get a bit of context, how do you define mid-tier players? I`m gonna assume something like players with none/few gilded shards and 10/10 mods, but for the most part has pretty good builds and defenses. I dont really see how these players would get "shafted" as I personally would find a build using blockades far more intuitive and easier to wrap my head around, when the build you are currently trying to copy (and many times, not fully grasping) will stop being effective. I feel like new players especially would benefit from this, as now, endgame builds would look more like the way y
  20. Really, walls are being used in many builds? (just a bit suprised here) I have seen slight usage of the electric fingers orc blockades and ofc Juice doing some onslaught floor with spike blokades pretty recently. However I have yet to see anyone using blockades as one of their main defenses. I am also familiar with using them as decoys for enemies like throwers. I just find the number of ways I have seen them usedto be a little too niche to really say they are common for endgame players. Of course I am always up for suprises. I could always push a couple of hundred floors to make
  21. I miss using walls. I miss actually fortifying a lane for the onslaught of enemies that didnt die instantly to my dps defenses. I suggest: 1. Reduce ALL dps aspects of all defenses and heroes by like 50-75% (edit: more like 90%) (also super nerf mods/shards/abilities like frostfire remnants, turn the tides/barb heal and monk boost) 2. Remove the damage scaling of enemies in onslaught 3. Adjust number of waves, number of mobs, the reward system, reset floors, etc. to balance the time investments as this will most likely lead to longer waves (maybe make each wave a bit more
  22. I am not the first person with this idea, and honestly I think it should have been acted on ages ago. (also not sure if CG has said anything regarding this so feel free to add or criticise as you see fit) The suggestion: Make it a % reduction on the debuff effect and not the debuff timer Intended interactions: - Emps make defenses deal 100 - x% less damage (not stackable by multiple emps) - Frost orc aura slows down attack rate by 100 - x% of however much it is slowed down now - Cursi-kaze reduces range and damage by 100 - x% of however much it is reduce
  23. For the most part i would just upgrade flame auras - all gilded ds and rate (+destr) and whatever three anti-mods you fancy (I usually go with melee, orc and frosty)- and lsa with the same shard setup (perhaps destructive pylon over range if you can afford it) and just three anti-mods (my prefered ones are melee, orc and miniboss), and then pair it with a water + shocking rev WM at campaign level. This combo completely makes you able to ignore headstrong flyers on your ground lanes and honestly FAs + WM can be used on every single flyer lane in the game. Note that this doesnt counter cursi-ka
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