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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. 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.
  15. 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).
  16. 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 :)
  17. 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 something for omega waves. It just turns out its not really about making walls viable, its about changing the playstyle from afk to engaged and that requires nerfing dps defenses. Thats why we need all the suggested changes to really make it happen. Of course this is just what I want, I respect it if you like the current game and only want to see walls viable in the same way flame auras are. Same as the above: Its not about making walls viable its about changing the afk playstyle that too many players (inculding myself) has adopted. I just tried playing through campaign again where it felt very much like I imagine it will after such a balance change as suggested. It was a blast compared to anything else this game has to offer. Obviously we are all different so I think its good that you enjoy the game as is. I have just had a bit too many impulses compelling me to think that the community in general could benefit from these changes. So as you see, I am not specifically encouraging variety, I am encourging a more engaging playstyle for those of us that have grown a bit unengaged by all the ways to basically afk.
  18. Agreed, they should put it up on the wiki
  19. What do you use to buff the boost aura? Does destructive pylon work?
  20. 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, as there are so many better options (for instance any anti-mod), so my advise would probably be to just use somethiing else and not bother with using it.
  21. 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 action part has been a bit lackluster - hence this post. It has nothing to do with me liking walls, just missing the action part as I can remember it from before.
  22. 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 you are thaught to build during the campaign and just the way one would think made the most sence in general. I think what is way more alienating is new player discovering that most of what they knew about strategy in this game was not even close to what the reality of how the best way to build is. The only ones that would really get shafted would be the top players that have invested far too much time into their maxed relics and specific builds used to spawn camp enemies. Even so, I think these players would adapt after a couple of hrs into the new patch and I think that even their maxed relics would prove to be close to the perfect relics anyway, so its really just a matter of figuring out which defenses works well together and ofc finding a descent totem for your blockades (which most of us would have done in preparation). To me, this would be like a breath of fresh air. There is nothing so fun to me as trying to come up with the most "OP" builds possible on patch day and the following days.
  23. 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 it exciting, but the problem is that the way there is pretty unengaging. I pushed to floor 203 and watched netflix or yt on every single floor, then stopped cuz I got way to burnt out just sitting there, only moving when I saw bosses come out and occassionally just to check that everything was going smooth. There is also the problem that in order to get materials and xp, c7 expeditions, which is even less engagin, is kind of a must-farm mode. For the last part though. Of course, I completely understand that they are busy with DD:A, but when it comes to completely warping the game, it has been done multiple times before. I believe they said that they will keep working on DD2 even after DD:A is out and I am quite sure that "only" doing this, would be way more influential and time-efficient than producing new content, at least as far as providing a breath of fresh air goes. I dont want to do floor 50 and c7 expeditions to challenge myself. Presumably I am not the only player that is too proud to nerf myself like that. I want to be able to say I can beat the most challenging aspects of the game because of superior strategy, experience and pushing what can be achieved in the game, not that I was able to beat something that almost all experienced players could beat with their eyes closed because I wanted to try something random. I said I think this would also make the game more engaging. That does not only apply to me. It applies to all players. I recently tried farming some c7 in public and well, I almost started feeling uncomfortable because no-one except the person building (me) was actually playing the game. They just sat there with their macro G buttons and moved occasionally just to clear their bags. The only reason they even bothered to log in and join on this lobby was so that they could free loot and xp while someone else built and then afked with them. I dont know if I am just being stupid, but people playing together and at same time not really playing together seems pretty weird to me. As much as I think this would be fun for me, I also feel like it would be good for the community to be more engaged and actually play together. This is just my opinion though. Cool challenge btw, seems interesting, if I get too burnt out one day and nothing changes, I think I might try it ( even though it goes against everything I just said xD ). Edit: btw, flame throwers can be quite useful in certain situations. Obviously not without shards or anything, but did you know that you can reach the range cap with just a range mod leaving you with tons of options to customize them. They can be quite mean in high roller lanes.
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