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Ron Bloodwings

Junior Defender
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Everything posted by Ron Bloodwings

  1. Bees have good range without Deadly Strikes so I personally use Destruction, Defense Rate, and Defense Crit Damage with Power Servo, Anti-Melee, and Anti-Orc. I don't use an elemental servo because Bees are one of the select defenses that are physical damage.
  2. Well after a few more tries I got past Floor 39 Drakenfrost, it only makes me dread the eventual return of it at 49...
  3. Neat, I never actually use Maws so this is very cool to hear.
  4. Thanks for the tips (both you and others) I did have Burning Strikes the last few times I tried Drakenfrost now thanks to the shard shop. But I still had some troubles getting it to light the torches fast enough even with a Quintuple 4/s shot on my monk. I'll give this and the thoughts of others in this thread a try soon enough. Ironically, Lost Temple is perhaps my favorite map to build and strategize around for its additional lanes with each wave! Drakenfrost with its torch mechanic just plain rubs me the wrong way since it forces you to move around the map in ways you may not be prepared for. Like say; if a lane just needs a bit of extra help because a boss like Thorc or Geode Prime shows up in a lane that called for auras or projectiles but the Drakenlord freezes another lane. So you have to choose to either let one of those bosses run over your defenses or let the frozen lane get run over.
  5. To put things bluntly; Drakenfrost is my most disliked map in the game at present. In its initial release it was a neat map but after the Drakenlord arrived it quickly plummeted in fun value for me. I never in my time playing had gotten a Burning Strikes shard out of C5 and was only recently able to acquire one thanks to the new shard shop. So from the time the Drakenlord became fully active and the latest update I avoided Drakenfrost altogether solo because the map's provided mechanic of lighting torches was a joke to accomplish alone and the huntress felt very slow to light as well. This doesn't even factor in the whole invisible Drakenlord bug which I have had the misfortune of coming across the other day and made a map I already found un-fun to be outright obnoxiously difficult to etch out a win on. Then came my decision to start climbing Onslaught again... Previously, I had gotten to a higher Onslaught floor on my first reset with largely less powerful gear in terms of MODs and less ascension but have simply hit a brick wall with Drakenfrost at floor 39 and have found it to be particularly frustrating for me. The difficulty spike in the map with the Drakenlord freezing defenses feels very unfair because it punishes you not for building incorrectly but for simply not lighting the braziers fast enough which if you're using the map's provided method is nigh impossible to accomplish while Burning Strikes not proccing fast enough can cost you the map. Adding to this is the assassin factor; bad assassin timing can just plain loose you the map with no fault on the player. It should be noted I haven't experienced the invisible Drakenlord bug yet in Onslaught but seeing as I can't even handle the Drakenlord normally this would just make me leave map immediately. I greatly question whether or not I'll try to push at all after hitting such a hard stop on my climb after having little trouble getting to 39. With Drakenfrost being the only map for 39 I can't get around it either. If anyone has any suggestions on how I could progress that doesn't involve getting all my defenses to C8 with 10/10 tenacity I'd like to hear them.
  6. I'm not too bummed about the changes to poison MODS, especially since it opens up more options and self applying combos through MODS alone are very strong. I will say though that the overall changes to both the Freeze to Shatter combo as well as the Petrify effect feel a bit much. Anyone pushing high onslaught can attest that any effect that uses the stats of mobs to determine its damage is extremely powerful and this nerf is a hefty one. This does, however, mean that they can be tuned better by bumping up those numbers which I would hope is something that gets done to compensate a bit. Though that makes them a bit more boring so I'd try to spice them up and make each combo feel different. If I could wave a magic wand and make these changes instantly they'd be; Ignite does the most damage overall because the enemies are not stunned by it outright. Shattering a frozen enemy will cause the tower that shattered said enemy to always Crit. Petrified enemies gain 'Wall Aggro' so they'll still be attacked if a lane becomes impassable. Electrocuted enemies deal 5% of the storm damage that triggered Electrocute to nearby enemies over the duration of the Electrocute. This gives each combo an identity that can be built around; Ignite would have the best overall damage, Shatter makes you wanna pump up the tower's crit damage for maximum effect, Petrify gets a little bit of its taunt mechanic back, Electrocute can spread like a plague but won't deal nearly as much damage by itself and needs tower support else the enemies become resistant too soon. I recognize that this would take time to develop but these are just my thoughts. If nothing else I'd like to see Maw of the Earth Drake get its taunt back on successful petrify just to give it a unique niche since it feels like so many are overlooking that when other towers gained petrify and it became the king of CCing a lane.
  7. It can also be javelin/hex throwers throwing through walls... I've had a few times where a sub/main objective takes a shot for seemingly no reason since the patch. Thankfully the objective usually doesn't die but this certainly sounds like much more of a pain for Mastery.
  8. As someone who's gilded plenty of shards I can attest that it has always cost either 2k medals or 2mil gold.
  9. Yes, I am still coming up with new M.O.D.S., this time around with the new diminishing returns on stun effects I came up with two unique stun related MODS to really shake things up! Also I formatted the list some so it’s easier to read all those unique defense mods~ New M.O.D.S. Added! Divert Power Servo - Reduce defense health by X and increase defense power by X. Divert Damage Chip - Reduce hero health by X and increase hero power by X. Divert AP Chip - Reduce hero health by X and increase hero power by X. Entombed - Increase the stun duration of Snaking Sands by 2 seconds and deal X Earth damage per second to enemies that are stunned. Creeping Petrify - Enemies that die while petrified by Maw of the Earth Drake also petrify up to 5 enemies nearby for 2 seconds. This effect can spread one additional time. Harmony In Nature - World Tree increases the radius of the Dryad’s Blessing by X% while standing in its area of effect. Trip Wiring - Proton Beam deals X magic damage when enemies first come in contact. Double this damage if no more then 2 nodes were used. Virus Upload - Projectiles reflected by Reflect Beam become imbued with Poison and deal X earth damage over 3 seconds.
  10. I'm on the fence about this personally... On the one hand the looks of DD1 just burns my eyes these days and I can't really remember the gameplay as it has been a long time since I played it. The aformentioned eye burning doesn't make me wanna refresh my memory either. On the other hand DD2 has some fundamental flaws tied to its engine that cannot ever be fixed. For me, DDA is too early to tell, the art looks much better in Unreal 4 and the talent of the team will be used to much greater potential in that engine then Unreal 3. Only time will tell.
  11. Heeeeeey... It's been a while since I added to this... here are some new ones I came up with! New M.O.D.S. Added!Tectonic Shockwave - After hitting an enemy Earthshatter tower releases an additional shockwave one second later in a ring around its impact area that deals X% of its normal damage and applies shard effects. Thundering Anger - While corrupt, Angry Nimbus’ lightning strikes chain to up to 3 additional nearby enemies, dealing X storm damage and stunning them for 2 seconds. This effect cannot occur more then once every 6 seconds. Slime King Awakens! - Enemies that step over a Slime Pit cause the Slime King to appear, dealing X damage to all nearby enemies and instantly summoning 5 additional slimes from the Slime Pit at no cost. These slimes do not count toward the maximum number of slimes that can be summoned by the Slime Pit. Cannot occur more then once every 15 seconds. Hallucinogenic Toxin - Sand Viper has X% chance to confuse its target when it deals damage, increasing by X% every second it channels. Mantra of Karma (Initiate) - When Talisman of Empowerment expires it deals X% of all damage taken by heroes within its effect to all enemies within range.
  12. I think that later one would present a whole slew of technical hurdles to make it work as intended, particularly for traps.
  13. New M.O.D.S. AddedCharged Power Servo - After not attacking for 10 seconds the defense gains X defense power.Desperate Power Servo - Gain X defense power for every 10% health the defense is missing.Prideful Power Servo - Gain X defense power while the defense has full health. However, enemies are more likely to target the defense. Does not function with traps, auras, or nodes.Final Measure Servo - After taking damage that would destroy it; the defense becomes invulnerable for 3 seconds and gains X defense power. When this effect ends the defense is destroyed. Does not function with traps, auras, or nodes.Desperate Damage Chip - Gain X hero damage for every 10% health missing.Desperate AP chip - Gain X ability power for every 10% health missing.Binding Shot - Skeletal archers deal X additional Earth damage and slow enemies hit by X% for 2 seconds. (Slow goes to 100% max rank with C8)Runic Absorption Matrix - Arcane Barrier absorbs projectiles that hit it, nullifying them and their effects, and restoring X defense health to the Arcane Barrier.
  14. My spies report there is an Omega Shard that adds a video feed to the corner of you screen of Lawlta's current activity.
  15. New M.O.D.S. added!Finisher Servo - Deal X% more damage to enemies below 20% health.First Strike Servo - Deal X% more damage to enemies at full health.Shrapnel Fire - Cannonball Towers fire shrapnel, dealing X damage to up to 5 enemies near its target.Swarm Mentality - Moss Hornet Nests increase the defense power of other Moss Hornet Nests within range by X.Endurance Chip - While effected by a debuff your hero gains X armor.Finisher Chip - Deal X% more damage to enemies below 20% health.First Strike Chip - Deal X% more damage to enemies at full health.(Dryad) Star Shower - Starfall spawns X additional smaller stars nearby that deal X damage to enemies near their impact. These stars cannot be picked up.I also cleaned up a few M.O.D.S. to be a bit more consistent with the wording.
  16. There already are hero specific mods in the game. Ideally, each mod should have a situation where it can shine; Tenacity may as well be nothing for auras/traps/nodes if a lane has no Cyborks, but it's a top tier one when they're present. It's hard to make something that couldn't also be a shard... since they are pretty interchangeable.
  17. (This post is reserved in case I hit a length limit in the original post!)
  18. A while back Trendy asked for suggestions for M.O.D.S. over on twitter, I came up with several and have since come up with more! For simplicity I’ll post them all here and occasionally update this post with new M.O.D.S. as I come up with them. Feel free to post your own if you have a good one! Generic Defense M.O.D.S. Parting Gift Servo - When destroyed the defense explodes; dealing X damage to all enemies in a large area around it. Element Siphon Servo - Elemental towers gain X defense power but no longer deal elemental damage. Does not stack with element servos. Resurgence Servo - When a debuff effect ends gain X defense power for 5 seconds. Finisher Servo - Deal X% more damage to enemies below 20% health. First Strike Servo - Deal X% more damage to enemies at full health. Charged Power Servo - After not attacking for 10 seconds gain X defense power. Desperate Power Servo - Gain X defense power for every 10% health the defense is missing. Prideful Power Servo - Gain X defense power while the defense has full health. However, enemies are more likely to target the defense. Does not function with traps, auras, or nodes. Final Measure Servo - After taking damage that would destroy it; the defense becomes invulnerable for 3 seconds and gains X defense power. When this effect ends the defense is destroyed. Does not function with traps, auras, or nodes. Divert Power Servo - Reduce defense health by X and increase defense power by X. Unique Defense M.O.D.S. Apprentice Heat Exhaustion - Enemies hit by Flamethrower Tower are slowed by X% for 2 seconds, stacking up to 5 times. Enemies loose a stack every 2 seconds when not refreshed. Cold Wave - After fully channeling; Frostbite Tower deals X frost damage to enemies in its range. Runic Absorption Matrix - Arcane Barrier absorbs projectiles that hit it, nullifying them and their effects, and restoring X defense health to the Arcane Barrier. Tectonic Shockwave - After hitting an enemy Earthshatter tower releases an additional shockwave one second later in a ring around its impact area that deals X% of its normal damage and applies shard effects. Monk Mjölnir Strikes - Lightning Strikes Aura has a chance to strike all enemies in its radius for X damage. Squire Whirling Doom - When spinning at maximum speed Training Dummies pulse X additional magical damage to all enemies in its range every 2 seconds. Shrapnel Fire - Cannonball Towers fire shrapnel, dealing X damage to up to 5 enemies near its target. Huntress Poison Cloud - Poison Dart Tower spawns a poison cloud when hitting enemies. Poison Clouds deal X earth damage every second, lasting 3 seconds. Abyss Lord Binding Shot - Skeletal archers deal X additional Earth damage and slow enemies hit by X% for X seconds. Dryad Swarm Mentality - Moss Hornet Nests increase the defense power of other Moss Hornet Nests within range by X. Thundering Anger - While corrupt, Angry Nimbus’ lightning strikes chain to up to 3 additional nearby enemies, dealing X storm damage and stunning them for 2 seconds. This effect cannot occur more then once every 6 seconds. Slime King Awakens! - Enemies that step over a Slime Pit cause the Slime King to appear, dealing X damage to all nearby enemies and instantly summoning 5 additional slimes from the Slime Pit at no cost. These slimes do not count toward the maximum number of slimes that can be summoned by the Slime Pit. Cannot occur more then once every 15 seconds. Harmony In Nature - World Tree increases the radius of the Dryad’s Blessing by X% while standing in its area of effect. EV2 Trip Wiring - Proton Beam deals X magic damage when enemies first come in contact. Double this damage if no more then 2 nodes were used. Virus Upload - Projectiles reflected by Reflect Beam become imbued with Poison and deal X earth damage over 3 seconds. Lavamancer Ashen Breath - While petrifying an enemy; Maw of the Earth Drake deals X damage to enemies immediately in front of it. Oil Field - Oil Geyser leaves a puddle of oil on the ground in its effect radius that slows enemies by 20%. Lasts x seconds. Does not Oil enemies. Creeping Petrify - Enemies that die while petrified by Maw of the Earth Drake also petrify up to 5 enemies nearby for 2 seconds. This effect can spread one additional time. Mystic Entombed - Increase the stun duration of Snaking Sands by 2 seconds and deal X Earth damage per second to enemies that are stunned. Adept Blinding Sleet - Hailstorm tower disables the vision of enemies hit, rendering them unable to attack for X seconds. Generic Hero M.O.D.S. - Armor Train of Thought Chip - Gain X ability power for 10 seconds after casting the same ability multiple times in a row. Stacks up to 3 times. All stacks are lost when another ability is used. Calm Mind Chip - When all abilities are off cool down your next ability gains X ability power. Rampage Chip - Defeating an enemy increases hero damage by X for 5 seconds, stacking up to 100 times. Mini-bosses immediately grant maximum stacks. Resurgence Chip - When a debuff effect ends gain X% damage for 5 seconds. Endurance Chip - While effected by a debuff your hero gains X armor. Desperate Damage Chip - Gain X hero damage for every 10% health missing. Desperate AP chip - Gain X ability power for every 10% health missing. Divert Damage Chip - Reduce hero health by X and increase hero power by X. Divert AP Chip - Reduce hero health by X and increase hero power by X. Generic Hero M.O.D.S. - Weapons Victory Rush Chip - Defeating a Mini-Boss heals your hero for X. Adrenaline Chip - When a defense is destroyed or an objective is attacked your hero gains 50% damage and 50% movement speed for X seconds. Final Spark Chip - Taking lethal damage will instead cause your hero to become invulnerable for 3 seconds and deal X% increased damage. When this effect ends your hero perishes. Cannot occur more then once per combat phase. (Activates after Last Stand Chip.) Finisher Chip - Deal X% more damage to enemies below 20% health. First Strike Chip - Deal X% more damage to enemies at full health. Hero Specific M.O.D.S. (Apprentice/Adept) Water Spout - Increases Tornado’s ability power by X and causes enemies hit to be drenched for 3 seconds. (Abyss Lord) Lord of Commands - Direct Command gains X ability power and its effect durations are refreshed on all affected towers each time it is cast. (Barbarian) Warrior’s Heart - Using Staggering Shout causes all stances to consume no Fury or Wrath for the next X seconds. (Dryad) Lingering Corruption - When Corrupt Form is canceled defenses retain their bonus effects for X seconds. (Mystic) Serpent God’s Gift - Being healed by or healing an ally with Serpent’s Coil causes the mystic’s next primary attack to poison enemies, dealing X damage over 3 seconds. (Dryad) Star Shower - Starfall spawns X additional smaller stars nearby that deal X damage to enemies near their impact. These stars cannot be picked up. Mantra of Karma (Initiate) - When Talisman of Empowerment expires it deals X% of all damage taken by heroes within its effect to all enemies within range.
  19. Mastery is meant to be something you do only once for the hyper shards primarily. This is backed up by each map only rewarding a maximum of five stars once. Additionally since the maps can vary wildly in difficulty if more or better loot dropped in Mastery the community would simply hunt down the easiest one(s) and grind them to death.
  20. I brought this up on the Friday fun stream a while back (curse 4th of July and my job at a grocery store!!!) and it was suggested I do a forum thread rather then getting an answer on the stream. Now here I finally am to make that post! Recently Radiant Power was disabled in a hotfix due to shenanigans with the initiate's Talisman of Empowerment if I remember the hotfix note correctly. I was curious to know if Radiant Power will be re-enabled once said shenanigans were ironed out. As a "Chaos VIII" shard (aka one not currently dropping in game) I can get it not being a priority to fix but it is a staple shard for me on my barbarian since he can get some very high Hero Damage numbers.
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