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Everything posted by hailminion

  1. ( Just providing some suggestions, final choice is yours ) Upgrading 1 relic and a weapon equates to 10 mil each reset, that's a very huge sink, 10 AP = 100M? (excluding shard upgrades that is). I suggest go through my OG post tip 1~4 It's generally recommended to do a bunch of AP in a row, and as soon as u hit targeted floor, instead of push beyond needed. U wanna do push (for min asc), rounds of AP, push (for min asc), rounds of AP, final push (ultimate end game, test your potential). Instead of many pushes, which equates to many wasted floors, times, resources, effort. U can sort of refer to tip 8 & tip 1
  2. I only missed by 15 hours, great. . . . wait.... WUT? ITS TAKEN? HOW!
  3. They have a purple smoke indication before latching on. I always pay attention to those and make sure i stay in CC area shortly after seeing those.
  4. MODs just drop anywhere on gears/relics. MODs has very clear description, 99% of them should be self-explanatory (like anti-melee, increase % damage to melee mobs ; defense rate, increase attack rate by % ; poison servo, gives defenses poison element ; etc etc) There is no "the meta" setup, since everything is customization and tailored to fight different specific type mobs. A setup may be meta to some people, but can be useless to others, because they have different play styles, and building strategies. For example u need Piercer servo, to pierce ; Poison servo, to poison ; melee-boom, to deal explosion damage upon killing melee mobs ; anti-range servo, to better kill ranged mobs ; Fire servo, to deal double damage to Frost enemies. (the biggest meta if any, in current state, is Crowd Control, which can be achieved by combining water/storm, or poison/earth elements ; before u step into onslaught, this can be applied to every single map u do) The quickest way to pick those knowledge up, is by playing, experimenting, and watching streams/videos of players who already implement those MODs to show various examples of setup for various enemies, like Mr. Juicebag.
  5. Tutorial doesn't teach u shards/MODs, as they are part of strategy setup for customization, they only teach u control wise to place down defenses, so don't bother to try to go back is my suggestion. As far as thorough explanation of the entire system, Search Mr. Juicebag, he's got pretty much everything there is to know about DD2 in his videos. When getting to smaller stuff, do read the text-description of shards/MODs u get, as most of them are very self-explanatory. As far as progression, expedition is where u do farming, and get introduced to various mob type. I call it "the second tutorial". After expedition, when u have experimented bits of defenses, mobs, u can move on to Mastery, and Onslaught (the mode that provides challenging content as u progress further). All of those Juicebag has good videos on, if u have specific questions.
  6. I came across a few old videos on Juicebag channel at one point, and I think those are very similar to or same as what u r describing. Those did look super fun!!!
  7. Both Ramster or WM are very good choices imo. Both can out-range cyborks extremely easily with range and wouldn't need tenacity. On Sploody Harpoon, Ballista won't give a good AOE, it just pierces one line. When u attune with a MOD, u attunes the relic and the relic ONLY (and defense that is effected by relic if it's attunable), u CANNOT attune a shard or a MOD. (like if I have water on my weapon, it just means my attacks gona be water; it does NOT attune my "burning strike" to "drenching strike" ; or if I have ice chip on my weapon, it does NOT result an icey turn-the-tides damage) Attunement only happens to the thing it's on directly.
  8. I think that's the beauty of DD2. It gave me so much joy and memorable moments I will for sure carry for a long time, in such a short time period, and for that I am very grateful. Kinda like I'm still thankful for the tour guide and girl I met, on that 2-wks Europe amazing trip, memories of which stay till this very day, after 10+ yrs. Could not understand your analogy tho?
  9. My intention is that players can get the most fun/use/power out of limited resource, thus this post. As Glint mentioned, I'm posting, Not to bring attention to anyone who already knows about the strat; but only to bring such strat into spotlights for newer players. I'm NOT proposing a nerf at all, to be clear, even if someone completed 999. Those are two kind of separate topics. To answer u, I think u r getting misled a bit by my vids lol. I do apologize for that. If u search for videos of people above or on roads to 900, or even 700-800, such as Zombie, Blade's stream, as well as some videos on my channel, u won't see any cheesy proc mechanics at all on those higher floors. This is a Tower Defense Game after all. Relying on hero heavily can only cheese thru certain early-mid stages in a TD game. So do focus on your defenses instead of heroes, if your goal is to push high. I should probably put a disclaimer at beginning saying this is only for entertaining purposes.....
  10. I believe Mr. Juicebag has many different videos on those maps with various builds strategy if u would like to learn. The purpose of this thread is only to pass and demonstrate the power of weapon MODs for newcomers recently entering the game.
  11. ummm, maybe let me delete redundant post? lol
  12. Not sure the intent of CG for upcoming balance, but my suggestion below. Either bring, hellfire, venomous viper and ballista bite (self proc) mechanics back, to be in line with self-proc WM; (since petrify will be more healthy now) Or disable all existing water-SR relics to be in line with special-mod-attuning-relic for ballista and vipers etc. (Just like the current fiery fang is hard-set to attune the whole existing relic to fire, even with other element present. ) I'd vote for either of above, but really don't wanna see, after nerfing 4 self-combo defenses (ramster, WM, ballista, viper), they decide to bring one back, and leave the other 3 in the shade, because "reasons". Either nerf all to be consistent, or un-nerf all to be consistent. Just my two cents.
  13. I'm the good guy to show ppl the good stuff
  14. Considering limited develop time. I expect any content mentioned above, which are all super awesome, with a difficulty scalar (easy, medium, hard, nightmare, massacre, impossible etc) This should alleviate a lota stress off of dev time, since that's pure numbers changing behind, with same faces. Can also more easily satisfy players at various levels, w/o excessive time sunk into balancing details.
  15. As the update gets closer and closer. Beans CG? Scalable difficulty? Special bosses? special maps? GIVE US ALL OF THEM.
  16. Loved ur post until... com'on man... I have to not only focus on running around everywhere on Lost Temple; I also have to focus on unreliable mob paths glitching thru defenses, running around everywhere; while I'm lagging everywhere; and even when I focus on running, I still can't get there cuz map too big to cross and too many walls to go around lol I honestly think my patience and running skills for Keep come from Temple.... no glitched mobs, no 30-s parkour with Assassin sniper, no 20s-gap between lanes, no stuck rollers/ogre; instead I get 5s run, 1s light torch, 3s-gap between lanes, 1 potential stuck boss lane instead of 5.
  17. I think I found an easy solution to all above so smart What if, instead of needing to equip BS to light torches in keep, the mechanism becomes, "20% chance to un-freeze nearby defenses, by hitting the torches" ikr As far as for Draken Lord, I don't mind it. Since we do have 4 heroes hot-swap available, I just put BS on a builder with any fast-fire weapon.
  18. The community will thank you. I can see how huge and helpful an impact it will be, should this site be created successfully. I personally don't look for more than what DD2 TOOLS did, a sharing platform/social media, for defenses/heroes builds. (I can almost be 99% sure, CG will have the intention to create a wiki team, and cover most trivial things in game (such as item functionality, gear drops, maps layout etc), like they doing now with ancient power, shards etc. in dd2)
  19. I've finally made the time to do some test run I've wanted for a while. Here's a gift to the community especially many newcomers to the game. Hope this will help :) Test Environment: Onslaught Floor 200/300/400/500 ; Test Subjects: various Weapon MODs Procedure: Putting CC only defenses, providing as little damage from defense as possible; In order to test how strong they are, I put ONLY 1/10 MODs from C7 (Grave Infection, Banjax, Frostfire) In F300 vid, ramsters were used instead of self-proc WM, for newer players. Relics are un-upgraded, and only utility shards & MODs were equipped. F200, test results: https://youtu.be/K4NF-wPiL08 F301, test results: https://youtu.be/vPix09cuB-Y F403, test results: https://youtu.be/pbu09n2lbvQ F509, test results: https://youtu.be/5adYBHub9vo Comments: Let me just say... phew~ THEY ARE GOOD. For denser-mob lane especially, the non-stop proc is satisfying to watch. Keep in mind, they are fixed damage, so doesn't matter what your stat is, u can achieve almost identical effects as the vid, for all those tics, as long as u manage to kill a mob and have those MODs equipped. Best of all, u can find those MODs as a fresh beginner into the game, and possess the power to push beyond F300 and go into end game. In the F400-vid, there were 2 frost lanes, with which most new players have problem. This strat build completely ignore their slow mechanics and destroy lane easily. Takeaway (TL;DR) : Farm a few C7, or spend some gold. GET YOURSELF A SET OF "GRAVE INFECTION, BANJAX, FROSTFIRE", put it on any DPS hero. Put down some CC defenses; kill some mobs each lane; sit back, relax, and enjoy the fireworks :) Last Update: F509 took some very active playing to finish, I think that will be the highest/biggest floor/map I try for this experiment. Nonetheless, a struggling win is a win, 3 C7 1/10 MODs are still very powerful for many lanes even up in F500+. In the thread and videos, lies a suggestion to many newer players, do not always chase all the perfect 10/10s stressing yourself out when not at the stage of needing them. Having 10 proper 1/10 is more powerful than 1 10/10, and will carry u much further.
  20. I failed to see how that relates to or responds to any aspect of my post at all.
  21. TL, DR version: ALT + F4 I have been playing DD2 almost every day except when I had to work over time, since I started last October. I remember struggling thru. lower expedition, not knowing what the hell cyborks do, geodes, shielded gobus, until I realized this game was designed for 6+ yr old, and I needed to read description of stuff to get the information to progress smoothly xD and all those hours I afk in town every night b4 bed, just to look more like a vet-player lol I remember first going into Mastery w/ zero knowledge, and got my ass kicked; first going into onslaught, not knowing how to read description again; equipping random shards, still not knowing how to read. After almost a month or more, I slowly learned to read, to research, to do math, and to watch better players for builds, placement, and play styles. That was when the game got me hooked tremendously, when I started to log in almost every day, looking to learn something new, to improve, and to progress. Looking back now, I've had so much fun each time I learned about new things, the excitement each time I accomplished something I couldn't before. It was all the obstacles to overcome one after one, that kept it super exciting, and all the "hidden" features of the game that always kept things new, refreshing, and therefore keep players exploring and experimenting non-stop. Ancient Power system is very controversial. I personally love it. However, understanding everyone has different opinions, I'm merely sharing my memories. The period of all my APs, were one of my best experiences, because I learned the most knowledge to support to where I am now. Every AP I went thru, gave me the opportunities to experiment with different defenses, combos, builds, heroes; gave me the chance to learn about the mutators more, where I always had to read and plan more meticulously and differently. It taught me there are no best build, best defense, best hero, that everything is subjective, situational, and work in conjunction as a whole. That to me, is the beauty of DD2, and what has kept me this long. 【Funnily I had so much in mind before typing this up. Now that I'm doing it, I don't know what to say. There're too much happened in the past half a year or more, to put in texts. Lastly, thank you TE/CG, DD2. This was my first ever Xbox game, and will definitely be in my memory for long. I look forward to DDA a lot. Before DDA and/or "end game update" comes, I think I've had all the fun and progression I wanted in DD2, and it's a good time to take a break. Knowing how much DD2 has me hooked and it's hard to get off right away tho, I think I will do some fun and informative vids to share
  22. I have it on my LSA, since I have a LSA in all my builds in case boss show up in that lane. Snaking Sands def works wonders, since that's another defense that can fit in every lane.
  23. hailminion

    Endgame Idea!

    I love all the idea except gear part. Only concern I have would be how players react to that. Not that it's not challenging, it's when an end game mode doesn't allow players to bring in what we have accumulated from previous games, in a progression game. That's almost implying "u know all those mods all ur gears all your builds u earned?, they don't matter in end game. so just jump in as a beginner right after u get few essential shards"
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