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Miraglyth

Junior Defender
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About Miraglyth

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  1. Steam ID: https://steamcommunity.com/profiles/76561197963047901 Profile: https://steamcommunity.com/id/Miraglyth Thanks to the Discord for helping refine the build.
  2. This event is awesome! I've managed to reach the qualifying amount tonight but I want to get the rest. There are five places I've found but am struggling to get to (including that one), two on a map I haven't identified yet and one in a map I do know but I can't find where it is! Good stuff. Imgur album: https://imgur.com/a/ktwLDNv Steam ID: https://steamcommunity.com/profiles/76561197963047901 Profile: https://steamcommunity.com/id/Miraglyth Edit 1: Jaunary 21, up to 22 Edit 2: January 22, up to 23
  3. Steam ID: https://steamcommunity.com/profiles/76561197963047901 Profile: https://steamcommunity.com/id/Miraglyth It'd have to be the RainMaker. It's leagues stronger than every other weapon that can naturally drop and even every other event weapon, it's ranged, and it has otherwise impossible hero health to boot. It seems to be universally useful against every boss, and its status as incredibly useful has been preserved by no CDT event ever distributing any strong apprentice DPS weapon, let alone one that remotely compares to this beast. Veterans stereotype people who are under-geared as complaining about not having a RainMaker specifically; it's the poster boy item when it comes to that divide, for a reason.
  4. Steam ID: https://steamcommunity.com/profiles/76561197963047901 Profile: https://steamcommunity.com/id/Miraglyth My favourite memory, without doubt or compare, was playing through the original campaign with a solid regular group of friends and family over voice chat. With almost no prior knowledge of the game we started it and played through Normal all the way up to the Summit in a couple of sittings. We went back for more on Hard and then Insane, levelling up as we went and getting a gear improvement every other level. Progression felt great. We only needed one class each. I rolled Monk, we had two Squires and one Apprentice. This was a mostly fresh group, at the turn of the year to start 2013. One of the Squires had played before and had a levelled (mid-60s) Summoner, but after showing it off in one game in Royal Gardens, we all agreed it was too much and he stuck with the Squire. I fondly remember sticking with pristine equipment for the set bonus; at one point I found some awesome (Legendary tier, lol) chain gloves so I shared them with the Apprentice. I also remember enjoying CaptainSparklez' videos, one of which remained the most-viewed YouTube video for almost half a decade. A few days later the other Squire passed me a brilliant pristine chestplate. We didn't have to switch or spec characters, one each was fine and fun. I'd balanced points between hero and tower stats. The Squires prioritised in different ways, and the Apprentice was all towers. Harpoons, Bouncer Blockades and Deadly Strikers were fun to have as our walls. My auras were passable and with Hero Boost (or sometimes without) one or both of the Squires could handle the rare big deal that was ogres in around 20 seconds. Sometimes I had a weapon that was ahead of the curve, and I could solo them too. If defenses started falling, it wasn't the end of the world. We could move there and fill the gap ourselves... most of the time. Balancing fighting and healing / upgrading towers a little at a time was the name of the game. If we did fail, it was slow enough that we could recognise why, so we could quickly rebalance our builds to try again right away. We finished Normal the day after starting it. Less than 2 days later we started Hard and 18 hours after that we finished that too. We played plenty of Glitterhelm - Normal, and then Hard when we could scrape a win - and we hit level 70. We tried Mistymire Normal and the spiders absolutely wrecked us so we lowered the difficulty to Easy to win. We took a break for a week and tried Moraggo, which was okay on Normal. Aquanos too. Then Sky City's copters obliterated us, and again even on Easy. That wasn't so fun. We returned to the campaign and started Insane. The game was fun again, so we paced ourselves through that for a few days and finished it up a week later. Ultimately that was the last we all played of the game in 2013, but in that January alone we'd probably played 50-150 hours each and the month flew by. I picked it up alone over a year later and the others weren't interested in Nightmare, so none of the rest of the game could have ever compared to that time.
  5. I'm just going to walk away from this. I remember the wider feedback Crystalline Resurgence got, and I can tell repeating or referencing it here won't accomplish anything.
  6. "Yeah the time requirements are tough but its supposed to be the latest pet in the game." I'm being flippant for a reason, of course, to illustrate that silly intention does not justify terrible balancing.
  7. There was way more than a couple of the boss' attacks that were wrong with Crystalline Resurgence. Defense-obliterating demons that spawned simultaneously on opposite sides of CR3 (a large map) making it straight-up impossible to solo unless you could DPS the dragon immediately (i.e. owned a RainMaker; the CDT events have still never given out a proper DPS staff) was the tip of the iceberg. Nobody liked any part of those maps. The extent of fixes being spoken of shortly after the maps' release was more than minor tweaks.
  8. I am... curious. Crystalline Resurgence Campaign was revoltingly unfair. At the time several veterans with CDT ties were certain it would be fixed (and I'm pretty sure it was referred to as a fix, rather than a rebalance, emphasising how badly balanced they were). Over 18 months later and with the potential final update looming, is that just consigned to never happen?
  9. Miraglyth - https://steamcommunity.com/profiles/76561197963047901 Edit: Rewards received. Beta remarks: Crystalline Resurgence: Part 4: Can be difficult to tell what's going on (I never can spot crystalline heroes on the map), but I like that there's not too many waves. It preserves some of the boss gauntlet feel that this part of the Crystalline Dimension map was meant to be about. The map description is long enough to get cut off in the pause menu, which is minor. Coastal Bazaar: I was surprised at how close you could build defenses to the enemy spawn location. There appeared to be no dark energy messages preventing that. The wyverns often clip through the window frame on their arrival, as well as the walls and floor while inside.
  10. This is not a victory screen, but thanks to Steam derping out on us during the boss fight, it was the best we could get. This is the last second of gameplay before the game kicked everyone out. We had reduced the boss to 73.5% health by this point. I am attempting to save our efforts using a recording, as we don't have the time tonight to collectively try again. The owners of these characters, and their Steam IDs: HeroBoostBoi - Zaku - https://steamcommunity.com/profiles/76561198071827697 - Also see 2 posts below LongShot - Jo - https://steamcommunity.com/profiles/76561198042357808 - Also see 1 post below Hosse - Hosse - https://steamcommunity.com/profiles/76561198033409754 Ultramage - ultramage - https://steamcommunity.com/profiles/76561198009377107 - Also see 3 posts below Harley - Pea Brain - https://steamcommunity.com/profiles/76561198036333340 - Also see 1 post above Choker Joker - Miraglyth - https://steamcommunity.com/profiles/76561197963047901 If further confirmation is needed, I can transcode and share about 13 minutes of the last wave and the boss fight we'd got through before the disconnect, but this will need to wait a day.
  11. Steam ID: https://steamcommunity.com/profiles/76561197963047901 Flames of Rebirth Victory screen: Beta feedback: 1. When the phoenix spawns, three messages play one after the other. The spawn message, "Defeat the Phoenix before it regains its true power..." and the first countdown message of "25..." However if the phoenix is killed immediately (may only be possible on lower difficulties) and before the second and third messages, they still appear even though there is no phoenix. Moreover, if this happens and no other messages are called by the game, the "25..." remains on-screen until the next phoenix spawn. 2. Enemies getting stuck. Principally, there is one space in the north that an overlapping group of spiders consistently got stuck on every wave. In wave 14, one orc also got stuck but this was a one-off and if I remember this can happen on Embermount normally. 3. In the victory screen, the phoenix itself shows as "Enemy" with a ? icon, even though its flames are noted correctly. Separately, phoenixes that are killed by the round ending do not appear to be recorded as having died at all. 4. Lastly, after clicking the "Next Level" button, there was no "Proceeding..." type message. The level simply disappeared to black, before the tavern appeared several seconds later.
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