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DanielMenezes2

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  1. The portal is really a good mechanic that could be used but maybe only in onslaught of the game modes avaliable now.They could use like they were made as a lane that drop from the sky or maybe as a spawn portal to switch/or better "clone" the enemies from one lane to the other making one lane having enemies from the other lane..I personally think than wouldnt be too impressive if they just send generic enemies as a extra but instead they need to create specific mobs to appear from there or would be too gimmick after a while.Other think is to just appear on random maps or in LT and drakenfrost would be too much to handle in some ocasions. I can put my finger on why but prime incursion for me was too bland.Only spectral assault was hard and mainly because of the map design.Changing the schedules would help but is needed something different to be more replayable. Changing the "prime" stats of ch8 max i dont agree.Is the only think that is good about them or is enough incentive to try to play to catch them.Otherwise just use your own old weapon. (I'm not a cosmetic guy so probably this opinion is a lot about it) Weapon transmorf i see as a good idea but is not for me xd.At least for you or anyone would means to have a look of a weapon without the worry of farm which is awesome for who wants..In the end for me is a feature that allows a bunch of fake looking weapons and the game is not in a outstanding state to be priority.If its easy to implement would be good. About enemies i have only the lady orc to comment.Lady orc i think is a boss from forest poacher incursion.To bring back is good but only if it has a purpose.There is a lot of boss in this game already so if they release in onslaught they need to give some ability to distinguish her. Those expansions were very good to the game.It feels like a different game and i think that is apreciated by everyone.I think than should be around 9 months max of expansions.My worry if its too little for the time schedule.. I write on the first post than if they implement the two initial ideas i would ocasionally play onslaught but maybe i could work around if they at least buffed the tower range.For ex if they buffed the base tower ranges to like 20-25% sand viper would be the 2° best defense in the game and very close to reflect beam which is the best for me, ballista would have a extra slot for her good spec shards ,cannon would have other slot to compensate the pierce servo need and so on for other towers. The main problem of this game is balance that hurt variety..This is a easy fix but is always ignored which is sad and frustrating imo.
  2. Its possible that you are right.I only have this lag in LT and the pirate ship map which makes me believe than is a enemy count issue.About get rid of SR and maybe reflect beam + proton beam if really turns to 0 lag is debatable if worth.The wm simplify a lot the game and there isnt much versatility of things to do when you get to the point of close pow..The LT map not only have the problem of out sync connection with floating mobs which is my lag condition. Wht i want is to buff the range of all towers..Range gambit is the most easy option but if the increase of gambit helps the aoe defenses too and is unfair just do for the base range of towers.Only flamethower can be used in his role with no range mods and shards as viable, pdt, ramster and earthsthatter is semi viable and the rest struggle..Look at the archer for ex and wht he covers for range for a defense that should have a reach for two lanes.This is by far the easiest fix to be done as dont need a creation or rearrange anything. I understand your point.I'm not thinking in SR type of things as was clearly a wrong idea to give consistent aoe stun while others towers have a low % base in a shard but they should look more for options of unique mods that buff weak points of those defenses than would receive.A mod for dryad tree than allow a number of defenses to be placed out of her range is wht wanted for ex. If i could build a nearly immortal orc blockade i would use in every single lane than i could use with no anti block mutator because is cheaper and good against boss except roller, double lanes would be better a wm. I get your point of stun meta but everything should be treated separatelly even tho a comparison is needed. Hard and still onslaught lol, if they made in a way than have a really good progression system and new enemies that are more interesting and threating maybe would be a sucess.One of the problems of onslaught is the lack of those. I got a 10/10 very early and i put in my exp trap..When you upgrade to t5 in the 2st wave it adds a lot for the defense because will have the time to stack the charges and act like a upgrade but if you dont is better to put a anti..Is more like a category of useful but probably not the best in slot than really bad for the rest.
  3. I'm doing this post to share some ideas of wht i think would be good, this forum is dead atm so even if doesnt come to the company attention at least will stimulated a debate (i hope)..For me the game is very stagnated as stands and i'm not playing casually atm even i liking the game concept but if the 1° and 2° wish tropic happens i would maybe go back to play onslaught ocasionally. I placed those 5 in order of priority imo. 1° A secondary option to LT:This map is awful in a lot of terms and i would like to at least have a option to maybe play 2-3 normal maps with 1 reroll or whatever reach around the same lv of avg difficulty and time expend..Essencially when you go to **4 floor you choose between LT or random maps.I feel depressive about play this map every 10 floors because how laggy it's. 2° Increase the range gambit scale from defenses in asc category to help all towers: I think is 30 range for every 1 point making a total of 1500..Is too low for most towers to the point than you need to waste slot in range to make viable almost all towers..This necessity nerf a lot of the max potential of towers which have a lot of issues normally to be effectivelly placed..Buff to 40 or 50 scale and this will change everything for some towers. 3° New unique defense mods and reevaluate almost all those than exist: Juat shocking revelation is a good mod (maybe also proative traps) of those made, i think than is a waste of space with the others and also a waste to not make more unique mods to others defenses.There is a chance to revamp the meta of the game just by itself if well implemented. 4° Buff the blockades effect: This is a old complain and i believe than only if they make a cap dmg for each enemy type will resolve the problem.Everything else will be a burden to balance the scale of low to high difficulty and the grind to make a good block than doesnt fit with the meta than most players use. 5° New game mode or end game:It's not needed a big explanation, everyone wants a different and rewarding experience with the game. If you read and have others ideas feel free to post.
  4. I'm aware of the situation and about the forums..Is a hard place when you are unable to do anything because of the time restriction.. I dont know if i can talk about in behalf of others but for me if they add a survival mode theme with onslaught mutators with increased floor lv by each wave you beat would be enough atm.. For ex you start on floor 100 on the 1st wave you beat the next is 150-200 and the mutator of all lanes changes but not the schedules and the map (stay the same build formation)..Less du normally gained for complete a wave and a good prize for how much waves/floor you achieved(maybe pristine cluster/motes)..If someone reach 999 the next increase will be in boss numbers. I think than there is players like me that dont want to have the hassle to play over sometimes awful conditions of gameplay on LT and time to be able to experience high lv enemies..This "mode" for me seems like a good test field and also a option for those than dont want go the root of onslaught for various reasons.
  5. Maybe things gonna start to happens faster if for some reason player voluntarily offer help with bug fixes and general ideas of content and improvements in the gameplay (there is players that is willing to play untill floor 900 so those really like the game and may have a big understanding).I dont know if this is a right point but with how the game industry works in my view is way faster than things happens in this game..Is hard to believe than a lot of peoples stick for upcoming content at the rate that usually happens in this game and how impactful they end up. There is new games and sequences all the time in the ned of the day even DD2 being ftp.
  6. I totally agree with you ..If you are right the game is divided between the players that ended mastery and primes and just have left onslaught or begginers..I hope than something else got released..just only make sense since clearly prime didnt push the threshold for player than are advanced to the game. I would play onslaught again if they change the fact that i cant go back to my highest floor directly..I feel like the defense balance is also limited and need to be better and the game need some touch of diversity over the use of things..Everyone just use a selection of defenses because already come out with the calculation of value and the grind is high..If trendy gave for ex a bonus of build one type of defenses by half du if its the only one in the map would make diverse/unique servos much more viable and also more worth to use certain defense untouched because is better value like colossus.. The potential of this game is big but seems wasted by some decisions and maybe by the fact that is run by a small company.
  7. Its really good to see a player avoiding the same 5 defenses grouped death ball/zone..Its a thing than the game become a numb repetition but you need to consider than at certain point because of the scalling of enemies and the grind to get your relics at the stronger point as can be make almost any attempt of change defenses very unviable.Still everyone plays like want i guess. At the same time you call for originality but the design of your setup i saw other times..I dont think that you copy at all but the long range defenses with no los required grouped on a place with boost is not new..You maybe are using in a more effective way and in a time than few players use dryad that are good for this but let two subcore of greystone/littlehorn be destroyed to allow focus power in a area is predictable.. Do you think that you could do something with skel archers for maps like this?Also i believe than naturally you will avoid most of los towers like cannon ball, ballista or sv but is maybe a option to trigger pertify combo with pdt on short lanes since they are all neutral elemental passive to earth servo attunement.. The thing that i'm curious is if you can make a simple builds of oil geyser and exp traps with tenacity like i did to target lanes with a lot of mobs that is not immune to slow as the first line of dmg and good cc to allow for more dmg time for the other defenses..Maybe this outweight the price of one nimbus/earthshatter.
  8. I was playing weekly until maybe a few days before the spectral assault being released (a week after i tried briefly the spectral assault and i lost badly due to my choice of units with the map being too narrow to the spawn points and low du resource with the mechanic of spirits so i waited to play more in the future ..I came back to play two days ago to finish wht the two last ones and play later solo or with someone the spectral. I got very disapointed with the last two maps..I was posting at the time than prime was too easy and overall nothing changed much in my perception.. I was using sv basically with exp traps and i could say than if i didnt have the threat of explode kobolts i would be fine even not having fully status withthem. The dark moon was a lot about keeping the two obelisk alive with repair to bait the kobolts and the betsy was like a slug encounter with a boss that dont stop for long in her nest spot having 2,7b hp..maybe if her is considered a flyer you could place 15-20 skyguard tower in the center for a total smack down since the du in this map is unrealistic high while the spectral assault is low lol I will still gonna play the spectral assault that is for me the hardest to win by a lot although i can see being almost afk if a guy with high resource doesnt force the situation like i was trying in this map and with a better boss killer hero. After get all done and do a few testing there is no point in keeping playing atm. So... There is any idea of the producer making a new game mode for 2020 or balance patch for towers..?They released a beta for the other game but maybe still has room for improvement for this game? I just checked the leaderboard and i'm surprised than no one really passed the 960 mark..i was hoping than this extra power would be enough to help but seems like zombiewookie was right or is too early still.
  9. There is no much of defense that suits your style for this game sadly..There is just dryad and the mystic that can be used a specific gameplay regarding to style and maybe the abyss lord but you cant because his towers are not overly strong to compensate with direct command.. Players just use monk/barbarian and same old stuffs of aoe + stall in 98% of times with little variations. Its not about a game of struggle but just difficulty..You already do it the bash against low floor/content, with gilded H shard would just be in a higher floor. Player complain about all sorts of stuffs.They have your own sense of sustainability and value for the game..Its a complicated tropic since most of ideas are always 50/50 on approval or just helps a minority. About the hyper shard probably the majority of veterans depending of wht is the type of grind would do but this not necessarily means that is good for the game..This game have a overall problem of structure and connectivity for atleast LT but not about dp of defenses with those shards.
  10. Seems like you just want to have control over the difficulty than you want play..This game doesnt offer anything for acomplish a win without shards or any other restriction so is effectively pointless. All in all if you can beat a certain map without defenses or win with a very low amount of du per defenses just means that is too weak for your stuffs not like you are a top player. If in his game had a type of shards that increase your def power by a good amount by kills (2shard slots) in the match but you cant use destructions variations in any slot would maybe be cool but just take out purely them seems like a attempt to avoid boredom of playing the game
  11. Its purely a newbie statement this..Pow enh/Shards are basically a mechanic inside the towers and already is too much as cost effect..This would just cause a inflation effect which would make the game easy to anyone with the medium amount of stuff grinded..Would need to increase the ceilling of floor or would just be broken.. This game needs a better balance of defense, more enemies with actual special abilities and lower down a bit on the need of materials for some stuffs. More power creep is just "fun" for while untill you few like your win is worthless .
  12. Its not a hard to think about ideas around it..Could be a dispute involving who does beat the map with less time/du/deaths or tryes on the attempt and everything give you some score and who has a better one wins. Having the two the right to do 1or2 bans and restrictions could be something to make a challenge rather than just two players doing the same build that is meta which is boring on a "competition" Overall,just need to film the match lol. This game just dont have the right game mode i believe. Prime incursion is maybe the better but idk.
  13. I had to destroy the statues like normally but the floating assasins wasnt running around the map..I used sv at the time for the 1st even when the def was in just ok to bad state with my brother on splitscreen and wasnt getting destroyed because didnt had those floating assasins..With the other two plays was solo and multiplayer with the same non altar assasins freedom. Was extremelly heavy on normal ch5 assasins because of the chaos lv to the point than i didnt had a lot of time to hit the statues. Is easy to explain like the floating ones was trapped inside the altar and just got released after i finish the process of destroy the statue. I got very surprise than appeared those for me as i never experienced and taked two lost to realise than those were destroying my tower and i had to switch for fa in the other attempt to win.(I was in doubt if the emp kobolts were hitting them)
  14. I played before like 3 times the althar of athame and didnt had those floating assasins..Maybe was vanilla but just due to a bug or anything wasnt in ch5 incursion for me. Ch5 was just a massive amount of assasins all the time..In this prime the number of assasins feels way less compared.
  15. Starting by the fact than they changed how the map works with the new addition of floating assasins from the altar which just kills the utility of towers in this map (they get destroyed if touched), those new floating assasins is annoying to get away of the altar which make harder to hit the stone miniboss to finish the phase.. All in all they changed this core mechanic of the game completely and with this creeping anything with vulnerability making you have to use trap/auras/nodes. This map for me as much there is no boss aside from the emp kobolt and maybe the enemies were a little weaker than bastille master could be considered almost a filter from weak players (resource wise) which the other ones could be done with no much problem. A slow pace map like this gives a lot of chance than for example all the floating assasins go in one side pumping the limit number of target and letting things go on..Happened to me one time even i trading the sv for fa and they were t4/t5. Play a endurance map like this with this annoying change of floating assasins should make me feel a lot bitter but at least was enganging.I can expect players taking a hard beat if playing solo.
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