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Junior Defender
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Everything posted by loppol11

  1. I'm sympathetic to you and I hope you get your refund, but just for accuracy's sake: Not sure if you're aware but the game is fully released on PC. If you were just talking about the console versions, then there has been a news update about them. The Xbox One version is now planned for Q1 2021. See DD:A Console & 1.2 Update, DD2 Events, and Franchise Steam Sale - News - Dungeon Defenders
  2. Item reforging is planned to be added in the next patch. In the 1.2 patch notes, it's under the "What's Next?" header.
  3. They've had issues in the past of codes not working properly. You should get in contact with someone from Chromatic. I think the method they usually suggest is to message one of the developers on Discord. You could also try Submit a request – Chromatic Games (zendesk.com) (the Contact page linked at the bottom of this forum), or the email address preorder@chromatic.games, or the email address support@chromatic.games.
  4. The rift and crystalline skins are in the game now, right? They haven't sent you codes for either? Or activated the forum titles even???
  5. Sorry if there's a joke here that's going over my head, but, Nyanacide, the "reset" that the users above are talking about was a gear nerf that already happened months and months ago. This post is from back then, but someone commented on it to bring it back to the front page. It's not referring to something that is going to reset your progress sometime in the future.
  6. I have seen fusion gear drop from wave 5 campaign chests, but the drop chance seems very low.
  7. Looks like there's no bug report option in the pause menu anymore as well. Anyone know if there's a new preferred way to report bugs?
  8. Actually after thinking about it... gas traps could be a decent candidate for your 4th fusion set, right? They aren't as dependent on builder stats as a damage tower would be. So maybe it's realistic to build gas traps on a DPS huntress rather than a builder in order to get the fusion bonus? You do get usage out of the rifted armour bonus if you're wearing fusion armour on a DPS hero, too, so, you'll probably want a set on your DPS hero anyway.
  9. I don't think it's reason to complain. It's a design concept that I haven't tried out yet. I might find it fun or I might not, and I'll see when I get there. I certainly don't picture myself using 25 fusion towers in one build if I ever could. I doubt I'd want to farm 25 fusion gear sets for my 25 builder heroes, that would be crazy. And I doubt I'd fit that many towers into the DU limit. My first impression is that I'd probably get a fusion set together for my DSTs so they can deal with rifted warriors, goblin copters, sharken, and djinn. Then maybe a fusion inferno trap or lightning aura set to deal with less threatening rifted monsters. Then I guess with my 3rd one I'd get a gas trap or something maybe? Or ensnare aura cause it'd have a bigger AoE for the debuff? Or just physical beam if I'm having trouble surviving. But see even with my idea for a 3rd fusion set I'm running out of enthusiasm, it doesn't seem as important to get fusion armour anymore, and that's only 3 towers. This is all moot though. Here are the next two sentences in the same paragraph as the quote you copied: There you are. They're planning to add ways to overcome the hero deck limitation.
  10. What's the problem with fusion bonuses not extending beyond your hero deck? I don't see any issues arising from swapping heroes in and out of your deck. As long as you swap your desired builders into the deck before the wave starts, you should have your desired fusion towers. If executing those swaps is an issue for you, then it's an issue with the <opinion>godforsaken build timer that makes the game worse in every way.</opinion> That statement you criticise IS 100% factual, you CAN use up to four fusion towers with a single hero deck. It's practical to do so in Pure Strategy and might be viable for an AFK build. I don't see why Chromatic should've written "You can technically use up to four towers but you're probably not going to since it's a really good idea to have a DPS hero in your deck" - like, it's not their job to give us strategy advice, they're just saying what the game mechanics do, and they are correct about what the game mechanics do. So why the nitpick? Bulbapedia says Magikarp learns Flail at level 25, but almost everyone will have already evolved Magikarp into Gyarados by then so the information is irrelevant. But it's not a lie, is it? I share your concerns about fusion pieces from areas with lower gear multipliers. But, neither you nor I have hunted for those pieces yet. Part of the point of Rift Mode is that it increases the quality floor for gear. Perhaps Chromatic has put an exception in that makes all fusion pieces drop with equal quality, regardless of where they're from. I encourage you to come back and complain when you know for sure they haven't done that, for now I don't see the point in posting about it. You're criticisng what you image the game mechanics might be, before you get there.
  11. I was one of those people in early access going around to help clarify that "it's not just a DD1 remake, there's new content!" and I don't really feel that way anymore. There is new content, grains of it mixed in here and there, but you really are just getting a prettier DD1 experience. I like DD1, so I like DDA. But I'm not so nostalgic for long-lost DD1 that I want to play a remake, because DD1 is not an ancient, dead classic, it's a modern game that holds up very well. It got its last major content update a year ago. The DD1 community has been active before, during and beyond the launch of DDA. You can't revive something that's not dead. I think the gameplay of DDA could have just been DD1 updates. But it's a standalone game instead. So we get all the disappointment of not seeing a fully new Dungeon Defenders game, with none of the years' worth of updates that make DD1 so content-rich. It's the worst of both worlds. With updates like EV:A I get the impression that Chromatic is trying to reinvent DD1 like the proverbial wheel, and I worry that it's a waste of time and money. I'm not excited for what comes next, because I don't know how much of it is actually going to feel new. And even if I wanted to be excited, I'm not sure I could to bring myself to be, because I feel like I've been waiting for so long for this game to justify its reason to exist as a standalone game separate to DD1. I really wish it could have done that when it launched. Like really. Can you not give us One (1) new tower in your tower defense game sequel.
  12. It looks like Kickstarter themselves don't have a refund policy, so you will have to contact Chromatic. I recommend you use the support page as your first point of contact: https://chromatic.zendesk.com/hc/en-us/requests/new
  13. Oh wow, you're right! I don't think I've noticed that gif before. I did hear there might have been some datamining relating to that map...
  14. My feelings exactly. DDA will never have more content than DD1 (well, maybe if it gets its own CDT years and years down the line). So instead it needs to have different content. That way, when you're deciding between DDA and DD1, you're choosing based on how good the content is (or, less objectively, choosing based on how much fun each game's unique content seems to you in that moment). If it's the same content, then why wouldn't anyone default to the one that has more of it?
  15. The inventory improvements are just golden. Thanks very much to everyone involved in designing and implementing them!
  16. Well folks it's DD1's EV. I'm sad about that. I was really seeing this game as the long-awaited DD1 successor. And I feel like I was justified in seeing it this way, because there is new content, and there seems to be a prevailing attitude in the community that this is not DD1, this is a new game with DD1's gameplay style, but because it started development as a DD1 remake, there is a lot of re-used DD1 content. However, it seems like Chromatic means to continue the trend of taking a lot of content from DD1 and sometimes adding a new twist here and there. Which is fine in a vacuum, I suppose, the end product will still be fun when we look back on it years from now. But for me in the present, every piece of content designed this way is a reminder that we don't have a real DD1 successor yet, and that's a shame, because DD1 is extremely fun and good.
  17. Yeah that was one thought I had after replying, that maybe you're playing Squire. Personally I play Huntress at the moment, and have played on Monk and Apprentice in the past. So I always have ranged damage to take down any stray goblin copters. Even when I first beat NM summit I didn't have particularly noteworthy gear as I hadn't been able to complete a NM survival by then, and the main concern was killing the boss before the boss killed my towers, which would have been the case regardless of how many copters there were. That's also why I don't have any trouble with goblin copter projectiles - they just don't end up living for very long, as goblin copters don't have a huge amount of HP and it's always worth it to burst them down with your C ability. The whole point of goblin copters, everything about their design, is that you have to kill them as fast as possible. The projectiles exist as another punishment for when you fail to do that, so it makes sense that they're hard to dodge. But to be honest, it sounds like you have problems with your build. The summit has a huge amount of DU. I'm not sure what you're using for walls and DPS on each lane, but you might be using far too much. Just as an example, if you give each lane an aura stack (ensnare, strength drain and lightning, 13 DU total) and a spike blockade, you're using 16 x 5 = 80 DU. That leaves 70 DU for DSTs, allowing you to build 8 total and have 6 DU left over, e.g. for gas traps. 8 DSTs should be more than enough to take care of the goblin copters without any hero DPS regardless of how much gear your apprentice has. You can even make the lanes more DU-efficient by swapping spike blockades for elemental blockades, and lightning auras for inferno or even explosive traps.
  18. I'm going to scream about the build timers until the end of time. They're not fun. They're anti-fun. They are harbingers of a deep and primal anxiety. They kill my ability to plan strategically in any way, because I can only meet the timers when I already know ahead of time what to build, and even then it's a stretch. The joy I get from carefully designing and plotting my defense so that it's just right is ripped away from me. They are bizarrely and unnecessarily biased against solo players. Campaign becomes a chore that I have to get through if I want to unlock the fun modes. And what's it all for, I tell you!? What do the build timers even add to the game!? What twisted soul is hunched behind their keyboard saying "I don't know how I could enjoy this game if I wasn't under arbitrary time pressure"!? I've never met them, and I hope I never have to. Thank you for coming to my TED talk.
  19. Fantastic analysis gigazelle. When I heard the EV announcement I was excited for a new hero, but seeing the wording of "bringing back the EV" is a massive red flag. I'm really hoping that the reason they haven't announced any details publicly about the EV is because they're considering going in a different direction with her other than just a direct port, and they aren't certain yet... But I'm not confident about that at all, and I am prepared to be very disappointed. DDA's biggest flaw for me right now is that when I recommend dungeon defenders to my friends, I tell them to just buy the first one. There's no reason for me not to tell them that. I really hope that changes soon.
  20. A lot of these are good points! You could do with clarification on some of them - what makes goblin copter paths and drop points "poor", for example? Definitely report stuck enemies' placements when you see them, they've fixed those in the past. A couple I don't agree with: I definitely don't think most of the projectiles you listed need to be easier to dodge, I almost always dodge them and when I don't it feels like my fault for not paying enough attention or positioning well, which seems like the appropriate amount of challenge to me. As an exception though, the demon lord fireballs do feel especially difficult to dodge. I personally can't vouch for seeing too many goblin copters on summit. I haven't played it on survival yet, though it seems you're talking about campaign anyway. I could see how it might be difficult to deal with them if you opt not to use deadly striker towers, but I don't think that would be a sensible way to build on that map.
  21. For the first 5 waves, Lava Mines plays like it does in campaign, ramping up the nightmare enemies by adding goblin copters, spiders, and sharken. However, after wave 5, it seems there are no nightmare enemies whatsoever. This seems like a bug, but even if it's intentional I wanted to say that it's pretty unsatisfying. I'm playing on nightmare hardcore if that matters.
  22. Yeah, it's not available at the moment, but the wording of the post made me believe that they're planning to make it available again in future. Maybe I'm mistaken on that. But if not, it would help to know whether it will have the same issue or not.
  23. I see there's a manual transfer service mentioned on the discord, although it's not available at the moment, does that have the same issue of resetting progress then?
  24. Hi all When the game launched I made new characters on Play just to experience the finished game from the beginning. However I still have early access characters on Legacy, too. It's frustrating that I have to pick one or the other as the transfer tool deletes your Play profile. Does anyone know if there's been any mention of copying over Legacy progress without completely overwriting Play data?
  25. I don't think they were weighing it up like that @krsans78, it seems to me that they encountered technical issues with getting early access saves on the normal play mode and didn't want to push the release date back to fix it. I don't think game balance was their intention in putting early access saves into legacy, because if they were worried about early access players being more progressed they wouldn't have promised not to wipe data to begin with. The problem is we have no idea what the technical issues are, and their explanation doesn't explain why the play/legacy mode divide needs to exist yet in the first place given that legacy can both hold early access saves and allow for the creation of new saves, and mod support doesn't exist yet...
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