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Riyshn

Defender-In-Training
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About Riyshn

  1. Forgive me for the DD1 comparison (that I keep making...), but honestly this is a team working with all the design knowledge learned from solving these same problems in the previous game, and it baffles me that there are so many steps being taken backwards. >_> DD1 had a grand total of 4 (maybe 5? I can't remember if Mages actually attacked, or only healed. And I suppose maybe the Summoner's melee units, but I'm pretty sure they cleaved, and they were used more as walls anyway.) single target defenses. Magic Missile Towers, Deadly Striker Towers, Archers, and that one Huntress trap I c
  2. Orc: 40 Ramster: 50 Archer: 40 Colossus: 80 Fissure: 30 Maw: 60 Oil: 20 Volcano: 100
  3. Got some Abyss Lord/Lavamancer numbers for you. (first few images Imgur wouldn't let me add to the album, not sure why. Infinite recaptuas.) https://puu.sh/uJUUZ/8a1121e23c.png https://puu.sh/uJUWS/3c6693b0fc.png https://puu.sh/uJUXG/2889f7fc47.png https://puu.sh/uJUXY/0e3a9a1ed9.png https://puu.sh/uJUYk/8224f889ea.png https://puu.sh/uJV8q/d24e9eaffa.png http://imgur.com/a/IO1eU
  4. Mysterious cloaked figure with a book, doesn't apear to have legs, summons unholy minions, AoE Heal zone. Only thing he really missing to be Summoner is the hover, RTS mode, and Phase Shift. Don't really see how they could introduce the 'real' Summoner without having a ton of overlap both thematically and gameplay.
  5. Just to be clear, I do like being able to hot swap during Combat phases. My issue with the hero deck is that it looks on the surface (particularly to new players) to be a build limiting mechanic, while actually doing nothing of the sort. I think I wouldn't have such a problem with it if there were more slots (I mean hey, we have 8 more F-keys...), or there was some other way to swap characters for building from the Forge like in DD1. As it is now, it just makes builds that use more than the 4 heros in your deck feel really clunky to actually set up. Fair enough. Especially the points​ about i
  6. Just to be clear, I do like being able to hot swap during Combat phases. My issue with the hero deck is that it looks on the surface (particularly to new players) to be a build limiting mechanic, while actually doing nothing of the sort. I think I wouldn't have such a problem with it if there were more slots (I mean hey, we have 8 more F-keys...), or there was some other way to swap characters for building directly from the Forge like in DD1. As it is now, it just makes builds that use more than the 4 heros in your deck feel really clunky to actually set up, with having to swap one of you deck
  7. I've actually got a friend right now that I'm trying to get to play DD2 (once he's done being distracted by Breath of the Wild), and if he enjoys the basic gameplay I intend to talk him into getting DD1, then probably wipe all my characters so I can play through it again with him properly. I would be absolutely fine if they were made to be something of a Super-Kobold/Sharken hybrid, where you must stop them from getting to your walls or they will be destroyed. They just need to not be so damn invulnerable so they can actually be reasonably dealt with by people who aren't already overgeared a
  8. When they're mixed in randomly with everything else it effectively does.
  9. Right, lets just kill all the enemies before they get to the defenses... we're... using... to... kill... them... I feel like this logic is flawed in some way.
  10. I don't mean that warm-up is negative in some way, just... what is the point of it? What does forcing us to hit G an extra time before starting the build phase actually accomplish? Vast majority of maps having just a single chest wouldn't really be inconvient at all if it was near the crystal/forge. A couple (Citadel and Catacombs come to mind) would actually be an improvement.
  11. We don't even have official word on how upgrading gear effects drops. Do drops look at the current or base stats of equipped gear when deciding what can drop?
  12. My thoughts on DD2 from the perspective of a DD1 veteran. Will mostly be focus on things that have changed or are completely new, and what I feel are good changes/additions and what seems like it's taking a step in the wrong direction. I won't be covering things that I know to be known bugs, only things that seem to be intentional design decisions or unintentional consequences of decisions. For reference, I initially played DD2 on the public release, but all I remember about it was being unimpressed. I started playing again just before the Trials update landed; I only completed about 2 maps on
  13. I keep seeing you sat this everywhere, and it's bothering me. Destruction is a flat increase. It is always 34%, no RNG. Encroaching Flames is an average of 10% increase. Will sometimes be a bit more, sometimes a bit less, but always approximately 10%.
  14. I actually checked dd2tools to try to answer this, and at the time the thread was made, it didn't have where Encroaching Flames drops from. C4, btw.
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