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Bogdanov89

Seasoned Defender
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Everything posted by Bogdanov89

  1. Frankly i often see Bouncer blockades as well as Slice n Dice towers fail to hit (reach) enemies who are attacking them in melee... Both those towers should get a range increase so they always hit enemies in melee (especially ogres).
  2. Actually the towers shoot at the flares properly! But when there are no flares the towers just shoot in a straight line horizontal to the ground.
  3. Frankly i am surprised not more people have commented or encountered this issue. I play on local (my pc) so the lag can't be the problem, but i encounter this issue vs Goblin Copters on practically any nightmare map that spawns them.
  4. I hope so, i mean for 4DU and 8DU you expect some seriously reliable and useful towers. And increasing their range (aoe radius) is surely not going to cause balance issues considering how niche those towers are due to their melee nature.
  5. Bouncer Blockade and SnD Towers seem to be quite sub-optimal when you are unable to place them "around a corner" so that the melee monsters approach closer than usual. Frankly i very rarely use Bouncer or SnD simply because i find them a tad too niche and unreliable, primarily due to their poor range (radius). They are fun towers and look really cute but they just fail to attack the most important melee monsters due to short range and a lack of corners to hide them behind. And considering they cost 4 DU and 8 DU they are not exactly dirt cheap, so that kind of unreliability and situational use is rather bad. Can you please increase the range/radius of Bouncer/SnD so that they can always hit Ogres and other melee that is attacking them? It just needs to be wide enough so that it can always hit ogres that are bashing on the tower itself. Thank you :)
  6. Edit: Woops i just realized i necroed this 3month old thread, sorry. Personally i really like the LT's 360 degrees attack radius and its crazy lighting bouncing.It is a pricy tower in terms of DU but it definitely is the most mass-killing tower in the game. It is my most common choice for survival since they just so reliably murder everything across the map. I dont know how would you balance it without making it not worth its DU or ruining its crazy lightning charm.
  7. Thanks, but what are item beams? Are they the small dots on the mini map that mark gear drops of quality that you specified in options?
  8. Is it possible to make it so that opening one chest during build phase will give you the mana from all the chests on the map? In Survival mode during Build Phase running across the entire map hunting down chests to open just to get mana isn't exactly enjoyable, especially when there is no time limit for Build Phase in Survival modes. Even in the time limited Build Phases that exist in non-survival modes this improvement for chest mana collection would make the game more enjoyable and let us focus more on strategy instead of running around. Personally i think this method should become the default but even better if it could be implemented as an option so the host can decide for himself. Thank you for reading :)
  9. Would it be possible to implement a death log (damage suffered) for the Eternia Crystals upon defeat?Frankly it is a bit frustrating and hard to improve when playing survival and at some level suddenly one of my crystals die without me knowing what it died from (what monster killed it) while i wasn't close to see. If we had even just a minimal text line telling us what monster killed the crystal then i could actually try and improve the defenses for my next attempt :) Thank you.
  10. Thank you Community Development fellas for working on the Dungeon Defenders so much :) A pretty annoying bug i have consistently encountered on Survival MistryMire (nightmare): My Magic Missile and Deadly Striker towers will shoot in a horizontal line (ground level) at Goblin Copters instead of actually shooting at the Copter itself. This means that 99.9% of my tower shots are completely wasted versus Copters since they are shooting at empty space at ground level below the Copters. And since the Copters can usually approach unharmed they drop their ogres right on top of my precious towers :( Actually the only time my Towers accidentally hit the Copter is when he (ironically) fires his flare, which actually makes my Magic Missile towers correctly aim upwards and fire at the flare - with some of the Missiles accidentally hitting the Copter itself. Frankly i do not know is this issue present only on Mistymire or also on all other maps, but it is a huge issue when trying to play the Apprentice (perhaps it also affects Squire towers?). Please look into it and fix this nasty bug.
  11. I am an old DD1 player but i have not played DD2 in a VERY LONG time. Today i installed DD2 again and i am looking at all the changes and new stats on my lvl50 characters (trash gear). Since i am a fan of "DPS-ing" as a Hero during a wave, killing enemies myself, should i go for Hero Damage or Ability Power? I guess ideally i want to have both but since that is not always the option i wanted to know is there a "universally better" choice between the two? Most abilities seem to do a lot of damage but the cooldown and mana limitations make me think that constant auto-attacking could be much more significant? Also i notice some weapons have additional "elemental" damage like Water or Earth but it seems really minor and it seems to even be spread out among all targets hit - so it seems really irrelevant and pointless? Thank you for helping me and explaining :)
  12. I haven't played DD2 all that often but i do like the Abyssal Lord, judging by the trailer. One thing i did not understand were the practical differences between Orc Blockade and the Colossus. Both are described as melee, tanky and deal good damage... Their Direct Command ability is also similar, they just deal damage in-front of themselves. I thought one might be for "single target" while the other is for "area of effect", but that does not seem to be the case. It would be lame if the Colossus is just a stronger/expensive version of the Orc Blockade, since the lesser tower would not be used past the first few waves. Can anyone that has played the Abyssal please explain the differences between these two towers?
  13. If i did not live in a piss poor 3rd world country where 15euro is almost 10% of my monthly pay i would not mind buying the Abyssal. But considering the average pay in my country is 180 euroes per month, i really can't afford a 15e hero. Needless to say i don't have a lot of time to play/grind this fun game either... so i can unlock the Abyssal in about a year :(
  14. The grind for abyssal feels too long, and the price seems too much. I would be okay if the grind period is 1 month and if the price was less than 10$, but the current ones are just not acceptable to me.
  15. I love the new Hearty Blockade you are suggesting! The old Hearty Blockade was awful, it made my squire into a "one trick gimp" that can't do anything but make walls.
  16. Amazing, please keep writing and updating it! :)
  17. I agree with the OP, i really do not want to have anything to do with below mythical loot. I honestly do not want to see it drop or to have to sell so much junk. If it (below mythical items) could auto sell as soon as it drops it would be perfect, without it clogging my map or my inventory.
  18. Sorting the inventory is too much of a hassle. It is a very boring aspect of the game, and i see no reason to force players to do it. Let players enable a "each wave auto-sell all below mythical loot without me having to loot everything and then sell everything manually". Simple option, and it would GREATLY improve the enjoyment of the game for a lot of players. Also DISABLE THE DAMN COLOR LIGHT BEAMS, CANT SEE ANYTHING and it causes nasty performance issues.
  19. Would be amazing if they also put in "auto-sell" each wave, so all the below-mythical loots gets auto sold instead of us having to bother doing it manually.
  20. I recently made a monk and oriented all the level-up points and gear bonuses towards "defense power" to test out the Boost aura. After some experimenting to me it seems that it only gives 5% bonus to tower damage, up to barely 10% bonus when the Boost Aura is fully upgraded. It costs 40 "tower population" and, at a 10% increase to surrounding towers, it would need to affect 10 towers just to make up for using the tower population (comparing to a regular 40 population tower). Perhaps i am missing something, or maybe some very powerful gear is needed - but to me it seems that the Boost Aura is borderline garbage? Even in perfect conditions (where it can affect A LOT of towers at once) it barely justifies the 40 tower population it requires?
  21. I am new to the huntress in DD2 and i could not find any other info about her weapons, so i thought of asking here. 1. What "firing methods" (scatter, burst, standard, falcon) are good at what? To me it seems that scatter is the best up-close while burst is best at a distance (anti-air?), however i am not sure what standard and falcon are good for. Are there any other firing methods aside from those 4? 2. There is a weird stat on a weapon that i think is attack speed, but it does not make sense to me. For example i have two identical burst bows, one has 4/s and the other one has 1/s. When i test out their DPS on the tavern dummy they both do almost identical DPS, but the 4/s fires MUCH faster. The 4/s seems to have split it's total damage into many smaller attacks, but i do not understand what is the purpose of all that? 3. On a DPS huntress weapon is "water/fire/earth damage" also split when a weapon has 4/s, or does it stay the same (thus making it much stronger with 4/s weapons)? 4. When a weapon fires more than 1 projectile ("standard" firing bows for example), it seems to split it's total damage over the number of shots. What exactly is the point of firing 3 (instead of 1) shot when the total damage is the same? How does elemental damage (on a weapon) work with multiple projectiles - is it split per projectile, or is the whole elemental damage inflicted for every projectile? 5. Hero Crit Damage seems to be a very common stat, but Hero Critical Chance seems very rare. Seems odd to stack up on Hero Crit Damage when the total Hero Critical Chance is very rare and minimal?
  22. The auto-sell i am suggestion would be a per-player option. If you like to wear junk then you can, but i sure as hell don't want to see anything below mythic. And i definitely do not want to spend so much effort doing lame manual selling...
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