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Posts posted by muskelberget

  1. Trendy isn't spending time and money on patches just to be nice. I'm glad they listen to players and try to improve the game, but the ultimate goal is to make money.

    And yes the coming survival patch is very nice. Nightmare is in betamode though and the survival mode was obviously not working well enough. 4-12 hours to complete a map and you can be disconnected anytime and lose all progress...never seen any other game with an endgame like that. So the fix was totally necessary.

    The majority of my total gametime is afk shopping and endless gear farming in misty/moraggo (with various success). Can't say I would compare that with watching a film...Mostly it's boring, repetative and just lost lifetime.
  2. I understand that Trendy is a small company and that the playerbase isn't huge. Big companies can keep the prices down because they know they will sell millions and millions of copies. I still don't like how things are done atm though.
    Trendy should focus on getting new players (and keep those players) instead of scaring off people with a long list of dlcs. I think it's mostly the dedicated core buying all those dlcs anyway.

    Why not wait a bit and release a lot of content in one go? Ev + skins + ev map + challenge in one package? Instead of releasing a single map...or a single challenge etc.

    To get variation and replay value on a tower defense game like this you need different kind of game modes, difficulty and maps. If people have to buy the additional maps 1 by 1 even after having bought the complete shard pack it feels kinda lame tbh.
  3. game 12 euro. Full dlc = 12 euro. Ev 4euro, barbarian 3euro, new heroes 4 euro just to mention the more expensive ones. So if you want all characters and campaign maps it costs you 35 euro. if you want all the costumes and missions it costs you 12 euro more. This is more than a lot of high budget games. And it will probably be a lot more dlc released before shards 4 as well.

    It might not be big sums for most of us, but seriously, see how it builds up over time if you plan buying every single dlc.

    I just hope that the new map doesn't include any kind of new superloot forcing people to buy. (Because we all know buying superloot in afk shops can be risky). The recent maps has been far too big, too short timer and too many mobs to make them enjoyable as well.
  4. Terrible idea. I would never host a public game again if this was implemented.
    It's already a long shot making public to get help....I have to kick like 20+ leechers for every decent player I find. Put the leechers in charge? rofl naah
  5. I like the idea with a few tower heroes and a few dps ones. Overall squire is very solid, strong towers, lots of hp, block ability, good dmg etc. I think the problem isn't squire being overpowered but rather the 2nd builder class...mage...being underpowered.
    While I don't think a mage should be able to melee enemies their towers are far too weak.

    A 100% squire build isn't as efficient as a mixture though.....you need traps, auras and if possibly ev. Especially now after the damage reduction. Every class has a role to play.
  6. I've been thinking about it more and I think the EV buff beams are paradigm shifting, for some of the reasons that Goro just stated. If you look at the kill faster vs slow mobs tradeoff, the squire guardian functions pretty similar to ensnare/gas/str drain/darkness. Before the EV buff beam there was nothing that functioned similar to the app/hunt guardian. Now that the buff beam is around, it actually duplicates some of the effectiveness of the app/hunt guardian. It should make the squire guardian a little more viable, but I think its still theory at this point.

    If we talk endgame:
    Gas traps are only needed vs djinns, unless you are very underequipped for your current wave. (like when people played 12h+ survivals with enrage auras on every spawn...)
    Str drain has been useless on nightmare.

    Darkness traps and ensnare are very good. Not for slowing down the waves but for reducing the damage your walls take.
    With ensnare kobolds and wyverns die long before they reach your wall/crystal. With darkness traps ogres/kobolds make much less dmg when they do reach your walls.
    For 6 DU you basically get a squire guardian on each side. Your walls take little damage and you can buff the damage on towers instead of focusing on keeping walls alive.
  7. Your stats:
    Hero: 772/534/269/510
    Tower: 397/802/739/314

    Most people will just look at the stats and kick you. If you want a wallbuilder do a dedicated wall builder and then swap to a pure dps char. a 772 hero hp ranger with low dmg(?) and ~60% resis will be very hard to do the assaultmaps with for example...

    Usually the host has a reason to kick you but he is just too lazy to write it to everyone that joins his game. Sometimes the host is just an a-hole of course. The only reason people play some maps is for the loot though, if the host let you stay his chance to get eggs is lowered (just an example). If you feel so frustrated about getting kicked try to beef up your dps char or host the game yourself.
  8. What if you're using EV buff beams from an EV with high tower damage and tower refire rate, but relatively low tower health? So you may have 2.25 multipliers already from your buff beam on tower damage and rate, but only maybe 1.9 multiplier for resistance? Buff beam multipliers like these will make the additional contribution from having a dps guardian rather small, and the contribution from a squire guardian much larger because of the difference between a 4x multiplier and a 3x multiplier. If you're using buff beams your towers may be able to deal with spiders/wyverns/djinn already without the additional small contribution of a dps guardian. In this specific case you would want to use a squire guardian for sure.

    The point I'm making here is that you can't just boil it down to what you said. There are so many other important variables that need to be taken into account. If you have 2500 stats already then maybe you don't need a squire guardian. But a squire guardian will reduce the stat requirements for achieving a certain wave when used properly.

    I would still chose app/huntress guardian since the best defense is to bring down the enemies as quickly as possible. In some cases a squire guardian could be justified. If your spiderdef is ok, your anti-wyvern/djinn defense is ok and your wall risk dying any minute...and you play a map with just 1 or 2 lanes. Then maybe...

    The longer it takes to kill the ogres the more they pile up against your walls. Like some other people have already mentioned the risk for glitched ogres/mobs increase tremendously...
    It's not uncommon for zippys to run through the ogres and ignore your wall. Or ogres to jump over barricades and other weird stuff.

    On late wave survival you can get ninjas with 2+ million dps, djinns with 4mill+, ogres with 25m+ hp and so on. If you don't kill them fast you will be overwhelmed and die. Dps is the only way to go.
    This is endgame though, perhaps it can be more useful elsewhere.
  9. squire guardian can be useful and sometimes it can probably save you. You should try misty survival or something with a squire guardian though. It simply won't cut it. if you stand buffing a wall for 3 minutes the ogres at the other sides break through.
    If you have a full team with squire guardians and buffing one lane each the mob increase will be huge. It won't take long before you get eaten by spiders and djinns, because they don't care about your immortal walls:P

    Problem with squire guardian is that you don't need it. A 2500+ tower hp wall with darkness traps and ensnare can last long enough for you to run between lanes and buffing your towers. Only time I want stronger walls are at wave20+ since kobolds, ninjas and ogres make crazy damage. But best defense is to kill them as fast as possible. Squire guardian doesn't help at all vs spiders, djinns or wyverns....all 3 very big threats on nightmare.
  10. I don't know why it isn't enabled already. On every campaign map and other challenges I can think of you can start the wave whenever you want, if you are ready. When I build I only need time to set up the defense in the beginning, after that I just want to repair and press g as quick as possible. Maybe check chests first but that just takes 30-40sec at most.

    When I solo the map with my dps char I don't use any towers at all. I lose like 15 minutes in an entire run just waiting between waves.
  11. It will be very hard starting at wave20+ with non upgraded towers. Each wave starts with a huge ogre rush and you will most likely die very fast without really good chars and skill level:) The defense does take a lot of time to set up and I would never spend 10-15 minutes building for 1 minute looting before defense get smashed. So I can't really share the concern for easy farming.

    This change is awesome since you can probably jump in a few waves before your limit without spending hours of repeated gameplay to get there. Last night I had to leave a wave21 misty open overnight since I went to bed. While there was no steamdisc I still got kicked out by a trendy disconnect:)
  12. There will be much more superloot available since more people will play survival. Then again, people that are able to begin at, and farm wave 20-30 already have endgame gear.

    I think this change is good. If you need wave 20+ drops to improve your gear and only survive to wave 20-21 max it's not reasonable to play 5-19 just to play 2 waves for gear. It can take 2-5 hours to get to where the gear CAN drop and that is just stupid. Thanks trendy:P

    oh and btw. Try to start at wave20 with just mana from chests and no upgrades/max du and see how you perform^_^
  13. Trendy should have spotted this "bug" long ago considering how superior squire was in nightmare.
    My guess is that they tried to make EV useful and best way to achieve that was by nerfing squire damage.

    I don't understand all the rage though. 40% less ogres. 50% DEW damage, 10% less damage dealt by mobs. Slightly less djinns. This easily makes up for the damage reduction. While it is harder for a pure squire build and a lot easier for an EV/squire mix I can't really blame Trendy for releasing useful characters. Who would buy them otherwise? It is still possible to complete everything with a pure squire build, although it is harder...
  14. Just finished misty survival with this build after the damage nerf. Djinns ate the top spider def a few times, eventually I moved it down. The harp got webbed but after moving it a bit it worked better.

    A lot less 25-30 million hp ogres easily make up for the dmg reduction. And no golden ninjas cut down your wall in seconds anymore.

    squire: 1100hp/900ar/2300dmg/1400range
    ev: 2k wall hp
    trap: 1k/1k/2k/1k
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