Jump to content


Community Development Team
  • Content Count

  • Joined

  • Last visited

  • Days Won


gigazelle last won the day on July 31

gigazelle had the most liked content!

Community Reputation

91 Excellent

1 Follower

About gigazelle

  • Rank
    CDT Artist


Recent Profile Visitors

1,846 profile views
  1. Skyward challenges look and sound super fun! Glad to see some unique content actively developed. Looking forward to playing all of this on the Switch with my family when it's released for consoles!
  2. Considering that DD2 has more concurrent players than DD1 and DDA combined, and considering that DD2 has a better review score than DDA, I wouldn't call DD2 a failure. Sure, it didn't reach critical acclaim like DD1 did, but neither has DDA. In fact, I'd submit that DDA's lack of critical acclaim is precisely because it refuses to stray from DD1.
  3. Just watched Juicebags video on EV, and I'm really disheartened to see that it is basically a tit-for-tat copy of DD1's EV. No improvements or lessons learned, including the most disappointing part: an immediate shift to a buff beam meta. It is another direct copy from DD1 without even any attempt at something original. This gives continued evidence that DDA is in fact just a copy of DD1 minus 90% of the content. Instead of CG using their valuable dev time to create unique and original content, they are squandering it to attempt to play catch up with DD1, who is still many years ahead in terms of content. I don't want DD1's EV. I don't want a meta centered around a buff beam. Instead, I want an EV that combines the best of both DD1 and DD2, and tosses her own unique flair in the game. Reflect beam is a great defense, and a staple to her arsenal. Maybe have another go at the weapon manufacturer. Instead of making it a damaging tower, return to its original design of being a pickup-based defense. Crank up the damage of the nukes and let EV shine at burst damage. How satisfying would that be to have a weapon manufacturer build a nuke throughout a wave, and give you the ability to one-shot a couple ogres no sweat? Give us a brand new tower that we've never seen before Give EV her own weapons, otherwise EV will always be at odds with apprentice and huntress at who uses staves/guns better. If THIS was the EV that was announced, I would be a lot more excited. I don't want parity to DD1. I want a new take at a tower defense RPG with DD1 core game mechanics.
  4. Just caught up on this thread. I haven't been involved in the DDA scene for a while, but allow me to share my perspective on a few different things. Bottom line (TL;DR): DDA played it too safe by copying too many elements of DD1, and it suffers from the exact same flaws that DD1 has. They had an opportunity to improve upon the original design of the game, but didn't. Fun fact, when DD1 was very first released, nightmare difficulty was not initially on their roadmap. Due to the success of the game, they wanted to introduce more content, and more difficult content. However, there was a major problem: the stat scaling and number crunching was designed for insane difficulty being the cap. If they wanted to allow stats to go higher, those stats had to be treated differently. This is why in Nightmare you have hugely nerfed projectile speed, crazy different health scaling, pet buffs, DPS nerf, and a whole slew of other major balance changes compared to insane. One of the most confusing game design decisions I've ever seen is why CG opted to intentionally include these tacked-on balance changes in DDA as well. They had an incredible opportunity to rebalance this game for a smooth progression curve from start to finish (easy to massacre), and they instead opted to include the awkward insane to nightmare transition again. This is just one of the many red flags that indicate that CG is just trying the whole "you can copy my homework answers but change it up a little so it doesn't look like you copied from me". DD1 and DDA are just too similar - you can't avoid comparing them. On one hand, you have all the same core game mechanics down to the precise amount of XP gained per map being identical between DD1 and DDA. On the other hand, DDA isn't technically a remaster of DD1, so they left out almost a decade's worth of content. So you have DDA in this weird limbo of "It's DD1! ...But it's sorta not", creating this never-ending controversy. If DDA was different enough from DD1, we wouldn't see the content comparison argument. But the fact stands: DD1 and DDA are too similar not to be compared. CG tried straddling the two sides of "remaster DD1" and "make a brand new game", and honestly ended up getting the brunt end of both sides. If CG had simply stuck to one side or another of "DD1 remastered" or "Brand new game with new heroes, towers, enemies, and maps", we would see a lot more pleasant reception from all parties. CG could have stuck to the core mechanics of DD1 and given us a new defending experience with new abilities, towers, enemies, and maps. I feel like this would have been the best of both worlds. This is what I also communicated in my review of the game, which aggravatingly got a literal canned response from the developers (still salty about that btw). Unless CG makes some major revisions to their roadmap, I don't expect much progress here. In fact, the only reason why DDDK exists is because Trendy had a bit of extra time prior to DD1's initial release. While I would absolutely love a DDA SDK (enough so that I'd consider getting back in the game to take a crack at making content), I don't think it's very high on CG's priority list.
  5. I've always wanted an item of mine in the game!
  6. I would actually like to see more towers in the game have more shards than shard slots. With a couple balance passes, you could create multiple viable strategies for a single tower. I'd also submit that a lot of these shards are in fact not 100% worthless (don't get me wrong though, some of them still are lol). They're by no means reflect beam caliber, but I still occasionally will use a ballista on floor 350+ in onslaught. You're forgetting the increase you get from gilding these shards as well. Empowered bolts (gilded): 40% chance to deal full damage to all pierced enemies for the next 52 seconds. This effectively removes the damage penalty for piercing entirely. Probably don't even need to gild it to keep the 100% pierce uptime. Power bolts (gilded): 40% chance to deal 72% bonus magic damage. That's a straight-up 29% increase in DPS. Not as good as a gilded destruction shard (42%), and pretty close to non-gilded destruction (34%). But, you can stack power bolts with destruction. Puncturing bolts (gilded): You can now pierce 6 additional targets, bringing the number of pierces to 12. I don't think I've ever seen 12 enemies lined up for a shot before, so I don't anticipate seeing this shard getting used that much. Splody harpoon (gilded): 34% chance to deal 920% defense power in an explosion around the enemy. This procs for every enemy pierced. As mentioned above it also works with rollers from the front sometimes. Oily harpoon (gilded): 100% chance to oil target for 7 seconds. Ignite is worthless, unless it's against drakenlord. The valuable thing about oil though is that it slows. Stack this with boosted grasp, frostbite tower, or frosty beams, and you have enemies who are effectively pinned in place. I currently run splody harpoon + oily harpoon + defense rate shards, with unique power + unique critical + unique CD mods. The relic is currently c8 0/5, and my tavern dummy DPS is sitting at a comfortable 6.5M DPS (tier 1 with dest. pylon and boost aura, pretty standard setup). It scales pretty bad with upgrades; 9M DPS at tier 5. If I wanted to prioritize damage, I could very easily crank that up further if i replaced oily harpoon with destruction, but I use it in combination with flame auras to AFK drakenlord bosses.
  7. Here are my thoughts on boosting: Boost aura (40DU) and buff beam (60DU) are not worth it unless they are boosted by destructive pylon. I would advise against putting destructive pylon on boost aura or buff beam. If you equip destructive pylon on the boost tower itself, it's convenient to have a single boost tower but you're missing out on a chunk of DPS. Even then, buff beam at 60DU isn't worth it a lot of the time. However, I have found that equipping unique power and unique CD mods on a buff beam gives it enough kick to make the 60DU worth it. The downside is that you only get one. But at 60DU a pop, you typically can't afford more than one anyway. It's definitely not part of my cookie cutter build, but rather an onslaught build where different lanes need differing amounts of attention. Overall, be cognizant of the DU you spend boosting vs the DU you spend placing towers. Two flame auras + buff beam will drastically underperform compared to just summoning 4 flame auras. However, If you have 4 earthshatters and 2 skyguards that cover two different lanes, a buff beam would do a ton better than just adding another earthshatter. Radiant power not only applies to DPS towers, but also applies to boost aura and buff beams. If you use both a boost aura and buff beam in a build, you get even more of a damage increase. Destructive pylon works best on inexpensive towers. Examples include proton beam, serpents coil, snaking sands, or LSA. I personally use proton beam for trap/aura/node builds, and serpents coil for tower builds (e.g. PDT, earthshatter, skyguard, etc).
  8. Dang, that really sucks to see the office there flooded. Glad to see no one was hurt, and that the team is still working towards making DDA the best it can possibly be.
  9. I see you're joining DD2 in the June holiday festivities!
  10. Servers were taken down, so you can't even play with friends. It's offline only (single player), and you can't even buy the game anymore. CG wanted that game dead and buried, and they've done a decent job doing so. Here's the story of what happened to it:
  11. Got this lil' lime green boi. You know what'd be really cool? If the event reward was a Polly.
  12. As the individual who created Polly, this warms my heart. Can't wait to see those beautiful birds in all those magnificent colors!
  13. They indeed are the stat ranges they can drop. You'll want to double check two things: Are the two items at the same chaos level? Do the two items have the same number of upgrades? Both of these minor differences can create a difference in those green numbers.
  14. shadowflame and bone glove are mods, which don't get headshots. Only primary or secondary hero attacks can headshot and take advantage of Exploit weakness. For EV2, mcdoogers rapid shooter would 100% be the best weapon for Exploit Weakness. Both huntress and apprentice have 4/s x4 weapons, which would be their ideal weapons. You might be able to build a reliable snipe gunwitch, since it would be easier to hit the mob's soft spot with her projectile speed and zoom. I don't know how well her damage scales with HD, but if you can consistently pull off headshots, you're looking at 5x-6x tavern dummy damage on enemies.
  15. Pure theorycrafting here, but you could potentially have a reverse nuke monk drastically outdamage a regular nuke monk using a 2/s x1 polearm. The catch is that it wouldn't work on rollers, and the skill ceiling would be much higher since you would have to aim for their face instead of just landing a last attack melee. Also, for bows, a 4/s x4 bow outperforms a x1 bow in all situations, since the four projectiles fire in a straight line.
  • Create New...