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Everything posted by gigazelle

  1. 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.
  2. I've always wanted an item of mine in the game!
  3. 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.
  4. 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).
  5. 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.
  6. I see you're joining DD2 in the June holiday festivities!
  7. 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:
  8. Got this lil' lime green boi. You know what'd be really cool? If the event reward was a Polly.
  9. As the individual who created Polly, this warms my heart. Can't wait to see those beautiful birds in all those magnificent colors!
  10. 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.
  11. 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.
  12. 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.
  13. Disclaimer: Exploit weakness mostly works. It doesn't work in the single place that you'd actually expect it to work, which is on rollers. A mechanic in DD2 that is extremely poorly explained is the concept of weaknesses. There's one mutator in onslaught that mentions it, but other than that, you can play through all of DD2 without knowing that it exists. So, what exactly are weak points? Weak points are a small part of an enemy's hitbox that, when hit by RANGED hero damage attacks, deals 1.5x damage. Weak points can also be referred to as 'headshots'. This mechanic is independent of random critical hits, which can stack with headshots. Melee attacks and abilities cannot hit weak points. "But Gigazelle, what about siege rollers? Melee attacks work on that weak point!" Strangely enough, rollers don't actually have a 'weak point' as stated above. They are hardcoded to receive 2x damage, regardless of melee/ranged attacks, from behind. Anywhere else, you deal 0.05x damage. In the sense of the Exploit Weakness mod and the 'Soft Spot' onslaught mutator, rollers do not have one. On the bright side, every other enemy does! For the most part, the enemy's weak point or soft spot is their head. The only exception is large skeletons, which the glowing crystal in their ribcage is their weak point. "Okay Gigazelle, so how do I capitalize on the Exploit Weakness mod and Soft Spot mutator?" Two requirements: Use a ranged hero attack. Exploit weakness is 100% worthless on ability-focused heroes, and heroes that only use melee attacks. Use said ranged attack on an enemy's head. The latter is considerably challenging, because enemies' heads bob when they walk, and you have to take server lag into consideration. You can make headshots considerably easier and more reliable by having a setup that self-stuns. For example, drenching strikes + ice (or storm) chip, or a poison weapon with a pet that deals earth damage. "Hold up. People have claimed repeatedly that the Exploit Weakness mod is broken. What proof do you have?" Fairly extensive testing on maps. Note that tavern dummies don't have soft spots, so you can't test your mods on dummies. Also note that rollers are coded differently than other mobs, so Exploit Weakness doesn't work on them. All other enemies do have weakpoints, though. Running the numbers: Gear without any exploit weakness mods. Note that I'm not worried about the actual damage, but the ratio of headshot damage to non-headshot damage. Damage was tested using a huntress with a 2.5/s x1 bow. One arrow, no crit, no headshot: 352267 One arrow, no crit, with headshot: 528401 Ratio of non-headshot to headshot: 1.5x One arrow, random crit, no headshot: 538642 One arrow, random crit, with headshot: 792601 Ratio of non-headshot to headshot: 1.5x Next, I put on my Exploit Weakness gear. My mods are 70%/70%/70%/35% (I need a 10/10 healthy power gloves before upgrading my last one to c7) One arrow, no crit, no headshot: 372657 One arrow, no crit, headshot: 2963499 Ratio of non-headshot to headshot: 5.175x One arrow, random crit, no headshot: 858986 One arrow, random crit, headshot: 4445251 Ratio of non-headshot to headshot: 5.175x Note that all of these numbers appear red, except no crit + no headshot. Since they're all red, it can sometimes be difficult to determine if you're landing headshots, or if you're just getting random crits. TL;DR: The Exploit Weakness mod increases your headshot multiplier for ranged hero damage, and 100% works. It does not affect rollers, since rollers don't have a 'headshot' hitbox.
  14. Now that is a name I have not heard in a very long time... straight from DD2's super early pre-alpha days! Anyways, welcome Mary! I look forward to working with you, and hope to see future involvement between the CDT and CG for DDA!
  15. When I faced the Old One for the first time, hearing that music with a dreadful tone. It took a few tries, but I figured out how to beat him, then the music turned around to an upbeat "you've got this!" tone. I can still remember the chills it gave me. Since this thread is all about the nostalgia, I want to give a huge thank you to everyone who has helped the CDT with feedback, requests, but most importantly, enjoying the content we've put out there. From April 2015 to November 2019, Chromatic Games gave me an opportunity to make my mark on Dungeon Defenders in a way that I never thought possible. Hopefully when DDA is released I'll have an opportunity to continue making weapons, pets, and accessories. https://steamcommunity.com/id/gigazelle
  16. Is there by chance a secret area embedded into the cliff with a small lake?
  17. Putting Nessie in Deeper Well was a decision made straight from Ice. He was also the one who mandated it be in the game. He is the sole proprietor of Nessie's fate. I will make sure he sees your feedback, but I can't guarantee anything will change. From my perspective, Nessie is not meant to be a useful pet. It is instead a fun little addition to the game that is worth much more in memes than stats.
  18. Updated Chicken Baller (black parts will be random spring colors) Updated wasp icon:
  19. Wait, why can't return of maldonis be afk-able? Pretty sure the first time I finished that map I did literally nothing during combat phase. I don't think power surge can be afk-ed though, since all defenses besides trees disappear. I'd be genuinely impressed to see someone manage to do it. Also, the lack of motes and clusters in prime incursions really ruin it for me. Why would I ever play those maps more than once after I get the 2nd hyper shard from each group? A chance at a c8 weapon or ampoule, which the market is already oversaturated with?
  20. The map itself is marvelous. I would never ask CG to take it out of onslaught. The frost dragon is an incursion mechanic, and deserves its place alongside other incursions. Incursions have no place in onslaught. It would be absolutely delightful if drakenfrost keep was just another map in onslaught rotation without the dragon. Royal Gardens was a great map in DD1, it's a shame that it is tainted by the un-fun-ness of the frost dragon in DD2.
  21. Resets were a pain because it was literally the same thing over and over and over and over again. I started going crazy at 24, so I decided that was good enough and upgraded all my equipment. DD2 was monetized very poorly primarily due to investors. Now that CG have full rights to the game, I am fairly confident they will set things right with DDA. Personally not a fan of the artstyle, but to each their own. Now, if CG decided to put DDA as an epic exclusive or riddle the game with P2W microtransactions, then we would know for certain that they're in it for the money and not for the passion of making a game or the community. Those would really be the only scenarios where I'd genuinely 100% leave the community for good.
  22. I would like to lodge a formal complaint against the latching assassins that are constantly spammed at you during this map. It is an otherwise enjoyable challenge, but assassins constantly latching onto you takes all the fun away from it. There is nothing more frustrating than activating the altar, then having several assassins stun-lock you out of attacking so you can't do anything. I don't mind the altar assassins, as they are part of the map's mechanics. But the normal assassins have no place in this incursion. Additionally, there's no map reward here, so players are never going to run this map more than once. It's a slow map, there's no rewards, and it's frustrating to fight. It's almost as if CG wanted this incursion to be a complete flop.
  23. Mastery was my favorite game mode by a significant margin. The challenges were great, and they introduced some very creative builds that I would have never otherwise attempted. Diversity is only bugged if you fail a wave and retry. If you lose a core with diversity as one of the requirements, just start over from the beginning. Otherwise, there are no issues with it whatsoever. The rewards you get from it are absolutely worth it. Automation, with it making any defense stun immune, that alone is worth it. I'm going through resets right now and it has helped immensely, especially since I don't have to upgrade the shard. The wings are also really nice too.
  24. Going price I've seen is around 1 million for 99 c7 ampoules.
  25. You can also hear whispering sounds before the smoke - this gives you an opportunity to swap heroes before it's too late. Once the purple smoke appears though, you're stuck.
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