Jump to content


  • Content Count

  • Joined

  • Last visited


Everything posted by Llorean

  1. I didn't see any visual effect to go with it, could be I missed 'em though. That might be it! Thanks.
  2. So, I'm playing survival and noticing that my harpoons are shooting empty space quite to the side of a helicopter carrying an ogre. They were aiming at it fine until it changed directions, then they seemed to continue to aim at the path it would've followed, rather than its new path, as it wandered to the side, aligned itself some of my defenses, and dropped its ogre (after which the harpoons snapped back to it). They were mis-aimed for a good 2 or 3 seconds.
  3. you would be a lot better off doing the maps that they spawn in on easier difficulties to learn what they do, most people that own those maps will have done those on at least Hard before trying to break into Nightmare? :s The problem is two-fold. First, you shouldn't ever have to go back a difficulty. The progression should always be forward. Needing to go down one is counterintuitive. I know that's how it works now, but many players simply don't figure it out. The second is that players may start playing Nightmare from Deeper Well rather than playing Shard maps at all. And the classic cam
  4. I think a big problem is lack of learning curve. Most non-nightmare enemies, it's obvious how to deal with. But with Djinn and now Sharken, it's quite a bit less obvious, and by the time you're encountering them you're likely in nightmare and getting high-statted ones coming at you quite quickly. Your first ogre, you only meet one of. Your first necromancers, DEW, and Wyverns come in very small groups. Your first sharken probably costs you the map. That isn't really a good experience. Any time a game presents you with a failure, you need to understand *why* you failed and if not know wholly
  5. only helps the Elite players with massive stats.. us regular players that are struggling to get gear upgrades will still have major problems That would depend entirely upon how they balanced it. If they balanced it well, people geared properly for the content would probably see small but noticeable benefit from their health, people undergeared would suffer, and people overgeared would be overgeared as always. As it stands, it's not too hard to make a dedicated wall builder who has only tower health, and has it quite a bit higher than all your other stats, so it *should* typically be benefi
  6. It'd certainly be interesting if they pushed the wall in their direction, and if they were off center at all, rotated it (as much as geometry allowed, after which continued pushing until it rotated enough for them to pass it). It'd also mean that slice 'n dice and bouncers would continue damaging them while being pushed, and spikes too if they didn't rotate to a non-lethal angle. It'd make sharken more interesting. Another option (that could be combined or stand on its own) would be allowing defenses to be pushed at a rate based on their health. So the more health a tower has, the 'heavier'
  7. ya, good idea, but too OP like mentioned fully upped mine increase to 2.24 so for 2du I can add 1 and 1/4 more damage? way too much More than that because you're probably also increasing the attack rate significantly too. I remember my buff beams nearly naked already increased the DPS of a single harpoon total by something like 2.75 right when they first came out (if I remember correctly). Even now, if you're considering having two harpoons covering an area, one plus a buff beam is almost always more damage and more DU efficient. Making it even more DU efficient would be over the top. Esp
  8. Agreed, maybe a " Your .... Has been thrown aside" message similar to the "Your ..... has been destroyed", at least to give you warning before the "your crystal has been destroyed" one... That's exactly my feeling. We get messages for tower destruction. Tower movement for many of the towers is effectively the same thing as having it destroyed, so a message would be sound.
  9. Melee Monks (yes, we DO exist!) and Squires/Countess have absolutely NO ability to rescue defensive units from Genies that decide to fly extremely high and channel their desummoning beam. I don't remember seeing a patch note change this, so I think it's still true, but pet DPS used to interrupt Djinns. So while you may not be able to melee them yourself, if you're using a Squire or melee Monk to deal with Djinns, bring along one of them instead of your guardian or whatever other thing you've got along. But really, not every class is best for every situation. I wouldn't try to tank a chok
  10. The idea sounds great, but this would be a big problem one steam/trendynet dc midwave and you will probably loose. Maybe their towers vanish at the end of the wave? Basically, if a player isn't there during their build phase, their towers vanish during the build phase. Then you could leave character swapping in (in case you start a game, then suddenly change your mind who to play as) because the vanishing towers would prevent using character swapping to build multi-character defenses solo anyway.
  11. Maybe rather than further improving the maximum loot quality, extra challenges (like a mode where you can't swap characters, like this, or other potential future modes) could alternatively improve the loot quality within that bracket. Basically, the exact same type of loot drops (same maximum and minimum levels and stats) but there's a somewhat higher likelihood of better quality versions within the range that normally drops (balanced as appropriate). This way it wouldn't offer a way to get better loot on an easier level by using this system or anything, but it would offer a way to reduc
  12. I'm pretty sure I've played with Mac users in the past.
  13. Not having a jetpack costume yet, I had always just assumed that when I got one it'd be "tap jump for a normal jump, press and hold a second time to transform that jump into a hover at whatever point I wanted to hover" as that's how that sort of mechanic has worked in a lot of games I've played. So yeah, I'd definitely agree, I'd like to see it control that way (assuming I ever bother to unlock one of those).
  14. Based on a post I saw, it looks like they gain "more priority" not absolute priority when preparing to charge relative to other things (the example in this case was Djinn) and that proximity to the turrets also plays a factor. I know on certain maps, my turrets definitely focus on Sharken as soon as they start stomping. My best guess is that you've got a setup that allows them to start their charge from far enough away that a close ogre is higher priority. If you try to put walls in places where the Sharken have to get close before they charge, it can help make sure they're close enough to t
  15. Bumping this thread because of adding/changing to main post. Also none of the items in the list have been considered by Trendy so far in recent patches. Hopeing for more luck this time ^^ There's a difference between "haven't been considered" and "haven't been implemented." People have been begging for a token system for a while, so I'll bet that's been considered.
  16. The current method for getting better loot though is basically find a map you can do and play them over and over until you get better gear. This would simply cut down on the number of times you have to replay maps. Again, so would simply improving the drop quality. Which, again, doesn't require some weird system. I mean, it just seems like you're overcomplicating things. If the loot received isn't good enough, the solution is to make it better, not to leave it bad and come up with some weird way to hand out good loot.
  17. I don't have 3k tower stats. In fact, a friend and I beat OMF with builders wearing gear acquired solely from Spires Campaign (well, initially we failed on wave 10, then with the gear we earned, 11 and so on until we beat it), and I beat Magus Quarters survival (all 25 waves NMHC including being able to complete the final wave just fine with two people standing around literally doing nothing but increasing mob count and difficulty) with a Countess with no stat over 1k, an EV with no stat over 700, and a wall builder with 1400 in THP and that's it. A far cry from 3k stats. I got to wave 21 on N
  18. That's the thing. It gives the potential for great stuff with almost no added risk. That doesn't sound like a very balanced idea. It sounds like someone just saying "I want better loot." If they were going to offer better stuff, it would need to increase the challenge on par with the loot improvement. That would be something like loot drops being better the further under the DU cap you were.
  19. They'd have to be unopened from wave 1. Starting on a later wave in survival gives you so much mana you can often get by without opening one or two chests, and once you've gotten past wave 1 or 2 the mana from enemies is so much that the chests hardly matter, so the disadvantage of not opening a chest would only work right at the beginning. I'm just not sure it'd really work as the disadvantage it would seem to be.
  20. Or have webs decrease run speed by a set amount, so if your total is still over 100 you still move at full speed, and higher level spiders cut it by higher amounts. So the duration stays the same, but having high enough run speed can save you from webs (especially on lower levels). I'd also like to see Assault go from a flat speed cap, to a high percent decrease on run speed so that high enough run speed can help you there.
  21. Maybe just make it so that every 10 points above 100 adds +1 to all stats (In my head I'm counting 10 total stats, right? Four hero, Four tower, two powers?, so every 10 points would be +1 to 9 other stats). This would mean you get *something* out of it, but they'd still be wasted on a lot of stats, and since you'd get 9 points for every 10 in it, it wouldn't be efficient either. It'd basically just mean you get a small bonus from it in case you have points in it you just can't get rid of.
  22. The note makes it sound like it's just that roar they do that's sped up, not all of their attacks below 50%. Would that really impact much? It seems almost more cosmetic for most of the time.
  23. Honestly, I think I'd just remove the ability for Djinn to buff DEWs. They're dangerous enough without Djinn buffs, and player stats on NM just don't really scale high enough (except maybe in the very top end) to deal with a Djinn buffed DEW. Without Djinn buffs, a well player statted player can probably deal with them as necessary, but they still pose a decent threat to non-player statted characters, or in groups. Not really sure what to do about the Kraken, since I do agree it's a bit of a problem that it's basically unkillable without a player DPS character, whereas basically everything
  24. [c3;455879'] to llorean: there is a lot more work that has to be done to move away from the "optimal or nothing" scenario you are presenting. completely forgetting about how well apprentice towers do or do not perform, the thought of even considering playing them in NM mode on any map past summit is laughable at best. even on my ranger who has 100k hp and 70+% resists, the first 10% of a wave has tons of DEW charges, and as an adept/apprentice, there is no way to survive them because of how quickly they move. Yeah, I agree there's a ton more work. But it works better if you start with an
  25. http://www.youtube.com/watch?v=cgwlJIo0In0 http://forums.trendyent.com/showthread.php?58074-Upcoming-Patch-Notes As a squire who was using a 96% block weapon for a while, I never saw that issue of "after blocking a hit, the next hit does full damage." Are you sure you weren't just getting pushed so that things could hit your back? I can especially see the Kraken being able to easily spam some hits on the back of a character if the angle of attack is a bit buggy for some of those attacks. The real problem seems to be that most characters are non-viable against DEWs in the endgame no matter
  • Create New...