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Vetokend

Defender-In-Training
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Everything posted by Vetokend

  1. I was glad to see that release hit Steam when I got home today - can't wait to try it out! Also, we discussed the possibilities of power progression a few/many months back. Did any of that make it in the update? Ie, does the new map drop loot that's more powerful than what we've seen so far? Thanks!
  2. I recently unlocked ascension, and found the stat gains to be pretty minimal when compared to the gear gained in chaos 7. I watched a stream of somebody at ascension level 1600 and thought he must be godly from all those ascension points. When I look at the bonuses, I'm not really sure anymore. Anyway, I know it's kind of a random question, I'm just curious if those who have C7 on farm mode see ascension levels as a valuable thing to chase. Thanks for any info.
  3. Aren't there defense shards that increase range?
  4. Not sure if this is new from the patch or not, but I did a classic Mistymire survival run on HCMM, and towards the end I'd get about 10-20 spiders stuck in various spots in the eastern portion of the map. I don't recall this being an issue when I orginally farmed the map, but I may be wrong.
  5. Let's consider raising the level cap. I'm not talking about adding new tiers of equipment, or anything like that. I feel like it would be nice to gain more out of a long survival run where no item upgrades are found. Just a trickle of power, nothing crazy.
  6. Wow, what the hell. Take my money. Wait, it's free?
  7. Oh wow, it's here. Awesome! I'll have to take a look at it tonight, but what I've been wanting more than anything lately is just a nudge of stat progression. I love the feeling of getting more powerful in this game. Sorry that I've been out of the loop, but here's to hoping that there's a bit of that in CDT update 2, and perhaps more in the future! The only other change I suggested a while back involved a bug with proximity traps, where overlapping explosion radii would result in inconsistent damage.. I'll have to look it up later. Looking forward to trying this out, thanks so much for the work you've done. Edit: Holy crap, you picked it out of the weeds.. thanks! From patch notes: The highest damage dealt to a target by chained proximity mines will be dealt instead of the first to deal the damage
  8. This is exactly what I was thinking when I first read it. It all looked good, then I saw ethereal traps - woah! Big change. Nobody uses them anyway, but perhaps that's what they're looking to change. Overall, I'm okay with the changes - magic missile towers are indeed quite under powered, and needed a good nudge.
  9. Understood, thanks. Fix or no fix, I think it would be good for more difficult maps to have a higher chance of dropping supremes/ult, instead of everything past aqua/kings being the same.
  10. Yes and yes. Since the RNG changes Sup/Ult is dropping like candy on survivals. Pardon the necro, Eagle.. I'm only recently getting back into checking these forums. I'm curious about the RNG changes you're talking about. Was there a ninja change to loot RNG in the CDT update? I didn't see anything in the patch notes, unless it was umbrella'd under "quality of life" changes. Thanks for any info.
  11. Wow. You're sure beating me, then. I've got 500ish hours in, and a good 10 achievements I haven't gotten.
  12. I agree that no matter what form it takes, the progression in this game needs some form of extension. I know that we have lots of veteran players that aren't fans of letting newer players catch up faster, but this is the natural evolution of most RPGs. Better to keep the game moving, right? So yeah, raise the level cap, put out better gear, extend what we had so much fun doing to begin with. Yeah, people will cheat, but that's always the case - I won't let them wreck it for me. We don't need gear with 52,000 in stats or anything crazy, but I'd love to see a juicy carrot to aim for. Put out a super hard map with good loot, or something. Progression in this game has been stagnant for too long. Veto
  13. Agreed. I can relate to the folks who've spent countless hours getting gear. Yeah, it was a pretty dedicated grind. But why'd we do it to begin with? Because it was fun to grind out and increase our stats. Thus, I personally don't see anything wrong with extending this. Why not have more fun? Plus, if you have high stats to begin with, it'll be easier for you to farm the new maps and get better gear, versus those who don't have high stats to begin with. This is pretty standard across any progressive RPG that wants to keep people playing - put out better things, give us a new carrot to chase. I'd love to see this happen.
  14. Definitely both, yes. You might even consider doing a small boost to weapons / little boost to armor in one map, and vice versa in another map, to encourage players to mix it up? I'd think that across the board though, slightly higher stats across all gear, as a general rule. It's also a little weird that Akatiti still drops the best stuff, when it's not the hardest map. But if we trend slightly upwards with each harder map, that inaccuracy will go away anyhow.
  15. Hey, thanks for the response. What I really enjoyed about DDE (RIP) was they paid pretty close attention to challenge vs reward. Maybe not the balance of the reward itself per se, but they made sure that harder content dropped better items. A new map would come out, and the highest rollable stat would be nudged up a little bit, to match the increased challenge. I'd like to see us follow a similar pattern. We don't really need a new tier of equipment to blast the stats out of control, IMO. We just need to gently trend the stats on the existing tiers upwards. As you know, the impact of the stats follow an increasingly harsh logarithmic curve. Allowing them to increase in small increments won't blow the game balance out of proportion right off the bat. I don't know how the internals work, but I'd expect slightly higher rolls across all tiers when a harder map comes out. Maybe (on average), a mythical item gets 10 points more to each stat than before, as example. And maybe in the same example, an ult++ item gets 15 points more than before. If a tier is strictly defined by its stat caps, then maybe it won't work exactly that way.. but you get the idea. More challenge, more stats. Gentle increases, not game-breaking. I'm definitely among the stat hunters you mention, and without the carrot to chase, I start to lose motivation to conquer the higher maps. I need that nerdy/"statty" reward to stay happy. Thanks for the consideration, I hope others see this the same way.
  16. Hey folks, Been a little inactive lately, but I'm curious if there's been any further plans in extending the progression curve by allowing stats to trend slightly upwards. I thought this was originally the plan for Moonbase, but that plug got pulled at some point. I'm excited to farm for better gear, and see what new limits we can push with that better gear. Any info / opinions are greatly welcomed.
  17. This is great stuff, guys. If you ever get around to the proximity trap damage fix in the "to do" notes, I'm pretty sure I'll poo myself with joy.
  18. Totally agree - a new difficulty would be an easy way to isolate the imbalances and fix them. +2.
  19. Agreed - imbalances that occur as you get into the high stat territory will only be amplified when we keep increasing the stats. These are expected and solvable problems, though. I mean, it's either that or we just stay at the same point in progression we've been at for years. If that's what everybody wants, that's fine, but I'd rather see a bit of upward movement at some point. I play this game for the RPG elements, personally. Once progression stops, future involvement no longer carries the traits of a typical RPG. Everybody gets their two cents, though. I hope the CDT brings something that satisfies most of the loyal remaining members.
  20. Emerald City in no way requires 6k. The map itself is honestly not that hard, with the possible exception of the last wave. Even then, a huntress with a good blaster/ecannon will rip the boss(es) to shreds pretty fast. That was just an example. What im saying is that maybe we should add a difficulty, just like nightmare was added in after insane (Lets call it Hell-mode just for reference purposes). This may sound a little crazy, but this would require insane stats, and also be very hard but also very rewarding (Maybe a new quality of gear?). This is all still up in the air. My point is just adding more things to the game. At this point most of us are just trying to get a full set of ultimate/+/++. If we added an armor type like lets say, Platinum, then this was as rare of an item like u++ but on the new Hell-Mode difficulty, and u++ was less rare on Hell-Mode difficulty, this would create more things for players to achieve. Not necessarily we have to add a difficulty but maybe add a few more maps and make them extremely difficult. Yes, this would still lead us to the same point we are right now, except we would be striving to get platinum gear in stead of u++. This would also bring back that feeling that we got when nightmare came out and it was a big deal to even do it on deeper well. It would make the game challenging again, not just second nature. Like Caimen0 said though -- after 5k stats, you're looking at severely diminishing returns (logarithmic). So there's no way of just adding a difficulty level unless you adjust the entire stat system currently in place. While the formulas are logarithmic, combining multiple sets of defenses has a pretty sharp multiplicative effect on how well your defenses perform. I'd wager that somebody with 8k stats across their builders (not just 8k damage, I mean all tower stats at 8k) would perform significantly better than somebody at 5k. I'm partially speaking out of my butt here, as I don't have hard metrics to bring to the table. Still, I don't want us to be in a mindset where we think tower stats are done for, and won't ever increase. There's more to gain! Right?
  21. Emerald City in no way requires 6k. The map itself is honestly not that hard, with the possible exception of the last wave. Even then, a huntress with a good blaster/ecannon will rip the boss(es) to shreds pretty fast. That was just an example. What im saying is that maybe we should add a difficulty, just like nightmare was added in after insane (Lets call it Hell-mode just for reference purposes). This may sound a little crazy, but this would require insane stats, and also be very hard but also very rewarding (Maybe a new quality of gear?). This is all still up in the air. My point is just adding more things to the game. At this point most of us are just trying to get a full set of ultimate/+/++. If we added an armor type like lets say, Platinum, then this was as rare of an item like u++ but on the new Hell-Mode difficulty, and u++ was less rare on Hell-Mode difficulty, this would create more things for players to achieve. Not necessarily we have to add a difficulty but maybe add a few more maps and make them extremely difficult. Yes, this would still lead us to the same point we are right now, except we would be striving to get platinum gear in stead of u++. This would also bring back that feeling that we got when nightmare came out and it was a big deal to even do it on deeper well. It would make the game challenging again, not just second nature. Totally.. let's extend and expand. A whole new difficulty, while likely a balancing nightmare, would be about the best thing in the world to me. We're on the same wavelength though - i want more paur.
  22. While I have no problem with a stat increase myself, the main problem with stat progression in DD is that after ~5k your stats are entirely meaningless because of the dramatic increase of diminishing returns. At this point, builders have progressed about as far as you can go for it to matter. The best we can do is an increase the DPS and required DPS on boss maps. A map like Temple of Polybius (possibly without the Mischief Monk/changes to the absurd fire damage) would be a definite first step towards increasing the base requirement for boss DPS. Nothing a little math can't solve, though. If the formula bends too harshly, then we can increase the values more. Yeah, we don't want stats in the billions, but I don't think we've completely tapped out the potential for higher tower stats.
  23. I'd like to see some stat progression in the next patch. Yeah, I know some people aren't okay with stat bloat, but that doesn't mean there shouldn't be any stat growth at all. I was really looking forward to it with Moonbase, and still eagerly await seeing that happen. With appropriate challenge level, of course.
  24. Sorry for the repeat question, but now that Moonbase is indeed live, thought I'd double check; the gear that drops on Moonbase isn't any better than the other (previously released) top tier maps, and stat progression is something that's going to be considered in the future for the CDT? Correctness? Thanks!
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