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eagle29

Junior Defender
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About eagle29

  1. I have the Collector's Edition and can't find the skins, either. Nothing in the cosmetics screen under any of the heroes' towers. I thought maybe it was because I didn't link my account here and my steam account, but I did that and still no skins.
  2. The Hero Deck situation has been raging on for a while now, and I don't feel the need to dig it up again, but I feel this idea could solve a lot of problems in one go. Of course, it would be a big overhaul, but hey, we're still in alpha. Hero Secondary Builds Bad name, but best I could come up with. It is pretty self explanatory: allow each hero to register TWO sets of equipment, towers and skills (more on that later), and pets. And then allow that hero to switch in game between build phases. But won't that be overpowered? Without limitations, yes. Which is why every hero will have a primary build and a secondary build. The secondary build character's stats will be reduced by say, 30% across the board, while the primary build will have full stats. Any towers/traps placed by an auxiliary build will retain that build's stats. This idea stems from DD1, where a player switching out a tower builder for a DPS character for a wave would result in a DPS penalty for the towers. You mentioned something about swapping towers and skills? Yes. As each characters grows in level, they can start learning alternates for each of their ability/tower slots. For example, the Apprentice can learn to build the Earthshatter tower. Now let's say, at level 41, he gets the ability to build, say, the Avalanche tower, which could deal X amount of physical damage in a small area by summoning giant boulders to crush enemies. You can use either one or the other, but not both (at least on the same build). There are several things going on here: Four new defenses and three new abilities for each hero, greatly increasing build optionsThe ability for not just the Huntress to deal both physical and magical damage with her defensesA way to build DPS and Tower versions of each character. (Or two Tower versions of the same, if you want)Double the size of the hero deck without actually increasing the number of slots That sounds like a lot. It is. It's a ton of work, and testing, and balancing. It means more models, more animation, and more effects. It also would increase loot diversity (making it harder to grab that one specific piece you want). But I think in the long run, the benefits would outweigh the costs. Can you give an example of the new hero progression system? Here's an idea for the monk: Level 1: Pole Smash, Lightning Aura Level 2: Boost Aura Level 4: Chi Blast Level 7: Serenity Aura Level 9: Heroic Wave Level 14: Sky Guard Tower Level 21: Hurricane Aura Level 23: Chi Cannon Level 28: Strength Drain Aura Level 31: Toxic Aura Level 36: Pacify Level 41: Entrenching Wave Level 44: Chi Blast Tower Hurricane Aura: Replaces Lightning Aura. Deals a small amount of magical water damage to all enemies under it, and decreases their movement speed. Strength Drain Aura: Any enemies inside this aura have their attack power and physical/elemental resistance (if any) reduced by [X]%. Toxic Aura: Enemies inside the toxic aura are magically poisoned, which can stack with other poison sources. Chi Blast Tower: A tower that focuses chi into a corporeal projectile, dealing physical damage to a single target. If the target dies from this attack, it explodes, dealing physical damage in an area around it. Chi Cannon: The monk stands in place for a few seconds to charge, then files a large energy blast in a straight line that deals magical damage and pierces foes, losing 15% power after every foe pierced. Each enemy hit has a chance to be stunned. Pacify: For [X] seconds, the Monk enters a state where he cannot damage other enemies, but also receives no damage. Entrenching Wave: The monk releases a powerful wave of energy around him, healing/repairing all defenses for [X] value based on Hero Ability. This is just a crude exampleI drafted up, that probably has some balancing issues, but it just serves to illustrate what could be done. You'll notice that some of the abilities swing more toward tower support, while others are more offensive, letting you specialize your monk in one discipline. All in all, this system would let people play more builds, experiment with different character archetypes, allow solo players to more easily obtain DPS gear for their Tower characters, and diversify the metagame. However, it would be a ton of work and would probably lengthen timelines considerably. Being a programmer, I know it's not just dropping in some new methods and numbers and calling it a day. So, what do you guys think? I've been toying around with this idea in my head for a few days, and feedback would be appreciated. Perhaps if something full-scale like this couldn't be done, the scope could be reduced while still maintaining the overall purpose.
  3. I want it so that if a host kicks another player, any towers they build disappear with them. This wouldn't apply to a player dropping, but only if a host actually kicks another player. This would hopefully curb all the hosts that want a builder, then kick everyone out of the game once the towers are build.
  4. But I need to work on my dps characters, they are at 3k stats and I can't kill the boss with some afks. I have a just-barely 3k Monk and a 2.5k Barb and with just those two out the boss on Akatiti goes down pretty quickly (WW boss wave goes down, too, but it takes forever). You should be able to handle Akatiti with some amount (maybe not 3) afk-ers.
  5. I ran TD for a long time trying to get a pkobold. I never got one, but on about my 20th run 2 out of the 3 other people in my game got one.
  6. Hacked gear aside, this is actually an interesting topic. Has the game become boring because it's generally the same old thing in a new location (map)? Just want to get a feel for what's needed/wanted to bring some spice to the playing. What do you guys think is needed? This interests me because I'm making a map for the contest, obviously, but also I have a "misison" pack of sorts just sitting to the side in need of some fresh ideas. Steam Workshop is greatly neglected in terms of brand new maps, (non recycled trendy maps) that freshen up the game. I'm not sure. I think at this point the game has been "solved." We know the most efficient setups that work 99% of the time (aura stack / minion wall / buff beam). I think that maps that take thinking and strategy are the most fun, but the stat arms race has ballooned so far out of control that most people with 3k+ stats can just walk all over any map, throwing strategy to the wind. Any map that would challenge higher level players is either going to be gimmicky, strangely balanced, or just higher numbers - which goes back to stat inflation. Perhaps maps that level the playing field would spark some new interest. Place limits on equipment used, towers utilized, etc. Kind of like that DU challenge I've seen pop up a few times. Also, as much as we love to hate them - new enemy types. I've been kicking around an idea of an enemy type that mind-controls your towers, turning them against you (electric aura got stolen? LOL) until you kill the enemy.
  7. To be fair, while a big portion of the game's economy revolves around the forums and what we value items at, there are possibly other groups of people out there trading items at different values. It all comes down to what people are willing to pay.
  8. I've never been able get beyond one upgrade without Djinn swarming them. It's probably my placement, but I'm lazy and one upgrade is enough for me.
  9. I hate bright backgrounds, which makes it sad for me that they're moving away from the light text on a dark background color scheme. Staring at a bright white background is only slightly better than staring at a light bulb.
  10. Pet boost. Works like a guardian, boosts the primary stat of all pets within range. (DPS - damage, genies - mana return, etc)
  11. Congrats! It took me forever to get my first Ultimate armor as well, but then the RNG must have favored me, because I received two more as campaign rewards over the next ten hours. Haven't seen any since, though.
  12. I'd probably buy one, if there was one with a subtle design. I generally don't wear anything with huge logos or colorful artwork taking up the entire front/back of the shirt.
  13. Maybe not the best in the world, but it looks awesome. Is this a CD accessory? Never seen one before.
  14. http://forums.trendyent.com/showthread.php?86515-Solo-Boss-Gauntlet-An-alternative-approach This. So much this. Practice building it on open Boss Gauntlet Practice. Once you get it right (make sure buffs+harps are far enough away from crystal) this is a breeze! Don't neglect upgrading harps though, dragon fireballs hurt. Nice - I'll have to give that a try. Thanks!
  15. It's most likely ogres, you'll need some harpoons/minions or another character to watch crystal so ogres don't smash it. Yeah, the one time it was an ogre, but two other times I'm positive it wasn't. The one time the crystal shattered I saw an orc swinging away, and the other I saw a kobold light up and began running back towards the middle, but didn't get there soon enough. BOOM! Game over - an hour down the drain. I may try minions, but I barely have enough time to get down the auras/buffs/traps as it is...
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