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Damocles

Valiant Defender
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Damocles last won the day on August 1 2020

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  1. I use what the OP uses except that I also have fused gas traps, which I've toyed with but literally never use, and I have and use fused EV walls. I always have the apprentice in the deck, and then for builders I go with fused electric/overclock or EV walls/overclock depending on how much damage the walls take and what mobs get that far. If trash mobs get to the walls, I eliminate them with fused electric auras. If the wall damage comes from ogres, I keep both EVs in the deck at the expense of the electric auras. The rift defenses you're using are good. You just don't have the stats yet to do wave 23 starts. Back up to maybe 20 and give it a try; the extra mana and upgrades will give you the solidity you need, and continued farming will get you the gear you need to work up to wave 23 starts. Don't forget to enjoy the ride. Once you have the gear to do wave 23 starts, they get boring just as fast as wave 20 starts seem overly time-consuming on the way.
  2. I would really like to be able to help you, but I can't. I've gone through a divorce and have moved since the last time I knew where my XBLA DD save files were located. I know I had 10-15 full sets of the King's Armor and a few Undertows. Not sure I had anything else; we did a pretty good job of giving away all we had back at the time when I was on the Event Team. I haven't talked to Kwee, Reaper, Desktop Joe, or Cabbage for 6-7 years, honestly. Although any of them would potentially have something they could part with, but I really can't say for sure. I know Cabbage is still around and he's a really good guy. The others, I wouldn't even know how to begin to locate them. I will ask my older son; I guess there is a small chance that he still has something. I will track you down if I learn anything useful. :)
  3. I think my playing time on each will speak to my preferences here. :) DD (Xbox): 5,000+ hours, Event Host, the Undertow squire weapon was Forged By Damocles. :) DD2 (Steam): 37 hours DDE (Steam): 87 hours DDA (Steam): 920 hours
  4. It seems that we discuss new heroes a lot on the forums but we seldom discuss the possibility of new maps. I for one would rather see a new map than a new hero by a very wide margin, but I see very few comments made here that suggest that people agree with me about that. What do you think?
  5. I think the xp, deck, and progression are good as they stand; I would not change anything. I did notice yesterday that my deck got 0 xp for a run. Every hero in it was level 100. I thought previously that xp above level 100 was tracked?
  6. Yes, I've been experiencing this since the end of July and I've had no success whatsoever in getting any traction in getting it resolved. I owe Phillip a video of it happening, which I cannot seem to get from my phone to the forums successfully. You have my full support in doing whatever we need to do to get this resolved. I love Glitterhelm and have not been able to play it for more than a month.
  7. I like that I’m forced to quickly decide what to do with them, and that leaving them alone is an option. An option with negative consequences, but an option nonetheless. If players had no choice but to kill them, I would like them a lot less than I do. I like how hard they hit, and I like that reflect beams can be used to mitigate that. I think there should be an achievement for killing 10,000 of them. Yes, I said 10,000. I’d like to see their presence in the game become part of the ongoing storyline later on. It would be cool (to me) if at some point down the road, we learn that Sirens are just the corrupted victims of DDA’s endgame villain, and that she is somehow rescued by our heroes and unlocked as a playable character (the Gunwitch is the first thing that comes to mind) after beating the endgame content. I agree in fundamental concept with everything stated by the OP. I think that a fun way to counteract those instances where you get ogre DPS sponges and make the DPS apprentice viable again would be to have one (I mean it, just one) weapon that can be upgraded in fire and poison and electric at the same time (not physical too, that seems too overpowered). I would make that an apprentice-only (sorry EV, you can’t have it) staff similar to the old Oculus of the Genie King. 6 projectiles, tight pattern, a Siren-hunting machine. The one thing I’d have done differently is that I would have limited the number of sirens that appear in any given wave, and I would have bumped up their health significantly as waves pass in survival, for example. The spawning of each one should remain special, something to pay attention to and think about. For me the best way to do that is have fewer of them, but they then have more health and do more damage. Overall, I like it. I like the 1.1 content in general. I’m now newly-motivated again to get my team to level 90 so I can start making a real dent in massacre. I’ve played… oh, dear. That can’t be right. … 74 hours in the last 2 weeks? Great question!
  8. So, while I was able to finish Glitterhelm successfully on August 1 (based on the post above), I find that coming back to it now, I cannot finish wave 2 on campaign, survival, mix mode, or pure strat (nightmare in all cases). The wave just keeps going, with a number of enemies yet to spawn that never do. I've reported the bug, but am I the only one experiencing this? Surely if everyone else was, the issue would be more widely known. I don't see anyone anywhere talking about it but me.
  9. Interesting. I still think a Prom Giraffe is a good thing to farm, and bear in mind that I started playing from scratch after the full release came out, so despite my 600-ish hours, my team is currently only level 83-88. I personally have run it several times in the last few days to test the chicken wire beam and to grab a couple of decent (140-160^) giraffes. I have always (and still) find the Summit to be much, much more difficult than Prom. Maybe I need to work on my build. :)
  10. Promenade NMHC Survival was too easy and we all know it. You shouldn't be able to get what was at the time the 3rd best giraffe in the game as easily as we were all doing it. The reduction in DU is perfectly appropriate; we were all overdefending it anyway, to AFK it. Everyone liked it because it was good loot, super easy. I'm not on board with the notion that we deserve better loot because it's more difficult now; it was far too easy to begin with. Just cut back to a blockade, gas/explode, & strength drain at each spawn with 5 overclocked DSTs in the nest, and use what's left over as you like. It's still fairly easy with either a DPS huntress or a tower boost monk. Would I have liked to have been told that this was happening? Sure, I suppose so. But I'm not going to start calling the Dev Team's parents over it.
  11. I've tried to play Glitterhelm on Nightmare three separate times today and each time, wave 2 never ends. There are 12 enemies left on the counter, but they never spawn. Nothing on the tac map, nothing to be found anywhere, and the wave just doesn't end. I let it go for 7 minutes this most recent time. Anyone else experiencing this? I haven't put in a bug report yet, but will soon.
  12. This is good analysis. It's not what I want to hear, but it's good analysis nonetheless. Anecdotally, I'm hoping that as patches are released and progress is made, the player base (which I consider to be very loyal) will keep an ear out, learn of the progress, and return to play (with wallets open when DLC is ready). Ideally, enhancements in the next few months will make them glad they did. It's true that I stopped playing for nearly all of July, but the itch did return. Of course I had to contrive a fun way to re-engage (I deleted my legacy characters and started from the beginning) and I'm not expecting others to do the same. But I do hope that by the time my new team is level 100 and new challenges to conquer get harder to find (does that happen? Is there massacre gear good enough to make all the maps reasonable to beat for a solo player?) that there will also be a reliable schedule for new content. It feels to me like the best step into the future for DDA is the publication of SDK. I don't think I've seen any reference to that anywhere. I would think that should be part of the plan?
  13. I like the discussion. Previously I wondered whether the inclusion of new character classes would make the existing ones less viable. In the EV's case, it seems as if it will help restore some viability of apprentices and squires in the build, which is a good outcome. The meta will evolve, and likely in ways that are hard to foresee by the development team. But to make squire and apprentice towers viable on nightmare/massacre would be very good. ...now if we only had time to build them. :)
  14. It was in the DLC and Future thread. Upset is the wrong word. And in fact, I misread what you said in the context of the question you were asked. My fault! Thanks for all the rest of your responses, I do appreciate them all!
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