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Kobalobasileus

Junior Defender
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  1. I see a LOT of agonizing about duping on this forum, with plenty of suggestions of dictatorial control over player data and other Live Service trappings in order to counter it. I would like to point out that item duping is NOT the end of the world, and is, in fact not a big deal even in cases where a LOT of money is involved. Let me tell you all a little story: One of the best thoroughbred polo horses in the entire world is a clone. This horse's owner has numerous other clones of the same original horse, and even sells these cloned horses and their reproductive cells to other polo players and breeders. The regulatory board that maintains the rules for polo, which, like all sports, has a ton of money involved in it and high-stakes gambling attached to it, is completely okay with this. What is the moral of this story? Polo players riding duped horses are allowed to compete side-by-side with players riding unique horses in any and all polo matches. Enormous sums of money change hands for both duped and non-duped horses, and via wagers on the results of the polo matches involving these horses. If duped horses are allowed in a money-soaked, high-stakes arena like polo, worrying about duped digital items for imaginary characters in a videogame is abjectly stupid and a complete waste of time and developer resources. https://www.sciencemag.org/news/2016/12/six-cloned-horses-help-rider-win-prestigious-polo-match ^For citation purposes. And if you REALLY want to combat item duping, the best way is not to take the DRM route and impose draconian control. It's to make item drops consistent enough in quality that people won't feel the need to make copies of the few good items that appear.
  2. It seems obvious to me that the unlimited scaling and the stupidity associated with it (harpoons firing "poles" that stretched all the way across the map instead of individual harpoons) was due to an untested and inexperienced dev team trying to deal with exponentially inflating stats. Nowadays, even D&D knows that you HAVE to have a few caps on thing in order to prevent stat bloat from becoming silly and making balanced gameplay impossible. It's called 'bounded accuracy' in that game, and it's very important to keep in mind.
  3. I prefer the DD2 style. It's cartoony and full of character, while the DD1 style makes me think of a college digital art major's first 3D project. One of my favorite visual things in DD2 is how the drakens' flap their little t-rex arms in a stroked-out fashion as they're being electrocuted.
  4. The Chaos enemies were far less annoying than the Nightmare Lost Shards enemies from the first game. Sharkens, Spiders, Djinns, and Copter Ogres just flat-out broke every rule of defense building and served as hard counters for everything except Summoner minions. Sharkens messed up EVERY blockade. Except minions. Spiders messed up any non-360-degree defense. So minions, auras, and traps were the only solutions, and the spiders could drop from anywhere. Djinns desummoned everything. Except minions. Copters flew over everything and dropped massive stat-check minibosses directly on the crystal/objective. Anyone remember when Trendy was forced to nerf them to keep the flight cap ogres from being able to damage the crystal/objective? Cyborks are a massive PitA, but I'll still deal with them any day over the BS enemies I just listed.
  5. Diverse heroes aren't the problem. The problem is Power Creep, where new heroes had much more potent defenses than the old ones. Enemies also experienced power creep, seemingly with the intention of completely mitigating the original heroes' defenses, thus forcing people to use the overpowered EV and Summoner defenses to even have a chance. Sharken moves your blockades? Use minion blockades that walk back into place. Spider webs your turrets? Use minions that DGAF about being webbed. Djinn desummons your turrents? Use minions who are immune to desummoning. It's blatant and very poor design.
  6. My major concern regarding any DD sequel or remake is grind. I put over 1000 hours into DD1 (which is insane for me) and nearly 800 into DD2 (also insane). In the end, I felt much happier with the results of my grinding in DD2, but both game have examples of good and bad grinding that Chromatic needs to keep in mind going forward. Good Grinding: DD2: When you need to upgrade the power of your gear, you WILL be able to accomplish your goals simply by putting in a few hours when you can, farming motes, ampoules, and materials. This is a highly positive and encouraging way to manage stats because NONE of the player's time is wasted. Every map you play will edge you closer to an upgrade, which will allow you to progress through the difficulty curve smoothly. People who want/like to hunt for unicorn drops can still do so under this system, but it's not mandatory. DD1: When you're searching for a specific piece of loot, you know where to look for it and can grind that map until it drops. Likewise, unlocking cosmetics is a simple matter of doing activity X to earn cosmetic Y. Bad Grinding: DD1: The loot system was an absolute chore in the original game. AFK farming with multiple controllers plugged in for dozens or hundreds of hours just for an RNG CHANCE at getting a meager, suboptimal, or caveat-riddled upgrade is the epitome of wasting the player's time. Actual upgrades were incredibly rare due to the preponderance of different stats that could roll in a variety of useless combinations, even on the highest tiers of so-called "quality." DD2: Shards. These are a pure RNG gachapon machine, where there are dozens of possible drops, but only a handful are desirable. Getting a shard should be a reward, not a groan-inducing exercise in gambling and frustration.
  7. I was never fond of the Builder/DPS dichotomy in DD1. I like that in DD2, armor boosts hero stats and relics boost defense stats. There's no reason to revert to a worse system. As an anecdote, in 1000 hours of DD1, I only ever got ONE Ultimate item to drop, and it was a Pawn Shot gun with such a huge movement speed penalty, the equipped character could barely walk. That kind of thing SHOULD NOT happen.
  8. Want: +Item Permanency System. The ability to mod, upgrade, and evolve gear in DD2 is SOOOOO much better than the OG system that I'll never be able to go back. This is a deal breaker if it isn't in. +Full offline mode with P2P coop. I don't care about ranks, or leaderboards, or cheating. I just want to be able to play alone or with friends online or offline. +Hero Deck, with hot swapping. +QoL features like iPWR/Champion Score, lane wisps, no build timers, and auto-distributed build mana. +Smooth difficulty curve through all content (i.e., post Protean Shift). None of the typical, "You need the gear from this content in order to do this content" nonsense the old Trendy was known for. +Steam Workshop support. Do Not Want: -DD1-style gear stats, where an item could (read: always would) roll with a humongous negative penalty that ruined/negated the positives. The DD2 stat system actually makes sense and works in a rational way. -Overwhelming RNG dependency and interminable grind. -PvP. -Compulsory coop or online features. -"Live Service" trappings (loot boxes, microtransactions, seasons, prestiging, etc).
  9. Solution: Don't use Trees as blockades. They suck. I always use a real blockade of some sort, then hide my Trees out of sight and treat them as a liability rather than an asset.
  10. I agree that they should sell stuff based on your Champion Score. It's ridiculous that they're still sitting there selling Campaign grade trash that's Green rarity.
  11. I have been using Oil+Fire on my EV2 for as long as I've had Bots of Oil and a Fire Chip (so as long as Protean Shift has been out). I was not happy to find that I couldn't get close enough to Drachenlord to oil him with my bots before freezing to death. And good luck to the poor folks who don't have all these fancy chips and shards (I didn't see a single Oil Chip today). They're pretty much screwed unless they can get a carry. Very typical Trendy balance bungle.
  12. I had a long, well-written post, but the damned forum ate it and said I wasn't logged in, so here's the abbreviated version. Thanks for continuing to tweak DU costs for defenses. The latest patch is a good start, but there's much more work to do. Huntress: -Explosive Trap: It's terrible and should only cost 10DU to act as filler. -Geyser Trap: It costs more than comparable defenses like Oil Geyser, Lightning Aura, and Snaking Sands. Drop it to 20DU. -Blaze Balloon: It costs DOUBLE what comparable defenses like Fissure of Embermount and Flame Aura do. Drop it to 30DU. Monk: -Boost Aura: I don't think it's quite worth its cost. 30DU would be better. Squire: -Harpoon Turret: It costs double what a Cannon Turret costs and isn't better than 2 Cannon Turrets. Drop it to 40DU. -Training Dummy: Why reduce the cost? Instead, increase the cost to 40DU and buff the heck out of it to make it more like the Bumper Blockades in DD1. Apprentice: -Arcane Blockade: Why does the smallest, crappiest blockade cost the same as all the good ones? Drop it back to 20DU. Abyss Lord: -Skeletal Ramster: A mono-directional Flamethrower Turret should cost about the same as a regular Flamethrower Turret: 40DU. -Skeletal Archers: All-around unimpressive performance that is worth the basic tower cost of 30DU AT BEST. -Colossus: Worth as much as 2 Skeletal Orcs. They got a discount, he didn't. Drop him to 60DU. Lavamancer: -Volcano: Cut it in half to 50DU. The current cost is a joke. Series EV2: Across the board, get rid of the mechanic where the first node costs double what subsequent nodes do. -Proton Beam: 10DU/node. -Reflect Beam: 10DU/node. -Buff Beam: 20DU/node. -Weapon Manufacturer: 30DU/node. Mystic: No complaints! Dryad: -Harpy Perch: The worst defense costs more than the best one (and the same as the second-best one). Drop her to 20DU. -Angry Nimbus: The high cost was justified before he got Nerfed to death. Drop him to at least 50DU to be on-par with the Skyguard for AA costs.
  13. It's called McDooger's Rapid Shooter.
  14. I think it's about time for C8 to be added as a standard game mode instead of what basically amounts to an Easter Egg in high Onslaught.
  15. Agreed. We could always just buy the Spheres we wanted in Early Access instead of gambling for them.
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