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Junior Defender
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About Jeshua

  1. I've played quite a bit of PoE in the last two years (Steam says 1861 hours), and... ... PoE's trading system is awful. Keep it away from DD2. The currency is entirely gamble based (online gambling is a crime in many countries, plus it adds so much RNG that everything becomes worthless); Everything can be traded by players, except for cosmetics (DD2 is, AFAIK, going for tradeable cosmetics / cloth chests / chest keys... and keeping gear out of it, cos' RMT); The economy isn't a mess because the game runs on 3-monthly based seasons (the seasons end before the economy goes kaboom; the permane
  2. ¹ I main a huntress. Combat feels... slow. Like you've put it, leveling up makes the hero feel weaker thanks to the "harder, healthier, faster, stronger" approach to monster difficulty^. Attacks are lackluster. The "heal" ability is quite useless - it's better to simply die & respawn or rely on a serenity instead. Picking les threats up is quite messy (punching or shooting those whiterbeasts is sometimes impossibru, as other ranged mobs like to hang around on the exact same distance / overall spot at the same time). I personally dislike combat being obligatory on all the modes (really miss
  3. ¹ Spheres and Passives are a mess. Sometimes they overlap, others they conflict. Both systems are heavily gated - one by Gold, the other by RNGee. Both are heavily tipped towards "endgame". Both add barriers (be it for the player or the designers) instead of "freedom of choice". ² I would rather have new towers or tower versions - similarly to how Ubers currently "add an extra tower option". The perfect course of action would be to, in my opinion, give us the means to pick, use and tweak one additional version for each (or at least more than the current one, so 2+) tower on each hero, effecti
  4. Ugh, the deck. It really needs a dedicated button (for it's menu or to rotate through the heroes like Dynasty Warriors)... Keep in mind that the complaints about the deck are being made for solo play (4 heroes), not for team play (16). Caught me on that one; I don't switch spheres around thaaaat much. Mostly the Uber on my app and the medium spheres on the huntress (the 20% ranged DPS and stun ones, or one mana regen + oil duration... stuff like that). Switching between Flamethrower and Flame-the_other_thing was the only way that I found to actually make proper use of the Flamethrower with ver
  5. Dunno. Some online review, while comparing it to DD1, defined DD2's maps as "claustrophobic", and I think that it defines the comparison for now: in every way, DD2 feels smaller and more... suffocating when compared to DD1 - but then again, DD2 is still incomplete, plus the monetization model completely changed from it's predecessor - the experience went from a "do your thing", fast paced funfest to a F2P "Skinner box" grind. ...But so far we've only seen the first set of maps, so the ones leading to the next boss may turn out way bigger? I can't wait to see something like that Santa themed m
  6. 'Ey! Imma casual but I want to contribute too~. [[6428,hashtags]] (also, at least for now, hardcore vs. casual isn't about proficiency, but about free time and exploits. I don't see how making the game less grindy would make for a bad design choice; the "endgame" is gated enough already.) I agree with your opinion on hero damage, but your suggested roles don't... quite match the game's predecessor (DD1 had quite well defined roles for each hero and DD2 follows on it's footsteps... most of the nuances between heroes won't be felt until multiple projectiles and different attack mechanics are in
  7. Do you guys have plans for food drops (instant health recovery) from monsters? lightning: Yakissoba?
  8. ¹ We need official word on that, indeed. For abilities it is broken, for towers it isn't really that bad as it is better than your suggestion - only clumsy implemented (swapping spheres all the time is quite time consuming). ² Agreed on the crazy advantage, as it makes the Huntress the only builder capable of taking both mag res and phys res lanes. ³ I hope so! Still, see next point; * Leaving the FOTM bashing aside (even if I agree with it), "giving choices" isn't an option on the game currently, as the game is somewhat randomly generated - you can't choose the best defenses for a situatio
  9. Quite the well written wall of text, beautiful formating! edit: Had the time to read all the things. Now to some feedback: 1. Making heal somewhat automatic on standby, then adding a new skill to the 4th slot... Sounds awesome. Really nice idea. 2. removing Ubers, giving players the choice between tower versions on the tavern... I disagree. Ubers and similar mechanics are there to "back end" content (push tower versions, crazy strategies and the such into endgame - Nightmare and above); it's beyond me to say if it's the best course of action, but it's how the devs seem to wish to handle thin
  10. Ah, I see - so the values for the columns would be the number of play sessions from a given sample, with "participation" being boolean data for the presence of each tower... It makes way more sense now. It really would be useful knowing what type of data their devs and analysts get access to, and how they are presenting their data pooling to the rest of the team. My feelings exactly. I think it safe to assume that they know, be it from data mining or gut feeling, that towers like the Poison Dart pretty much don't see the light of day... and that in later game towers in general are being ditc
  11. The thing is, the graphs would never look like your ultimate goal. The reasons for that are many: DU costs (5*20DU trap = 2*50DU Earthshatter), area covered (2~3 blockades to close a lane; a ton of the same trap / 1 of multiple towers to defend it)... We can't really consider just quantity as "participation", and considering DPS is out of the question, too - as some defenses don't even deal damage / are useful in other ways (apply slow, apply oil, freeze, yadda yadda). IMHO You are putting way too much weight into your area of expertise (data analysis) when non-quantitative, fully qualitati
  12. I don't remember who or on which topic exactly, but someone commented on the possibility of removing passives (or at least some of them) from equipment rolls and moving 'em to a separate item, socketable into armor for example. They could be a new type of drop, stay nightmare-only, still roll values and be a "apply once per item (like "enchants" in other games) or be permanent / movable (like FFVII "Materia", for example). The point is, and you guys already noticed: if you get 10% chance for a good drop, then 5% chance to roll the wanted stats, then 5% chance to roll the passives that you wan
  13. Defense Power + Defense Health isn't the "meta": it is the only way to properly increase your item power, at least currently. Same goes for "boost" if it refers to the Frosty Power - you can't call it "meta" if it is the only viable way to gear yourself. Right after Loot and Survive came I gave my opinion that the "Crit" stats (for Hero and Tower) were useless and inviable, and it still stands as such even after the Phoenix Call introduction (supposedly a defense crit build); the only "builds" that aren't optimally Defense Power + Defense Health on as much slots as possible are the Hero DPS /
  14. I stopped for the time being; grabbed my popcorn to lurk around the forums. Pretty sure that tuesday's hotfix won't be enough to make the game playable beyond Insane, and then there's the Gold issue, the TIB / Scavenger, plus older problems... Gonna sit around and wait, the month is long enough to grab that dangling carrot sword if nostalgia makes me feel like it.
  15. Reduce the quantity or at least the HP (by a ton) of the following enemies: Javelin Throwers ('ve seem 20+ on a wave, destroying entire lanes) Dark Mages (6+ on a wave, then summoning skels behind walls everywhere?) Witherbeasts (just one on a wave is hard enough to get rid of... 've seem 5+) Drakins (10+ per wave? they have crazy HP and spit from the mid of a lane to the crystal!) Warboars (15+ on a wave?? They push each other over walls, have crazy HP...)Currently, comparing with the original Dungeon Defenders, it is like each and every wave (including Wave 1) is spawning 30+ Dark Elf Warrio
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