Jump to content

Mocking_crow

Defender-In-Training
  • Content Count

    113
  • Joined

  • Last visited

    Never

Community Reputation

0 Neutral

About Mocking_crow

  1. That is the same as saying "they can give us items without us playing the game". Entirely the same. Hero Deck is there, it has it's perks, cons as well as pros. Without it, all those cons and pros would not exist. Maybe there would be something, but very, very unlikely. We would just have those 8-whatever hero slots and plain game. It has perks for multi player. Its intent is to restrict players from hogging all the DU by rolling out 20 different tower building toons, and telling everyone to give them the mana. But it doesn't really do that either. The fact that everyone gets their own m
  2. Yea, I just think the ability to effectively place it at the front of a lane would make the tower stand out, and some lanes, given how short they are, it might not be effective at all... The "shield" poison tower was a neat idea, but still doesnt stand up to barricades with the health bonus. EDIT: And yea, I know my post is kind of long, had quite a few ideas there, and I didnt want to take up the entire first page of the suggestions with 8-9 threads.
  3. I took this segment from my other thread in the general feedback, as theyre all suggestions. Poison Tower Trap... a nice buff and fix to functionality of this tower would be to simply give the poison a debuff to mobs... like reduced damage or an even more synergetic to placing at front of lane, would reduced or restrict mobs healing from bloodlust, maybe making the dot and debuff permanent, adding benefit to putting these towers in hiding spots at beginning of lane. Also, a "fix" for "lol what does squires dummy provide end game." My idea would be that it continues to draw threat, but has li
  4. That is the same as saying "they can give us items without us playing the game". Entirely the same. Hero Deck is there, it has it's perks, cons as well as pros. Without it, all those cons and pros would not exist. Maybe there would be something, but very, very unlikely. We would just have those 8-whatever hero slots and plain game. It has perks for multi player. Its intent is to restrict players from hogging all the DU by rolling out 20 different tower building toons, and telling everyone to give them the mana. Limiting builds is really only a difficulty enhancer for solo play, and again,
  5. A "free play" mode that offers no loot is not rewarding, and therefore not fun. Been saying since day 1, Hero decks are really only crippling to solo players... and why cripple solo players, when its already harder for them due to the multi tasking involved? Once they come out with more and more heroes... its going to be painstakingly obvious how detrimental this is when a game of 4 players has skeleton units, summon units, bears, cannons, ballistas, auras, & traps in their potential arsenal, where as solo gets to choose 4 of those, 3, if he rolls with a hero dps character who has * towe
  6. I play this game mostly solo, cause I kind of hate playing with people who either demand to place all the towers, or b, dont know what theyre doing and place towers in stupid locations, including cannon towers on phys resist, etc. which only provides validity to the former group. Anyway... First off... as a solo player, I BEG YOU, to fix mobs, mainly ogres, from climbing over barricades when placed on declines. Its hard to be baby sitting the short lane on siphon site D from healers or ranged units attacking your towers below, but to also have to focus on the lane with the poison gas because
  7. The way Trendy is listening to their community, even if it comes out like it did on DD1 they would change it to fit the game properly and make the community happy =) I just hope no matter what you name it, just really wish we had a close to impossible difficulty, not right after hard but like impossible mode, where it would actually be an achievement to beat the map. Heres a guy who doesnt care about the games health... just HIS experience rofl. The way they did the first game? Made the community happy? Love how the elitist hardcore *expletive* had and still have blinders about that game.
  8. The "grind" in DD1 was ridiculous. I had a stable internet and the time to spend, but most people don't, and so thousands of them quit because being FORCED to run survival for 3-4 hours a go, with zero DCs or break time, is unreasonable. Its not so much the grind, its the way they went about it. Imagine playing D3, and being told you have to run the ENTIRE campaign and kill the last boss without dying, to get your loot. Then they "fixed" it with the overscaling nightmare loot, which still required some survival play to gear for unless you cheesed the game with guides on quick ES runs(but th
  9. First sentence: "I loved DD1 for the first 2-3 months..." Unfortunately, as I said, the thousands of other people who abandoned the game, including 30+ of my friends and guildmates HATED it after the survival patch and onward, which killed the game for me another month or two down the road. The MASSES didn't like these things... im not even sure you were here for the first month after survival with hundred or so threads of people complaining and watching the forum base drop from 3200+ people viewing to about 700 over a 30 day span And while you may speak of trial and error, and redeemin
  10. Every single one of those things is what ruined the first game for the thousands of people who were coming on to this forum in the first 2 months of DD1. You could see within a month of the survival change patch, at least half the forum base quit, and those who remained chalked it up to skyrims release, yet the numbers never came back, and only continued to bleed every patch, which is the opposite of what a content patch should do. Suggesting its merely players choice, is just simply not true. It would be like saying doing dailies in Mists of Pandaria release was players choice... except yo
  11. I loved DD... for the first 2-3 months it was out, but what killed it for me, was not the game getting stale, but the grind and unimaginative "difficulty." The only way DD got harder, was by creating a ludicrous grind and OP mobs, which in and of it self, drove away a LOT of my friends. Every week, 3-4 friends told me they were done, and by Feb, there was 2 or 3 of us left. Having none of my guildmates or friends to play with, and solo play being such a huge chore because of the OP group based mobs, I gave up on the game. It really sucked watching the player base fall off after the survival
  12. It's not false advertising. The game has single player gameplay in it. Nowhere does the phrase "single player" imply that 100% of all bits of the game content are completable in single player. In fact, this is rarely the case in games unless they are ONLY single player. Of course, I can redact this statement if you can show me that all the other games on steam that list both single player and multi-player have every single piece of game content playable solo. The "single player" label on the Steam product page is not quantitative statement of the amount of single player play available. I
  13. This... I waited for over 3 months only to see them answer with a simple no. They wont even tweak it a little bit. It is done... This game has been DONE for 9 months now. Look when I last posted in this thread, regarding the total viewers of the forums, I think I mentioned the viewers going from a few hundred to the low 200s, now its less than a hundred. They release a major patch, and less and less people come back, for a week, to see if its better. After realizing it isnt, they leave again... every time, more and more, for good. The drastic philosophy of a "hardcore" grind ruined
  14. A few months ago, the hardcore(most people left playing this game nowadays) made fun of everyone else(people who couldnt spend 2-3 hours farming a survival run) for not wanting to put forward the full stretch of time. You dont seem to understand how TE works my friend, so long as one person with no life says its fine, maybe even needs to be more of a time sink, then TE will do just that... they dont listen to complaints about the time sink this game has become. Funny, how the last eternia shards has come out, and lvl cap is 90, yet people arent rejoicing over the gimmick difficulty(handica
  15. Theres a reason this game went from thousands viewing the forums at any given time, to less than 200 now. It all started with the ridiculous time sync and would-be difficulty from the survival mode changes back in November. Casuals quit the game, then "hardcores" whos casual friends left, had little to no friends remaining, quit... then more so with every change making it a difficulty by numbers game. Instead of adding REAL difficulty, they just created a giant time sync revolving around mana, to upgrade your gear in the millions. Then they tried to add neat little mechanics to new mobs, bu
×
×
  • Create New...