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megamario33

Defender-In-Training
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About megamario33

  1. I don't like the keys if the chests are instanced, I just don't see the point. However, they do have potential as someone else mentioned maybe items or a pet increases a drop rate of keys but I think you should be able to have more than 2 keys through some mechanic. I don't think "buying" a key slot is a good idea, it seems more pay to win unless you can purchase it with in game currency also, maybe let an item or pet let you hold more keys, or something along those lines but then make it have a penalty for having more keys to balance it like have it be a pet that doesn't attack or has a lower attack or something. a pet that gives more keys, but does nothing else. keys give mana, genies give mana, genies dont attack. presto. seriously though, i hate the idea of keys. i understand this makes the free to play a bit more bearable as everyone can do their own thing, but its awful in solo play, as they dont get access to the same amount of mana a team of 4 can get. i dont know how to actually fix the problem that was in DD1 without creating another problem. i dont think its possible. so the real question is, whats the lesser of two evils? probably the keys, and adding in ways to get more keys. itd suck at the start, but itd fix itself as you got better stuff.
  2. actually ive thought about this suggestion, and not every 5 waves, but at the very end. or something big to make the final wave have that feeling of "the end is in sight, but can you overcome THIS?!" like a lot of ogres maybe.
  3. i believe Trendy said each creep would have no more than 2 variants, and the Kobolds (the goblins with explosives, as you called them) already have 2 variants. not a bad idea, but i certainly wouldnt want to deal with that. on higher difficulties in survival, just one of those things would mean instant game over.
  4. thats one reason i like to play local co-op. so i can pause it if i need to. though, if anyone can pause or unpause, you need a way to stop people from spam pausing. let the host kick em, or make it a vote to kick, or just set a restriction on how many times each player can pause or unpause. somebody might have an actual emergency and pause it, while someone else might be in a hurry, and not want to pause it. who decides whether it gets paused or continues? one of them will be forced to leave the session or go afk. some people might get into a group when they know theyll be having dinner soon, and just think "oh i can pause, theyll understand" when maybe everyone else wont want to pause. theyll want to kick you and move on. just some things to think about. i think pausing should not be added, because everyone knows what theyre getting into that way. theres no "get out of jail free" card for the selfish people. though, emergencies do happen, i dont think they happen often enough to warrant all the stupidity that would come with this pausing privilege youre suggesting. overall though, good idea, i would prefer it not be added, but i know other people will have other opinions.
  5. my only complaint with skill trees is that theres always worthless things in them. if Trendy could make a skill tree that makes good use of every single point in it, even if point X is only useful for challenge X, and point Y is better for the rest of the game, id enjoy it. but that probably wont happen.
  6. id like for them to be removed completely. say you find a weapon with negative tower stats, but all positive hero stats. well, obviously, you give that weapon to a character that wont be building things, but will be fighting the ogres and bosses. no drawbacks. why have negatives at all in that case? to make negatives worth keeping, they would need to show up on a weapon with high damage, positive hero damage, and negative hero health and defense. it makes you do ridiculous damage, but if you take just a bit, youre going to die. the negative stats need to be the opposite of the positives, instead of being unrelated completely. high health, but no cast speed? who cares, you can just sit and tank while you upgrade! high speed but no damage? kinda worthless, sure you can be everywhere, but you cant do anything.
  7. and feedback is a great thing, but what youre missing is that a lot of your feedback has been said by others multiple times already. we dont need parrots repeating each other every week about how to make DD2 better, when theyre saying the exact same things. let it be said once, and move on, the topics dont get deleted as far as i know, so itll still be here next week. it doesnt need brought up again. and as eagle said, just wait and see, and hope its what you want.
  8. His. And I think you didn't get my point. These "enhanced towers" would create some metagame that could break the fun of this game. If anyone is running "slowing harpoon" or whatever is OP, (cause it's too efficiency) I definitely won't enjoy this game. If you give the possibility to "damage - crowd control - apply-on-it - air - etc..." each tower, then you don't need 5 tower per character. In my opinion : Coop, creativity, balanced are the key words. weve all been suggesting things to balance these special effects. lowering stats to provide an effect would probably be the best. and even what senzation said is a good point. why take slowing harpoons when you can take fire harpoons and oil ensnare auras? they synergize beautifully with each other, and it kinda balances itself. the slow harpoons would be great if you dont get enough mana to build the auras, where if you get enough mana, the enemies might get overwhelmingly strong later, needing more damage output to bring em down.
  9. a while ago they had mentioned a town hub type of thing, where 24 players could meet and group up. all kinds of shops would be scattered around, and the stages would be grouped up and you could access certain stages at certain points in town. though this couldve been for the MOBA only, im not sure. and theyve said they will try to reuse as many things as possible from the MOBA in this DD2. they might just keep that townhub, if they had it to begin with. who knows?
  10. well, now im kinda confused. if you admittedly didnt like DD1 because of all these huge problems it had.... why are you back here? when i dont like something, i move on. i dont even bother with the sequel. movies, and tv shows, and books are the same way. you watch the first episode of a tv show, you dont like it, do you give the next season a chance? probably not. why for games, then? seems a lot of people do this too, and it baffles me. but thats off topic. back on topic, now, you must realize this game will be free to play. that alone will bring in thousands of people that didnt play DD1. some people just dont have the money to spend on games, while others arent big enough gamers to spend money on games. some gamers like playing F2P games, others might be looking for a game to occupy their time until the next big release they want. this game, no matter what it does right or wrong, will have a lot more people playing it, simply because of the F2P bit. trial and error is also a great thing nearly every human knows. Trendy is very aware of the mistakes they made with DD1, and while they may make mistakes with DD2, theres a very good chance they wont be the same mistakes. even if they are the same mistakes, they wont be nearly as bad. instead of burning the whole forest down, theyll only catch one tree on fire. have faith that people arent completely hopeless.
  11. i think they will be changing how much mana enemies drop, because theres been a lot of topics saying "theres not enough green mana, theres too much blue mana." and its still pre-alpha.
  12. i think this is a great idea, what kind of tower gear would you add to a tower that already has an elemental attribute? obviously you wouldnt be able to add ice to a fire tower, so what would your idea be for that situation? adding an element to an elemental tower could do many things. nullify the element (put ice on fire tower, now its non-elemental, doing normal damage to all enemies), strengthen the element (put fire on fire tower, now it does 4x damage to ice enemies, instead of 2x), or make dual elemental towers (lightning on fire tower makes it do 1.5x damage to ice and water enemies).
  13. 1. im not sure what theyre doing here, it may be super long and grindy, it may not be. really, though, its player choice. if its super grindy, people who like that will play, people who dont, wont. its basically a genre just like JRPGs and FPS. 2. theyre doing things like this. explore the forums a bit!! so many people make posts without looking around at old news, and suggest something thats already in the works! each enemy is going to have at least one subtype, so far the only types the public knows is that some orcs may have armor, making them slower but sturdier than the rest, and kobolds can be quick with small dynamite, or normal speed with normal dynamite, or slow with big dynamite. 3. theyre doing pre-alpha testing of stages and things, i dont know about you, but i would assume that testing things this early in the development means they wont let many bugs get through to the full game. theres more than 500 people in the pre-alpha testing, also, so thats a lot of people finding bugs. 4. not a bad suggestion, but there would need to be something to balance it. enemies would need to be harder, or each class would need a downside. if enemies were made harder, that grind you complained about would be back. if each class had a downside, surely one class would have a good buff for a not-so-bad debuff, while another has a not-so-good buff for a bad debuff. one would be OP, the other would go unused in higher difficulties. 5. im not a developer, but im not sure how possible it would be to implement something like this. life steal, piercing shot, and ricochet shot could be made really easily (2 of those were in DD1!), but changing abilities? i doubt it. maybe just make them look different with different skins, but theyd probably do the same exact damage, with the same cost, with the same cast speed, in the same amount of time. 6. the hackers ruin the game for everyone, whether you acknowledge them or not. they can set the high scores on every stage, so no legit player can have a high score, they make trades between players untrustworthy, because you never know if something was hacked in or not, and you can be banned for using a hacked item. hackers need to be stopped completely, and just making stats get to ridiculous numbers did nothing to stop or even slow them down. id bet the reason stats got so big is because Trendy made a mistake in programming a new stage, and found that they couldnt get as far or lucky with their in house testing as some of the better defenders in the community. they released the stage with the ridiculous gear (without knowing it was ridiculous), and thousands of people got the gear. they couldnt just say "thats not supposed to happen, give that back!" to thousands of fans, so they made everything after that stage harder, to scale with that stage.
  14. i like the ghost ogre idea, but i think it would kill towers too quickly at early waves. the %hp per minute is also nice, but there would a time where all towers lose 100% hp per min, meaning game over. no way to stop it, or even slow it down. a ghost kobold wouldnt be bad, as it would run from one spawn point, to any random tower group, and hurt them all. if one ghost kobold spawned from every door, every wave, this could be good. it wounds all towers out there immediately, and youre put in a bad place right off the bat, needing to run around to every group, and heal them all, or youll lose one. an idea i had though, would be one ghost goblin per wave. at the early stages, it doesnt do much, just enough to be annoying. really annoying. by wave 25 though? 25 goblins running around, bonking your towers from behind. do you follow the goblins, repairing what they hurt, and upgrading other things? what if they split up? you cant be everywhere. sooner or later, they will outnumber you, but it will be much more fun than just destroying every tower at once with %hp drain, or a whole group of towers dying in 2 swings from an ogre. and with the monsters having levels now (if they keep this in the game), they could make the goblin that spawns every wave the same level as the wave number. some goblins would be more dangerous than others, and itd provide lots of RNG fun. one time you get the level 23, 24, and 25 goblins to go here, next time, only the level 23 goblin at the same place. but overall, id love this idea. it would seem like a lot of fun, even if its only for one stage as a challenge mode.
  15. Than maybe add debuff to them as well (it slows enemies at the costs of some percentage of damage)and I think a different item is used to get the effect(including the effects on weapons). great idea, because it provides want many people want (buffs to towers that can be varied from player to player), and balances it so that no single tower can be unstoppably broken. id love to see tower gear provide things like AttackSpeed UP+range DOWN, Damage UP+AttackSpeed DOWN, or slow+allstats DOWN.
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