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Unspecified

Defender-In-Training
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  1. For leveling, Squire. If balance was good, both. For current endgame neither. Squire towers make Normal/Hard really easy though because you can just throw barricades and Cannonball/ballista everywhere and AFK but apprentice requires more effort. On Nightmare enemy resistance is 75% to either physical or magical in most lanes and Squire is pure physical and Apprentice is pure magical. You can't do Nightmare with only one damage type. Current endgame you don't really use Fireball, Earthshatter, Cannonball, or Ballista. It's Frostbite, Barricade, Sky Guard, Traps, and Auras. Alpha is alpha
  2. The balance in general is out of whack right now but what you are seeing only applies at lower levels. One of the big changes is on Nightmare the resistances of enemies is 75% and enemies have a lot more health. You just can't put physical towers in a physical resist lane and expect good results. This will push you into using apprentice towers, lightning aura, and/or traps (if balance was good but Frostbite, barricade, traps, and Auras is the reality right now). Currently doing NM2+ I don't use the squire for anything but putting down a wall. Cannonball towers just aren't good enough becaus
  3. It sounds to me like what you are actually seeing is that 100 stats in Hero Health gets you 8,156 max health on Squire. It soft caps after that and you actually only get 4 health more for each additional point. So with 200 SAS points in health you will get 8,156 from the first 100 points and 400 health from the next 100 for a total of 8,556 additional health on squire. At level 50 Squire base health is 3,968 + 8,556 health if you max SAS for a total of 12,524 health, or if you only put 100 SAS points in HH you have 3,968 + 8,156 = 12,124 health. You then take 20% of that (if that how much of
  4. That is almost definitely correct. I completely spaced on the maxed tower speed stat. I don't think much about it because I just automatically max tower speed/range on characters that build and forget about it. So yeah it's 3.7 seconds with 50/50 in the tower speed SAS. Spheres would bring it lower still. Anyway, the passives work it's just a display bug. The Hearty Blockade has the same issue right now, it works but the examine pop-up doesn't show it (the health bar does though).
  5. Ignoring the fact that one is physical and one is magical and in Nightmare they are in no way interchangeable because 80% of lanes you can only use one or the other: I'll take the AoE damage over the extra single target damage. I don't care about single target DPS when there's 20 goblins knocking on my door. Kills Per Second (KPS) is what really matters and the Flameburst tower (and the ballista with speed passives) outperform the cannonball tower in actual gameplay. 4 Cannonball Towers will get overwhelmed far easier because the KPS of a Cannonball Tower is hard capped at 0.75 Kills Per
  6. The passives work it is a display bug on the tower tooltip when examining a tower. Ballista speed by default is 3.57 seconds. With 2 good passives (weapon and relic) in the area of 80 each you get Ballista down to a little over 2 seconds per shot. I had 2 solid passives before the display bug entered with the last patch (which is why I know the numbers) and I timed the shots with and without the passives. They are working.
  7. XP is pretty bad in endgame. Best to just do Freeplay hard for XP. I suspect this is to prevent power leveling since if you are doing endgame you either don't actually need XP for anything or you can't use the level 50 gear that drops. As for the gear, it sounds like you should be doing NM1 and not Insane. You are choosing to do missions with iPWR below the iPWR of your items so the items that drop are not as good as what you have. Considering Freeplay Hard caps at iPWR 110 and nothing above level 38 required items though I'm not exactly sure where you got your iPWR 242 items but you did
  8. Nimbus Reach, Little Horn Valley, and Greystone Plaza are all about the same as Throne Room. Though I actually found Little Horn Valley was the best if you let the locks break (even against letting the locks break in the other maps). After I had 4 level 50s I see some people say Liferoot as well but I can't personally vouch for that.
  9. You must still be on normal/hard because the behaviour you are talking about won't work on NM1-4 and your assessment of the towers is also inaccurate in NM1-4. Explosive Trap, Frostbite, and Lightning Aura (until you get the uber for Explosive Trap) are basically the go to strategy right now. Although when it comes to balance you remember to look at the letters in the bottom right the game that say "ALPHA" from time to time.
  10. I'm relatively new to DD2, about a week now and 90 hours played. I have 260 hours in DD1 which is still one of the best games I've played in my 30 years of playing games. I have all 4 characters to level 50 and I'm working on the jump from NM1 (pretty easy now) to NM2 (some maps I can do, others are a bit rough). I currently have no Uber Spheres though from searching around I have some idea what they do but no experience with them. I've also only played solo after I figured out how to enter a private lobby. So that's the perspective my feedback in coming from, which means I might be wrong
  11. For what it's worth I just finished getting 4 characters to 50. The post above about the maps to run dailies on is good but I found out of all of those I got the the most XP from Little Horn Valley if I was just grinding a map. Also remember to get the 2 of the +20% XP medium spheres if you really want to speed it up (also grab one +10% sphere for the few levels you have 1 medium sphere slot but are too low to use the 20% if you want).
  12. From what I understand the original fix was to prevent a bug where if you swapped with one second left it could trigger a bug that would start 2 waves at once. With the animations the way there are there really isn't any difference. If you're a second away from changing character and it locks you out from it, then I guess you just have to be a tad bit quicker next time. Yup, I've had this bug happen once before. I was doing Unlikely Allies and swapped from my Apprentice to my Huntress at the last possible second. Wave started, ~20/124 enemies came and died. Doors closed, with spawned mobs
  13. I'm really happy you extracted this topic from that thread and made a thread about it. I'm not really sure which poll option I should select though. My opinion is that gear should allow progression but once you reach the end of the progression line the end of the line should not be trivial. I think in any game with content progression the content always falls on a scale that looks something like this: Impossible > Bang your head against the wall hard > Challenging > Consistent Success > Farm Status > Trivial Obviously as you level up and get better gear content moves
  14. It's funny, he's posting a video of someone doing insane assault using a weapon he got from completing that challenge. I ask you, how did he get that weapon in the first place? GRENADE LAUNCHER. I did it with a Crystal Tracker and mediocre gear (~40% resists, ~130 hero attack, and ~110 piercing shot). None of the changes to the huntress would effect my ability to do it again. The changes to assault itself would make it more challenging but still perfectly possible. The more I read these forums the more I seem to have to accept the casual gamer views me as a hardcore gamer but the hardcor
  15. I'm not sure I personally care about this as a feature for DD as is. But, if this is implemented it opens the door for a lot of interesting mods.
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