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Valiant Defender
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Everything posted by tdb

  1. I must say I'm not impressed with this. DD2 was just starting to get some good stuff and they announce a new game? If DD2 is any indication I'm not convinced that they can hit all the right notes in one attempt with DDA. I'm going to give it a few years and see if the game is still there and if it's any good. Unless something better pops up in the meantime. Too bad OMD!U is going to be closed, I really liked that game.
  2. I started from C1 and found them pretty easy. I even completed a map which requires you to not build more than one of the same kind of defense and complete each build phase in under 30 seconds (I forget which one that was). I pretty much just slapped down barricades for the first wave and killed the enemies using my hero, adding more defenses in successive waves as I was able to swap in new builders with every build phase. Then comes C4 and I pick something I figure shouldn't be too difficult. First try was Unholy Catacombs: no nodes, no barricades, 10 different defenses. But I can spend a
  3. Yeah, I can understand that having +20k defense power from ascension would break masteries, especially on low chaos tiers. On the other hand maxing out defense speed only takes ascension level 59 and it seems to more than double the dps, so it's kinda harsh to miss out on that in high chaos tiers. Range gambits too, because high range enables some things that are just not otherwise possible.
  4. I went out and got some C2 10/10 gear. Just some random items I found in three runs, no effort spent on optimization. I figured the lower chaos tier would offset the fact that I can't easily remove my ascension points. I then went to Forgotten Ruins on a C4 expedition and compared that to the C4 mastery with my normal but synced gear. The experience was similar; my hero felt a little weaker but defenses a little stronger. On the expedition map I had to retry the last wave once. On mastery I had to restart three times because of reasons ranging from enemies leaking past blockades to bad m
  5. That's what I expected, yes. But it feels at least twice as difficult. Progressing through C1-C4 was a breeze with whatever gear I happened to find. I didn't have to stop and optimize things. But now the C4 masteries feel even harder than what C4 expeditions were with C3 gear. I'll have to go and get some actual C3 gear (since I already sold everything from my C3 shard farming) to see how hard the same maps are with those and how do my defense stats compare.
  6. Is there any information on how ascension capping in mastery works? I'm getting a distinct feeling that it's removed entirely. My heroes have no ability resource (missing ability mana talent), my defenses are slow (missing defense speed talent) and have tiny range (missing range gambits). I expected C4 masteries to feel similar to what normal C4 maps did when I was progressing through them, but they're much more difficult. When I was on C4 with appropriate gear I could mostly let my defenses do their thing and only had to occasionally deal with tougher enemies. Now my defenses are getting
  7. I've seen that wiki page, just didn't make the connection before hailminion mentioned it. Compared to a traditional incremental game the power increase from AP resets is very small, and my brain had not fully processed the implications.
  8. That is actually the first solid argument I've heard for reaching floor 100 before first reset. Coming from the previous posters it just felt like an arbitrary number. I like it when there are reasons behind things.
  9. Based on the data I have it doesn't seem perfectly linear. Floor 3: about 2 million HP Floor 17: about 19 million HP Floor 30: about 45 million HP Floor 150: about 150 million HP (from Zombina) The others are approximately linear at close to 1 million HP per floor, but on floor 30 the health is anomalously high. I suppose some of this may be explained if the numbers are from different bosses on different floors. Still, it's nowhere near the exponential curve I was expecting, which is the main thing.
  10. Okay, so the health scaling gets much less steep. That's good to know. In general it seems to be much more linear than I expected; there's only a very modest exponential term from floor 3 to 30 and based on your info it seems to reverse somewhere above that. I was worried that with exponential growth like many other games have the bosses would become unkillable very quickly.
  11. Point 4 - It is not impossible to buy higher level gear when you are campaign, it is auto scaled to your tier when you buy it I guess this also applies to players who are just starting out and is not specific to AP resets?
  12. That seems like an awfully high number. Does onslaught scaling change significantly after C7? I just completed floor 30 (mid-C7) with my mostly-C6 untinkered gear and it was moderately difficult. If the scaling remains the same I have difficulty imagining how to get enough stats to progress much past floor 40. As an aside, reaching floor 100 alone gives +291 talent caps and 873 minimum ascension, rendering items 1 and 2 superfluous. That is a good point. I have only just reached C7 so I mostly have the lower materials, but if I keep farming to perfect my gear I'm sure to obtain plenty of
  13. I'm ascension level 210-something and have beaten onslaught floor 28, so it won't be too long until I meet the conditions for the first AP reset. So I'm wondering about some details. Since every additional onslaught floor increases the minimum ascension level (by 12?) it seems that I should keep advancing in onslaught at least as long as I can easily clear floors. Is there any general wisdom for when to reset? AFAIK all gear is reset to campaign tier and all shards are reset to level 1. I guess this goes for gear and shards stored in the inventory and vault as well? Chips and servos will
  14. I recently got notifications for completing two challenges: The Final Approach (upon completing onslaught floor 27) and The World Is Yours (upon completing floor 28). However I can't find either of these in the challenges list under collections, even after carefully going through each category multiple times. Neither can I find any information about them with Google. Does anyone know what these are? Is there a complete list of challenges somewhere?
  15. I had that happen a couple of times on Forgotten Ruins. Never found out what was wrong, the issue just went away and I was able to reliably ignite him once more.
  16. I wouldn't even mind the farming low-level content part if it was a guaranteed way to get the shard I want in finite time. What gets me is the RNG - I've gotten 100+ C3 shards so far without a single Deadly Strikes, and there's no telling if the next 100 will contain one either. Of course being able to obtain them by playing my proper tier would be splendid, but it won't really help if it's still up to the RNG whether I get the one I want or not. Again with the random. Being able to obtain them with medals or gems won't help if Deadly Strikes won't come up. And making it reset weekly makes
  17. You mean as opposed to farming C3 maps in hopes of a Deadly Strikes shard when I already have C6 gear? Because that's totally not a problem right now. And before you say that C3 shards can drop from any higher chaos tier as well, I'd like to note that it's random which shard besides the current tier you get, or whether you get one at all. The win streak bonus also gives another shard of the current tier. So there's an extremely strong incentive to farm the shard's tier, even if it's an afk snooze fest.
  18. Sure, but when a bug goes unfixed for several years it would be nice to at least acknowledge they're aware of it but it's hard to fix. Otherwise players will get the feeling they just don't care.
  19. Level sync wouldn't necessarily be all that time-consuming for Trendy to implement. Masteries already do that, so the code is there; what's needed is a checkbox to enable it for any map and maybe some other UI changes (session browser would need to show if it's synced or not). It's honestly kinda sad that so many require you to play tens of hours before the "real game" begins. Some games do this better than others; Final Fantasy XIV for example has very enjoyable story content on the way to max level. DD2 has seen a lot of progress in this respect as well, and now gearing up through the cha
  20. Locking them behind gear score wouldn't remove the issue. You could still farm C1 shards with your C7 gear much faster than you can farm C7 shards. The dust tiers have to stay. I could agree to buying lower tier shards with higher tier dust though.
  21. I must not be far enough yet, because my floor 16 temple had five waves, didn't open a new lane on the second wave and only had two bosses on the final wave. I seem to recall that earlier temples have only opened two new lanes. Good to know it will get more interesting later. Then there's the fact that I can't just play temple whenever I want. It doesn't appear on onslaught every time. Even if I could chain temples, it would eventually get boring. I'd like to have more maps with similar mechanics. The specific situation that brought this up was playing with a friend who was starting from
  22. I would also love a deterministic way to obtain specific shards (currently 100+ C3 shards opened and not a single deadly strikes), but I think 10 dust is too cheap. This should be a way to mitigate bad luck, not the primary way of obtaining shards. 50 dust would be more reasonable, given that the average number of shards per tier is 30 or so. On the other hand I think 10 dust is a bit high for a random shard. 5 would be better.
  23. Why not? DD1 had it to an extent. The new lost temple map has it, sort of, since it opens two new lanes during the map. DD2 does have upgrades so it doesn't make sense to go quite as far with this as OMD!U does, but I think it would make things more interesting if the first build phase only gave 50-70% of the mana required for a full build. Another related thing is that most of the mana comes in build phases and it's not really possible to lose any mana on the ground. In DD1 it was much more important to collect and use mana during combat so that there would be room for new drops. Which on
  24. It shouldn't happen at the expense of single player experience, so if DU is split it should be split according to the number of players actually ingame when the first build phase starts. The idea we had was making build mana undroppable. That way if you wanted to get all defenses out in the first wave you'd all have to build. But it would still be possible for one player to build everything, it would just have to happen over multiple waves.
  25. Honestly, there should just be some way to obtain a specific shard in a finite amount of time. Apparently the damn things can't even be traded. Make them purchasable with 100 shard dust or something.
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