Jump to content

Argonias

Defender-In-Training
  • Content Count

    233
  • Joined

  • Last visited

    Never

Everything posted by Argonias

  1. Hahahahaha. That was me. Seriously. And it's true - I would have gotten a couple more weeks of enjoyment if I didn't log in and go "Do I really want to sit in Chaos 3 mindlessly tabbing back into the game to hit 'g' occasionally, or do I want to log out and play a game that I'll actually have fun on?" lol, that is kind of funny. Sorry, I tend to read through posts and not pay attention to well to who posted it. Then I come into another thread and can't remember the names cause I didn't pay attention to it. And a few more weeks of enjoyment out of the game is better than not enjoying the game.
  2. Very much agreed. That was also the thing in DD1, even being a noob with only a level 78 huntress, you got something awesome and was able to utilize it, even if it was only to trade it. The thing with trading though is that you didn't have to, you could easily have gone through the game without trading. I did. I didn't even really care for the public game aspect of the game until much later when I was able to clear everything with just me and my g/f. We both realized, after being able to farm everything, that we had a entire horde of items we could trade off to people or even to give away to help others out. We would host games and let complete strangers take all the loot they wanted, as we farmed the Aquanos Seahorses. The power leveling aspect of DD1 let me get at least 4-5 people I personally knew into the game, which as a side note they I know got others into the game as well. Being able to help my friends out and then watch them become as good or better than I was, is very gratifying. Passing that on to other players and helping each other out was an amazing thing in DD1. Trading helped with that, without it I would more than likely never got that many friends into the game, nor would they have gotten others into the game.
  3. lekkin007 and darksteelhyren, you two realize that C7 Mastery is likely to still limit your gear? They don't want us using the top of the line gear of the difficulty, so still yet we will be nerfed if we are using the top end C7 gear.
  4. Oh yay, we're locked into using specific towers even more than usual... Who likes being restricted? I don't.
  5. Easy and Fun are two different things. As the game stands right now I can AFK through all but the siege rollers, which means it is easy. The restrictions applied by the mobs are what make the game not fun, Assassins completely negating player input is not FUN (and yes they are easy to deal with, but still annoying), not being able to use projectile towers that I might want to use because of Geodes is not FUN (still easy to deal with), and not being able to use traps, auras, and nodes because of Cyborks is not FUN (still easy to deal with, and you can use them if you place them off lane where cyborks have an issue getting to them). Another thing that is not fun is the lack of map choice in trials, or that you have to grind lower difficulties to farm shards while gaining nothing in the way of loot/exp. Mastery mode just amplifies the restrictions set, which again makes the game less fun. As [[41380,users]] said, Mastery feels more like boring chores. Who likes to do chores? I know I don't. The fun factor is what people keep complaining about. The game is easy, not fun.
  6. Just wait for C3 Mastery and the No traps, Nodes or Auras. That one sounds very painful to solo. Granted I am sure some people will, just doesn't sound like any fun to me.
  7. What you say is true. Which is why I don't think it will ever be implemented either. However, I wanted to put the suggestion out there in the proper place. It is really sad when companies and developers won't institute something that a lot of people would probably enjoy for the sake of money. As someone (honestly didn't look at the name, even though I read the post) stated where I first thought of the idea, the ability to select what chaos tier shards you want to farm while staying in C7 difficulty would have kept them playing the game. The longer someone plays the game and the more enjoyment they get from the game would also increase the chances of that person spending money on that game.
  8. Just thought it would be great if we could select which difficulty shard we would get from the end game chest. Obviously, the shard that drops can't be higher than the difficulty you are in. However, if you are progressing through C7 and need a Defense Rate or Power Transfer, why not allow the C7 player to forgo getting the C7 shard and get a C4 instead. This would allow the player to still be progressing or farming C7 and have a chance at getting the C4 shard(s) they need/want.
  9. TBH, I think trials would be fine if they got rid of the annoying mechanics/hard counters. Changing the Cybork, Geode, Dark Assassin would make the trials so much more fun. FYI, I don't find any of the trial enemies to be challenging, they are all simple to take care of. The hard counters are just annoying, also including assassins in the annoyance because that is literally all they are, annoying. I also don't understand why they would introduce a 'new' mode using the trials as a base for it when there are so many complaints about trials and how restrictive they are. Not only that but introducing additional restrictions into the new mode and saying it is more 'challenging'. More restrictions may introduce new challenges, but it takes even more fun out of the game when the game isn't even fun anymore. To note, one of the big things that annoyed me with trials was having to go to C4 to farm the shards there and then to C3 to farm there and so on. I couldn't just play C7 and get C4 shards or C3 shards, while farming for gear. Would be awesome to set which shard tier I wanted to receive from the difficulty I should be farming, I.E. I am in C7 and set the shard drop to C4, so I am receiving C4 shards instead of C7, while being able to farm gear in C7. More restrictions, to me, equals less fun in game. I play DD2 to have fun and try and come up with crazy builds to get through maps, not being locked into using specific things to get through specific maps. I find it funny when people complain that everyone uses the 'meta' and never does anything else. The reason that happens is because of the restrictions set upon the players. The 'Meta' is there because the mobs on that difficulty restrict the usage of other defenses. Now with mastery the 'meta' changes from map to map because of the extra restrictions, but it is still there. What works best in the difficulty with the restrictions set by the map will be the meta, for that difficulty/map combo. I have to agree with the OP, for the most part. Most of the changes that have happened have not increased the amount of fun I have had with the game.
  10. Well, your claim (that you can't use flame auras in half the chaos tiers) is false. I also went through the chaos trials and used flame auras in every tier except tier 2. I was in chaos 5 pre recent PDT nerf and chaos 6 and 7 thereafter. Of course there's no problem in C3-C4, and in C5-C7 when cyborks return I still had little trouble. My general set up was spiked blockades, flame auras, a single cannon ball per lane, and a single lightning strike aura at each wall (once the LSA was buffed). And of course anti air as necessary. I didn't even have range gambit maxed, but it worked just fine. Maybe using FA in chaos tiers where cyborks are works. They really aren't that prevalent in the later chaos tiers when compared to how many come out in C2, and if your paying attention you can wipe them out pretty quickly. That being said, the auras, more than likely, would not work as well as other defenses that had no chance of being disabled by the cyborks. Also, while I haven't played in a while, I don't think cyborks were present in C6 and C7. C6 mobs were the same as C4 with Hex throwers and assassins added, C7 mobs were C6 + Kobolts. C4 for reference being Lady orcs, geodes and vanguards. So using auras in C6 and C7, is completely acceptable beings Cyborks aren't there. Cybork difficulties are C2 and C5.
  11. How is mastery not restrictive? Right now we are only on C1, but every week we will be getting the next difficulty and the mobs associated with that difficulty. So basically Mastery will be AS restrictive as the Trials were and MORE, because we will have to deal with the same restrictive mobs as before. C2 will have Cyborks still, so auras and nodes will be a no go for the most part. And then at least three maps have the modifier 'You're grounded' which means you can't build towers... So what are you to do? Auras and Nodes will get shut down and your not allowed to build towers. That doesn't sound fun in any way to me. C3 will have Geodes, which will negate projectiles for the most part. There are two maps with no nodes and no auras at least. One of those two also includes no traps. So basically the only choice on those maps are walls and ramsters. Also I sincerely hope they do not put in anything like "Expert Defender = Build NO defences" that would just be stupid, beings this game is a Tower Defense. As for "Pro Defender = build maximum 5 defenses in total" are you meaning you can build 5 (as in I can build 5 walls) or 5 defenses (as in I have Viper Fangs, Flame Auras, Skyguards, LSAs, and PDTs...multiple of each as long as it is only those 5 defenses)? If it is the former, that again is rather silly, if it is the latter, I think that would make it interesting but again would be really restrictive. To me, it seems that Mastery is taking the restrictions to a whole new level. That is not fun. I play the game because I want to have fun, in the end though it just makes me want to uninstall and go back to DD1. I don't do that because I hope DD1 will eventually become what it should be and actually be as fun or more than DD1 was. So as the OP said, Mastery is just not doing it for me.
  12. Also, I noticed that you get no defender medals for playing a Mastery mode map.... Other than the weekly/daily quests you might finish doing it. So basically, Mastery mode is only about grinding Stars for loot at set amounts of stars... And tbh, the loot so far hasn't been all that impressive. Even the hyper shard, while 70% is a nice amount of DP, it just feels lacking. Got to say, the more I play Mastery the less I like it. Also not sure if it is just me, but the amount of loot (gear drops) per map seems to be less than what I was receiving while I was in the trials, anyone else noticing that? Doing Liferoot Forest I got 3 blue items, and that was all during the run. Chest gave a few greens at the end (getting 5 stars on the map and getting a green chest at the end, sad times). Could just be bad luck...not that I care about the loot beings I am beyond the difficulty, just something I noticed.
  13. Mastery do not drop shards, at least I don't think it's supposed to (because shards do not drop in mastery for me too) . Shards are only exclusive to trials. But, if you didn't know, you could accumulate enough stars on Mastery, you are able to obtain a hyper shard which which will be reminiscent to previous shards but much more powerful. Yea, I know about the hyper shard. Would still be nice if you were able to progress (gearing and getting shards) in Mastery, that way you aren't stuck in trials (only 4-5 Maps) grinding shards. TBH, I complained about the limiting factors in the trials as well. Specifically complained about the hard counter mobs like the geodes. Sorry to say, but there really isn't that great of a challenge even still. Only a few of the Mastery star requirements make the maps more difficult and even then you can get around them, like the build your defense in 30 seconds, solo that is extremely difficult, grab a couple friends and it's a breeze. I kind of think that Mastery in the later chaos difficulties when the geodes or assassins are out will start having people group less as well. In my time playing C1-C4 normally had a few games going, once you hit C5 though public games just stopped. So we'll see if Mastery breaks that trend, currently it is a great group mode and allows for C7 people to go back to C1 and play at that level with their friends (instead of just carrying). I wonder about the grind though now, with Mastery you can get gear at least, so some people might gear through that to break the monotony of the same 4-5 maps in trials. Trials will remain a grind though b/c the only way to get the shards is still through that mode, and some of those shards are almost necessary for the later difficulties.
  14. I think Mastery is decent as a 'prelude' to end game, but wasn't that also what 'trials' were? Can we just get the actual end game, instead of constantly being baited along with the promise of a end game? I do like that we can now choose the maps we wish to play, but still it is only an illusion of choice b/c to get all the rewards we have to play ALL the maps with EXTRA restrictions, instead of what I think a lot of people were asking for (less restrictions on game play). Don't get me wrong I like having something new to do, and will be completing the Mastery mode in my own time (I don't care for the racing other people aspect of it at all). I just want to be able to use all/any of the defenses or even be able to spam a single defense to see if it works on any map I choose at a difficulty that is still rewarding me for playing. Just my two cents. As a side note, once the mastery hits C7 I suspect that being able to farm gear on any of the maps will be nice, but I did notice that the end chest for Mastery doesn't drop the Chaos tier shards, is that intended? Personally, I do not see why if I am running the chaos difficulty and doing it on Mastery with extra restrictions I would get less from the end chest than when running the trial difficulties by themselves. EDIT: At least the Mastery levels I did, did not drop the Chaos 1 difficulty shard.
  15. I think everyone wants the ability to pick the map in the new game mode. If they did not have that I am sure a lot of people would just quit upon the release of it, because the lack of choices throughout the entire Chaos Trials has been complained about ad nauseam. I do like [[44100,users]]'s mention of picking the reward you want to work for, which was in the previous onslaught. That part of the previous mode was very nice and allowed you to work toward what you wanted. I also like [[43588,users]]'s idea about the 'keystones' like D3. That would be a great way to allow for 'checkpoints' while allowing players the ability to push for greater challenges.
  16. Personally, I do not mind the idea of an 'endless' mode as long as there is an incentive to keep going. As for the rewards and the difficulty a steady increase in both would be great in my eyes. Eventually your defenses will fail and you will know your limit, but beings you can keep getting gear from the mode you can overcome the limit. As in a 5 wave system, I get anywhere from 0-3 legends a run, I would expect about the same drop rate, which means at the 'limit' I may or may not get the upgrades I need, which would require me to farm a bit before the increase happens. That being said, I would not like to get to wave xxx and for time constraints quit, come back later and have to restart at wave 1. Would assume a checkpoint every 10 or 20 waves, with a boss to clear at the specific wave would be pretty awesome. Makes sure you aren't afking through it all. I would also expect that the 'checkpoints' being restart areas would have us start with a decent amount of mana for the wave we are on. I know starting wave 15 or 20 (can't remember the checkpoint for DD1) you got a lot of extra mana to put some upgrades into the towers (not enough to T5 everything, more often it was enough to T2-3 most). Just a few thoughts of what I think/expect.
  17. Aquanos, I spent so much time farming that map it is not even funny. Other than that, I really liked the Tavern Defense and Sky City. I also didn't mind City in the Cliffs, was fun and huge.
  18. Even if it was an error, it does show that cross platform play would be a simple enough thing. If only the game companies could agree to turn the switch on and let players have the ability to play with each other no matter the platform.
  19. If the DD2 forums used signature lines, that should be yours. 70% of your posts are contrarian. They've erred on the side of balance by limiting access to two particular defense stats that were easy to prioritize in DD1 that also made balance a nightmare - namely speed and range. I think my Monk was just about 10k range when I last stopped playing. One aura stack on Ramparts, if placed by the upper lane that turns, covered every lane on the map. Other maps were even easier to cover with one stack (lol Moonbase). Summoner Archers attacking faster than the attacking animation could play, Lightning Towers turning a map into a 90s rave party in Glasgow, these things were all problems from a balancing standpoint. By limiting balance to raw damage numbers without having to worry about absurd range and speed concerns, balancing is a lot easier (not suggesting it's done well), but it also removes some of the hilarious things about DD1 that were fun to see. Personally though, I think it made DD1 rather fun. Balancing might have been a nightmare, but the players were having a ton of fun. I personally do not think a PvE Tower Defense game needs such nitpicky balancing. If PvP becomes a thing, then sure we will probably need balance, but honestly if I wanted to PvP I would go play a FPS or Moba. I come to Dungeon Defenders for the PvE fun, where I can (at least in DD1) have aura stacks that cover the map or a 90s rave party with lightning towers. And really the late game maps were pretty difficult to play at first, until builds were figured out. Most of my initial builds on those maps while they could be successful, could also fail with those crazy Aura stacks and other such.
  20. Sell values won't get you stuck if you are doing it right. Having a mule character equipping the highest sell value blues from each wave got me through very quickly. Purples are the other choice for a mule, either way stick to one of the rarities and just keep equipping the highest sell values for that rarity, the sell values should increase even by a little. My g/f to make sure it was going quick for herself had 2 mules, one for purple and one for blue, since I was building she didn't really need more than one character to dps on, she hit cap in most difficulties before I did. TL/DR: For gearing stick to one rarity (blues or purples) and equip the highest sell value gear you can find, you should see a steady increase in the sell values. As a side note, gear with lower sell values can and will still drop, just pay attention and equip the ones that drop with higher sell values. EDIT: https://docs.google.com/spreadsheets/d/1PNFslftU37q0KKEY-2EaxasXFpg2wkGr2kcu8UJ1XqQ/edit#gid=0 I used that doc to keep track of the caps and such.
  21. Personally, I liked how the gender swaps worked in DD1. All new abilities, the same defenses. Reason for this is because you did not feel like you had to have the gender swapped heroes to get all the defenses. The only reason for the gender swaps was for the different abilities. That being said, I do not think they are going to change the heroes they have already released too much. If they made the gender swaps more of a standalone (as in having completely different abilities and towers) then those heroes wouldn't just be a gender swap, they would be new heroes. As such they would take the 10k DM, instead of the current 8k DM.
  22. I would think these changes would not be bad. Currently I do not think I've seen the ballista used at all. I've played with them in the tavern to see how they perform in a controlled area, and they have always been disappointing. TBH, that first shard change would make a whole new interaction between FA and Ballista. Would probably at least put the ballista on the map.
  23. I do not think they are going to scrap DD2 anytime in the near future. They haven't even released the 'end game' content that they have been working on for a while now. I think the primary issue DD2 will run into is that there is no unique loot or things to farm for. That is what kept the player base busy more often than not while waiting for new content in DD1. Every time a new map or w/e came out we would farm it for at least a month or two before the next new thing. The loot primarily being what kept us going along looking for that ever so rare perfect item/pet. Also the whole weekly/monthly signup to do a 'special' map under 'special' conditions for a super rare vanity item, mainly to trade. Which yes, because of the whole loot system and vanity items, trading was amazing in DD1. To keep players interested they, I think, need to place "shinies" (shinies being interesting loot/pets/vanity items, and doing that they need a trading system in place) in front of us and dangle them around so that we drool and chase. We're like puppies or kittens wanting to play with the new shiny thing dangled before us. To note, I think that also scared some players away from DD1, the epic loot being as rare as it was. Which does mean they need some sort of balance in place between what DD1 had and something a bit more accessible, if they plan on retaining more players.
×
×
  • Create New...