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Esorath

Junior Defender
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About Esorath

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    Level Designer
  1. Hey guys! We are def talking about updating the way mana drops in terms of what percentage comes from where. (chests vs enemies) As well as the AMOUNT of mana that you receive. There are a few things to look at while we tackle this variable. One thing we want to balance out, is chest mana is instanced per player, while mana dropped from enemies is not. Those players that tend to stay outside of the danger zone sometimes have trouble finding green mana during the phases, so having a good amount come from the green chests helps players those types of players. That being said, after looking back at DD1 mana distribution, which didn't have any sort of instancing of mana, a majority of the mana for your builds came from the combat phase. This caused more building / repairing / upgrading during the combat phase which felt fun. So we may look into pushing more green mana to pop up in the combat phases to provide some cool moments during the combat phase for those who want to be more active builders. One thing we may also look at doing is putting a lot more green mana in the game for players in general, while balancing the DU limit a bit. One of the big balance factors for DD1 maps was the DU limit per map. This was the major restriction to building towers on DD1 maps and doing some tests to see how we can achieve a similar affect with this revamp. One of the factors we want to watch closely in this particular change would be to make sure players who jump into a game, don't feel like they can only place a few towers in a public game. It might not be fun to jump into a match and only build 2 towers with a smaller DU limit. The other thing we are looking at is shortening match times. We have done a bit of investigating into shorter more "punchy" waves. This allows players to run a few matches in the time it used to slog through a Nightmare session. We hopefully will be showing off some of these changes on a dev stream soon to give a glimpse at the changes we want to make.
  2. I love this thread. Of all threads, I love this one. Four curious people, the secret will still be available after the event.
  3. So just a quick note on these difficulties; we wanted to create difficulties that had the widest breath of range we could. We also have some limited time challenges in this event. We didn't want to create a LIMITED challenge only nightmare IV players could complete. However, these difficulties and ranges are Event Specific. Meaning once these maps are no longer only part of the event, they will have all the difficulty ranges you can dream of. (that we currently have in the game) So you will (eventually) be able to play our spookiest maps at Nightmare IV, just not as part of the Event.
  4. Latest Hotfix notes: *Reduced Orcs and Drakins in all threats for Nightmare *Reduced number of groups coming out in early threats ;)
  5. Once again more great ideas and updates we can make to nightmare. Just wanted to post again that I'm still looking through these threads and getting all the feedback I can. It's great to hear concerns as well as what you guys would like to see! Keep at it and I'll keep reading and taking notes.
  6. Thanks everyone who commented so quickly! A few quick notes about a few of the responses so far: " I don't think it should be entirely easy, but I do think it should be doable with gear from insane, and currently it isn't even doable with re-rolled gear from nightmare." - [[42561,users]] Agreed, we want you to progress normally into Nightmare 1. You should feel a bit of kick walking into nightmare for the first time (or first few times) but once you get the hang of it, Nightmare should just be the next challenge you are facing. Not a wall you run into a billion times. "Increase starting mana, or mana in general. It would be nice to have enough mana on all maps to completely finish building before wave 1. It would be nicer to have a little bit of mana left over and decide whether to burn it in advance with upgrades or hang on to it for repairs." -[[38837,users]] This is def. a good idea. Giving a bit more options to build with and start a better defense is def. something we can look into. "Imo avg run should be ~20 mins (like 10 with OP gear from higher difficulties, 15 with required, and 20-30 with lower than required)" -[[87747,users]] I think this is on the right track. Probably wanna aim around that time for sure. Nightmare is a bit of slug fest at the moment and making it more reasonable time to complete is on the table. And a few mentioned making sure loot that drops gives that "AWWW YEA GOT SOME NIGHTMARE LOOT YO!" feelin'. Again, thanks for all the feedback. Keep it coming guys!
  7. So, as one of the guys working on Nightmare balance, I would just like to thank everyone for their feedback so far on Nightmare balance. I am personally reading every single thread and making copious notes about potential changes we can make to Nightmare to make it more fun and more rewarding. Here’s some of the feedback I’ve gathered so far: It’s not fun.It’s too hard.Insane is easy but NM1 is too hard.It’s not rewarding when you do complete waves.It takes too long to do Nightmare runs (also hearing this about other playlists). Here are a few things I’d like to potentially do for Nightmare next: Make the difficulty ramp from Insane into NM1 a bit more smooth. Right now the wall is a bit of a hurdle and we'd like to make that better.Adjust the waves and shrink the “time to complete” down. This could be in shorter waves or in less number of waves.Make sure the recommended Ipwr is what you need to beat the content with. Right now it appears that you need above recommended Ipwr in Nightmare to stand a fighting chance. If you have above recommended Ipwr, it should make it a bit easier.Some other minor updates to make solo and 4 player both just as viable options. How do you feel about these changes? What else would you like to see?
  8. The traps damage scale with the power of the enemies in each map. It's highly possible we need to increase Environmental trap damage across the board. If they traps are NOT scaling with higher level enemies, that would be a bug as that is the intention.
  9. HOLD THE LINE! DON'T START TILL YOU SEE THE TEARS IN THE KOBOLDS EYE!
  10. - Suggestions for Acts of Bravery - Complete maps as: "This and That" - Only Use Even / Odd abilities Towers (2,4,6,8 or 1,3,5,7) "Combo Addict " - Only Use tower / ability combos, ie frost cannonball, oil/blaze balloon. "Who Needs 'em" - Use NO Tower / ability combos "None Shall Pass" - Only Use Blockades and Left Click "The Little Guys" -Hero takes out Goblins (includes the two specials) , Towers Take out all other enemies (including specials / ogres) "I have no idea what I'm doing"- Only Hero Based Stats on characters (ignoring Magical and Physical Resist) "Where do I put this" -No Towers placed in the "walkable" enemy space
  11. Which air ship? The one in the far distance?
  12. Spoilers? Are these spoilers? Please tell me these are spoilers. I bring no spoilers to this thread, only the same excitement you guys have for cool map themes.
  13. Best thread That Egyptian theme and western theme tho
  14. I don't think I saw it in here, so I SUMMON LEVEL DESIGNERS Where do you get your inspiration for the levels? Out of almost every game I play, DD still has the best levels IMO. Can't wait to see the all of the DD2 levels. Level Designer Esorath reporting for duty. "Inspiration on the side of Level Design as a whole" I grew up building with legos in a giant box where I would just build out buildings and ships and castles. Then I took a strong interest in architecture. The way buildings are laid out, the structures and geometry of buildings really intrigued me. This really played well into creating believable spaces. Combine architecture and my love of games and you end up with level design. "Inspiration on the Dungeon Defenders 2 side" When creating a map for DD2, I usually start with the art sketches of what the area looks like. The next step is to make sure it is really fun to navigate around the map as a player. Since the thing you do the most is run around a map, that needs to be really fun to do. So my inspiration as a rounded out item: Believable Spaces that are really fun for the player to navigate around.
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