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madinsane

Junior Defender
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About madinsane

  1. Proton beams, so versatile with the way you place them <3
  2. I've had this problem quite a lot with in a couple of cases the mobs not walking around the walls but instead walking over the walls. And if you are solo and trying to deal with a siege roller, even if you see the mob walking over your defenses its too late to do anything before they one hit your crystal.
  3. I think no nm5 as people have said above as it adds nothing just higher numbers to aim for and dont buff the old heroes, nerf the over powered new heroes, if everything is buffed to be as broken as proton beams or archers then the game will be a joke even at nm4.
  4. They have said in streams that they are leaving onslaught until they fully rework it. I think the players looking for more challenge would be temporarily satisfied if they can't just spam archers, proton beams and afk and that would make nm4 actually a challenge.
  5. I know a pure numbers adjustment may not seem to good but while we wait, instead of changing the enemies fixing the proton beams and maybe reducing the dps or effectiveness of the archers to make the maps not just consist of 50% proton beams 50% archers, to promote strategy instead of just I can kill everything the moment they spawn. Then when the full revamp is ready the more interesting changes can be implemented.
  6. I didn't see anyone mention mandatory play at all. I think having extremely difficult content that requires a full group of experienced (and not just well geared players) in order to complete is a great idea and would give a true endgame. Then you can't read, as that's exactly what DKperfection suggested. Manadatory group play for raid specific content. I'm all for harder content, but to gate it behind multiplayer only would incredibly stupid. The hardest content should be available to everyone. True end game isn't farming the highest difficulty over and over either. True end game is when you have things other than farming for the best loot to do. Like challenges, something that promotes proper social activities like player shops and farming map specific items which you can pick and choose at your leisure. To put it simplier endgame is all about the replaybility. Perhaps it would be nice to see challenges similar to those in DD1 implemented into DD2
  7. I didn't see anyone mention mandatory play at all. I think having extremely difficult content that requires a full group of experienced (and not just well geared players) in order to complete is a great idea and would give a true endgame.
  8. I made a thread similar to this earlier in the week. I don't consider the drops/ipwr to be the problem its more finding the perfect combinations of passives and stat distributions, I will repeat what I said in the thread here to make it easier: From my point of view I think we can consider the gearing system in 2 parts: stats and passives. The stats are the defence health and the defence power etc. There are 2 normal stats on each item and sometimes extra stats such as physical resist or fire rate. The stats seem to be dependent on multiple factors: item power, rarity and what item it is (weapon or armor or relic). I think the current method of getting the correct stats and the best number of stats is fine and I don't think it needs changing. The passives are what I consider the problematic part of the gearing system, the passives themselves are not the problem (although some of the passives could be more interesting than just +x% to damage) its when you find the perfect passive but its got hero health and ability power instead of defence crit and defence power. My suggestion is that there is a new system where you can disenchant an item to effectively separate a passive from an item you own removing it from the item but adding it as a scroll or whatever in your inventory. This disenchanting would have a large cost such as 100k gold or 250 defender medals (obviously these values could change). The disenchanting would remove a single passive and destroy the item after. These scrolls can then be used to enchant a different item replacing a passive on the item. Similar to the current state of the game legendary items will have 3 passive slots, mythical 2 etc. This means you still have to find the passives and the same number of passives but it is easier and less rng based to get the perfect items and adds more gold and/or defender medal sinks. That's just my suggestion, would love to hear other ideas or improvements to my suggestion. And sorry for the wall of text.
  9. Rerolling 1 passive per item? This is actually the best idea I've heard to fix any kind of RNG problem to do with current items. For those who don't know, in Diablo 3 you can reroll any passive or stat on an item an infinite amount of times for whatever effect or passive that is possible, but once you start rerolling, the rest of the passives and stats are locked in... as in the rest of the item is permanent and can't be changed (except through upgrading, of course). This sounds like a great idea (if I am correct in thinking the rerolling has a cost and isn't just how patient you are). Also to check if you reroll the passive can the passive change from say archer damage to orc health or is it just the numbers that are rerolled?
  10. I heard about the skill tree/spheres to hold passives ideas and I think that it has the advantage of easily allowing people to switch between builds or try new builds but it also has the disadvantage of getting gear drops much less significance (instead of just oh look I get 1 more DP, the current system has the great moments where you get the perfect piece of gear) and it would take much less time to gear up and without really solid goals to aim for at endgame we would be just capping on defenders medals and then leaving and waiting for updates much sooner. I feel my system might be a bit complex for newer players to understand but it could make be explained in an extra quest how to use it.
  11. The current state of gearing up in my opinion could maybe use some love. So, before I make my suggestions of how I would change the gearing I will pose the questions: 1. What do you think of the current state of gearing up and why? 2. How would you change the gearing system if at all? From my point of view I think we can consider the gearing system in 2 parts: stats and passives. The stats are the defence health and the defence power etc. There are 2 normal stats on each item and sometimes extra stats such as physical resist or fire rate. The stats seem to be dependent on multiple factors: item power, rarity and what item it is (weapon or armor or relic). I think the current method of getting the correct stats and the best number of stats is fine and I don't think it needs changing. The passives are what I consider the problematic part of the gearing system, the passives themselves are not the problem (although some of the passives could be more interesting than just +x% to damage) its when you find the perfect passive but its got hero health and ability power instead of defence crit and defence power. My suggestion is that there is a new system where you can disenchant an item to effectively separate a passive from an item you own removing it from the item but adding it as a scroll or whatever in your inventory. This disenchanting would have a large cost such as 100k gold or 250 defender medals (obviously these values could change). The disenchanting would remove a single passive and destroy the item after. These scrolls can then be used to enchant a different item replacing a passive on the item. Similar to the current state of the game legendary items will have 3 passive slots, mythical 2 etc. This means you still have to find the passives and the same number of passives but it is easier and less rng based to get the perfect items and adds more gold and/or defender medal sinks. That's just my suggestion, would love to hear other ideas or improvements to my suggestion. And sorry for the wall of text.
  12. Well, you have it pointed the wrong way so ofc its smaller;) You are correct I will update the OP. It's actually 4 units but still seems a bit small for something worth 80DU
  13. Singular archer instead of plural as only one decided to show up :(. Not sure whether it was just a visual bug or mechanical as well.
  14. The golden crystal beast remained while burrowed and invincible post game failure on nm4 bling king incursion.
  15. After reading the previous thread on wall comparisons, it made me reconsider using other walls and not just old faithful spike blockades. Having also found a guide on the console commands I decided to do a comparison between the actual collision boxes for the different walls. From the screenshot we can see that the collision sizes are as follows (from left to right): Colossus: 4 units (In the image it is rotated incorrectly see the image at the bottom for the correct size) Arcane barrier: 4 units Spike blockade: 4 units Skeletal orc: 4 units ´╗┐´╗┐Training dummy: 3 units 1 unit is taken to be the size of one square and if a square is not full then it is taken to be a half unit. From this information and personal gameplay what blockades are people using and why? The screenshot is below:
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