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gunnerq69

Junior Defender
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  1. https://steamcommunity.com/profiles/76561198143577898/
  2. 120 CV [4 single caps, 12 no-cap, 20 cubes]
  3. The Chevron and stars are classic military rankings. Originally on mobile, perhaps 2 stars was difficult to see. I don't think changing them or adding a new one would go anywhere. I'm all in support of having a method to compare a helmet to another, 1:1 without set bonus being displayed. Having to calculate your stats w/o bonus over and over is silly. To make it an option or a toggle somewhere or where to put it i don't know. Also, more specific context is needed. my initial reaction was to have only possible when you're look at gear on the floor. Well then, what about AFK shopping?
  4. I am strongly OPPOSED to giving ANY tower immunity to Sharken's push and/or Spider's webs and in another thread de-summoning of EV walls. They have an interested unique effect. Making towers immune to being immune to Sharken push and immune to spider webs all while adding proposed tower buffs will make the game much easier. The Sharken's and Spider's abilities have been around since before minions (which in most cases takes care or trivialize their effect). Back in Misty Mire days before Strength drain removed elemental infinity, spiders actually required players to change their builds. A
  5. I strongly agree with leaving Sharkens alone. They have an interested unique effect. Making towers immune to being immune to Sharken push and immune to spider webs all while adding proposed tower buffs will make the game much easier. The Sharken's and Spider's abilities have been around since before minions (which in most cases take care or trivialize their effect). Back in Misty Mire days before Strength drain removed elemental infinity, spiders actually required players to change their builds. Aura stack/minions as in today, didn't trivialize them. Making physical towers immune to these
  6. I think we should leave this as is for right now. It is a larger change and requires more than time and discussion than 15hrs and 3 people. This is literally the first I've ever heard of this and have never seen anyone running around with a >= 37k mega chicken with less than 6 sps. Also, is it the range attack that is limited, the pecking, both? I'd be surprised to find out that they are exactly the same. Perhaps a better idea is to speed up the animations, then people who are basing their upgrading decisions based on this quick fix will be hosed. People who don't bother putting in (or
  7. No to get side-tracked, but a "bug" or "glitch" can become an intention behavior or feature. Glitches have even defined whole genres of games. See Space Invaders/Street Fighter 2/etc http://www.cracked.com/article_19262_6-glitches-that-accidentally-invented-modern-gaming.html With that information and the Fact that I had verbal/written confirmation from 2 Trendy employees that players enjoyed the genie glitch such that it was intentionally included in DDE with the same behavior... it is not a bug. The bug remark is to avoid things such as "There is a bug with Harbinger's ranged attack it sho
  8. I'm with Alhanalem on this. We cannot just assume that Trendy's previous work is a "bug" if we don't agree with it. A mislabeling is much more likely. Assuming this sort of thing is a "bug" is the same attitude that brought us the genie mana "fix" that was only backed by a few people in CDT (definitely not me) . That was a large waste of the communities time and good will. As a note, chaining between enemies through walls and without line-of-sight check is an atypical behavior for these attacks in games, movies, etc. The game doesn't specify anywhere that it should chain through walls, it
  9. The Temple of Polybius DSTs are now set to use previous DST projectile speed (current v8.2 projectile speed). It probably isn't that clear, however this line in the release notes under "Current Known Issues" is trying to warn players of that issue. "Temple of Polybius enemy DSTs erroneously affected by the player DST buff (faster projectiles)" Until the next build, I would recommend using a fairy ;) (that's what I've been doing)
  10. Tiny spoiler the new Tavern map's size will be accompanied by a doubled floor size. I've thoroughly tested the size increase and its effect on the save file size and it is negligible.
  11. FYI: I posted a reply on the referenced post by "Carnage-" https://dungeondefenders.com/1/topic/141362/item-upgrade-levels-rollover-problem https://dungeondefenders.com/1/topic/141362/?scrollTo=1252817&page=1#1252817 Its a long one, but I did spend a decent amount of time writing it, reading it will be much quicker. Carnage-, I apologize in advance that I most likely obliterated your thread with my long response and Wdaled its possible that this thread will die as well :(
  12. While changing that line of code is trivial, the testing RNG() changes is anything but trivial, especially without any automated testing and just relying on volunteer beta testers. FYI the code still the same however you've put incorrect values in your post. The modulo (modulus) is on 255 not 256 as below MaxEquipmentLevel = MaxEquipmentLevel%255 + 1 Aside from the above statement, my views on this are not representative of the CDT Firstly, this code has been in the game since the beginning, now over 5 years ago. I'm of the opinion the NONE of the RNG() code should be touched at all perio
  13. I don't agree with items being removed from AFK Shop entering Item Box locked. Coming in unlocked is a simple way to see which items are from the AFK shop. Any a simple "Lock All" performed afterwards would alleviate any issue.
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