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About Tattis

  1. Yeah, I haven't gotten far enough in Chaos to get Hexes yet, but I still encounter a lot of the problems OP mentioned with them. The worst offender, in my opinion, is them staying within spawn protection and picking off towers. I get why spawn protection exists, but I think if we can't damage them while they're in it, they shouldn't be able to damage us. Mages can be particularly annoying with this since they generally stand far back while summoning anyways, so you can have a couple stick in spawn summoning an endless parade of skeletons. Also, javelins seemingly throwing through towers and hitting the core is beyond frustrating (I think drakins can do this as well). I've lost a map more than once due to this. On certain maps, I feel like I have to balance between building far enough away from the core that they can't take lucky, cheap shots at it and building far enough back that they don't get stuck in spawn protection (though, I suppose that's part of learning how to build on some maps).
  2. This is another thing I'm not enjoying. It's much harder to learn a map with this system. Breaking into Chaos II, I had a very difficult time figuring out how to deal with the Cyborks. If I failed a map, I couldn't go back and attempt to fix what was wrong with the build I did. I'd end up on a different map, and you can't necessarily build the same way on every map due to DU differences, additional lanes, secondary objectives, air lanes, etc. And this didn't just impact my ability to figure out a particular map, but how to figure out Chaos II in general since the system makes it so there are too many variables to deal with just the new enemy. A big part of tower defense is figuring out a workable strategy, and I feel like Chaos is a big impediment to that. Perhaps this will be resolved some when practice maps return... Yeah, I've pointed out before that I suspect this was the reason. This happened a lot in DD1. People figured out which map was the fastest and easiest to farm, and then they'd just sit in that map repeatedly until they got all the loot they needed to move on. But, I think the solution in DD2 is lazy and just doesn't make a lot of sense from a game design standpoint. If there's a problem with certain map being too easy or too farmable, the solution shouldn't be to just completely remove that map from play. It should be to either balance that map in a way that makes it less easy than others or adjust the rewards to reflect the difficulty (like Campaign does). In my opinion, taking away content is rarely a good design decision, particularly when it's as much as we see here. I mean, when you look at each Chaos tier, there are far more maps you can't play than can.
  3. Honestly, I don't think the really can balance maps. Larger maps are almost always going to be more difficult than smaller ones, particularly if you don't have a full team. At the same time, I'm not sure they really should balance them. In my opinion, if they're stuck on the random map thing, it should work where a Chaos Trial is 5 random maps (non-repeating) that get progressively harder but also have a chance at better rewards as you go along. If you complete all 5 maps, you get additional rewards. That gives an incentive to stick with the randomness and try to complete a series of maps in a row rather than trying for particular ones. The problem, as I see it, is there's really no reason to do one map over another. Why would I try to do Bastille and fail at it repeatedly when I can do Throne Room and know I have a good shot at beating it? They have the same amount of waves, same enemies, same chance of rewards. So what's the point of going with a harder map? I think that's what Trendy is attempting to do by enforcing randomness (so people don't just farm the easiest map they can find). but all they've really accomplished is essentially taking away player choice and limiting the amount of maps you have to play on. And, to me, that's really not fun. You know, I actually used to enjoy doing dailies/weeklies. It was a really good way of encouraging me to go back to maps I might not play as often, particularly Incursions that were difficult. But now? They've become pretty tedious. Either, like you said, you have to reload over and over until you get the right map. Or, even worse, the map isn't in the Chaos tier you're at, which means playing the Campaign version, putting a few towers at the enemy spawns and sitting around for 10-15 minutes - and then doing that 1 or 2 more times. The daily rewards system and Chaos Trials really don't work well together. You have one system trying to get people to branch out and replay certain maps and another that limits you to 4-5 (or 8 at c7) that are the right difficulty, but it gets to choose which ones. Want Throne Room? Too bad, here's 10 Dragonfall Sewers in a row!
  4. Yeah... I really don't understand the point of, not only limiting the maps in each tier, but also not letting us pick which maps we can play on once we get beyond the campaign. The only think it's resulted in for me is, like Kruntski said, quitting when I get a map I don't like and trying again. That's extremely annoying, a waste of time, and potentially costing Trendy money if Kruntski is correct. I also think it makes advancing through Chaos a little more complicated as, from my experience, there are maps in each tier that are much more difficult than others. Right now, I'm on Chaos III. I can do Dead Road, Throne Room, and Nimbus pretty consistently, but Bastille and Sewers are maps I have yet to get anywhere with. When I was on Chaos II, I avoided Siphon Site D and both Ramparts. I also couldn't do Little-Horn until I got enough gear from Liferoot (which meant constantly quitting maps until I got it). Granted, it could be since I primarily like to solo, but even grouping, I don't think you can deny that not all maps are equal when it comes to design and difficulty. Basically, the system as it currently stands is not something I find enjoyable, and I really don't understand what the reasoning is behind it. It's just annoying, and I've sat down with the intention of playing the game many nights only to quit in frustration when I get Bastille 5 times in a row. Sad to say, but I had a lot more fun advancing through DD2 before Chaos Trials came along and locked down so much content.
  5. Why is there a cap anyway? They likely don't want people hording them so they can get every new hero the instant it comes out. Not sure how much of a problem that is now, but back when we had triple medal bonus weekends, it wouldn't have been difficult to make a nice stockpile for yourself.
  6. Figured out what caused it for me. I had a bag set up to collect legendaries but I didn't have any item types checked. And since the bag I have that collects overflow was full, the item just didn't get picked up. (Also, oddly, Apprentice keeps getting unchecked in all of my bags for some reason.) In other words, user error. Though, it might be good to have an error that lets a person know if their bag isn't set up to collect anything.
  7. Why do you think that makes sense? What's the reasoning behind it? Trials could still accomplish pushing through to end game, gearing up, acquiring shards, and teaching you about the threats without limiting the map pool. Before you can even get into trials you have to finish the Campaign, right? And every map is available in the campaign. So by the time you do trials, you've already experienced every map, but then for arbitrary reasons you're restricted to a small set of maps. I ask because you don't sound like you're just "ok" with having a limited map pool, it seems like you agree with having a limited map pool and actually want it to stay that way. But I haven't heard any reason (from anyone, not just singling you out) for why it could be considered a good thing to have such severely limited map availability. Especially when you already have to play every map to get to Chaos. So it's not even like you're unlocking maps as you progress through Chaos. You've already played and beaten them all. And then suddenly you only get to play a small percentage of the maps. The thing is that if we had multiple game modes instead of just trials then the way it works now wouldn't be that much of an issue. Onslaught, Defense, all Incursions, etc. Because all we have are Trials and 1 end-game incursion, it the whole limited map thing feels super stale. That being said, I would have greatly preferred if every chaos trial level was across all the maps and not just the 5/4 maps in the pools (and some maps are repeated while others are never used.) I honestly find it a little baffling that they choose to remove so much content from the game right before its official launch. Playing in beta a few months ago, I had every campaign map, about a dozen incursions, and onslaught to play on. Now, being at Chaos 1, I feel like I only have 5 maps and a pair of incursions. It's like I have about a third of what I used to, and what I do have, I can't even choose what I want to play. Only being able to get a random map wouldn't be too bad, nor would having only a limited amount of maps to choose from, but both together isn't a very fun formula when that's the bulk of what you have access to once you hit 50. I can understand if Incursions and onslaught weren't where they wanted them and needed to be retooled, but then that also says to me that the game wasn't really in a release state. And it seems like a really poor way of giving people their first impression of the game since, in my opinion, incursions were some of the most fun and challenging parts of the game.
  8. I'm pretty sure I had the same thing happen to me. I had a legendary weapon drop on a Chaos 1 map (Molten Citadel, though I'm not sure what it dropped from), and I couldn't find it after I got back to the tavern. It wasn't a big loss as it wasn't an upgrade (which is why I didn't pick it up), but it confused me that it wasn't in my bags. Since I hadn't played in a couple weeks, I had to check to make sure something wasn't changed so loot not picked up was auto-sold.
  9. I've seen some other multiplayer games that have added systems similar to Ascension, similarly touting it as "infinite leveling". The thing is, when you increment what you get from each level to such small amounts to stretch it out to "infinity", it's hard to notice any sense of progression whatsoever. Improving my damage by "10" is likely to be so marginal that it's not really going to seem any different. Sure, someone with 1000 Ascension levels is going to definitely be more powerful compared to someone with 10 side-by-side, but with as little as you get each level, how much are you really going to notice an improvement unless you make those comparisons, particularly when you can get items that will give you far more of a boost? And that's something that eventually saps any feeling of accomplishment out of it. If I can't readily notice the reward I'm getting for gaining Ascension levels, how am I supposed to feel like I'm actually accomplishing anything? It just becomes a number I'm grinding, something that will lose appeal. Other games I've seen at least add milestone type of rewards for hitting certain amounts, so at least you feel like you have something tangible you can work towards.
  10. On an Incursion now. It seems like maybe the graphics are broken for them. They do the spin-up, but I never see the beam coming out and hitting a target. I can't really tell if things are really being slowed or not.
  11. Yeah... I hit 50 for the first time a couple days ago. I started playing around in Nightmare 1, and expected there to be a jump in difficulty similar to DD1. Instead, it's actually beginning to feel like things are getting easier for me. My ilvl juimped up about 50 after only around 4 matches and have already started to do incursions with little difficulty. I completed Chrome Enemies and Wyvern Enthusiasts on my first attempt, which doesn't seem like it should happen on NM. I should also point out I likely have far from an ideal build. I haven't really looked at any build guides and am just winging it based on what feels fun to me. I don't have any of the new characters. I use a huntress DPS with monk, squire, and apprentice builders. But I really have yet to encounter a map where using basically the same set-up (spike blockade, first/frost towers, boost/lightning auras, with some additional squire or apprentice towers thrown in where needed) doesn't work. I know they're planning on retooling enemies and hopefully that will provide more of a challenge, but I can't help but wonder if part of this is similar to what happened with DD1. Stats on gear increased much faster than the difficulty of the game was able to keep up with, so content that was supposed to be difficult became trivial instead. In my opinion, that was one of the biggest flaws with DD1, and I'd hate to see that repeated here.
  12. Ideally, this is what I'd like with new heroes as well. Adding a Lavamancer to your deck should make playing feel very different than what you had before. It shouldn't be about switching out one wall for another or one tower for another, but being able to build a completely new strategy when you have a new character in the mix. This may be a digression, but I'd also like to see new enemies that appear alongside new heroes to challenge you in different ways. For example, the Lavamancer should've added an enemy that can protect others from meteors or perhaps one that becomes stronger if turned into stone. I'm glad they're doing a revamp on enemies, but they need to be more dynamic and respond to your defenses to keep things challenging. I think this would help in making new heroes create new strategies. Otherwise, the game just becomes about finding out which combination of four heroes work the best and just using those for everything.
  13. Wasn't really sure where to post this. The sale for this week is the Galaxy Monk costume. In the store, it is shown as 50% off, yet the discount is only 33%. It's marked down from 1200 to 800. Not sure if it's the discount that's wrong or the banner.  
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