Jump to content

Lockewynn

Junior Defender
  • Content Count

    63
  • Joined

  • Last visited

    Never

Community Reputation

0 Neutral

About Lockewynn

  1. Quab pet could behave just like Quab--fire periodic, long range, single-target shots at flying enemies for HUGE damage. This could combo well with geyser/earthshatter knock-up builds.
  2. ^^ Great input Herman de Schermman. Perhaps Trendy could decrease the dmg of Huntress' poison per stack but increase the maximum stacks to something crazy like 100. This way, DPS at maximum stacks could be outrageous but it would take a good 15-20 seconds to ramp up. Would be effective against bosses and ogres.
  3. Since Trendy is bringing Foundries & Forges, Ramparts and Glitterhelm Caverns to DD2, they kind of are remastering DD1. Granted, heroes won't be the same but the throwback should be real :)
  4. Quick thought - with the pending release (albeit a distant ways out) of the Lavamancer, I'd really like to see the Huntress' Blaze Balloon trap converted into a Poison Balloon trap. Nothing fancy, just change to color scheme to poison-green and alter the mechanic to add stacks of her poison DoT. This will give her a more defined theme (poison) which won't conflict with Lavamancer when he's released. Easy change. Noticeable improvement.
  5. [[50383,users]] Thanks for the comments. Love the GIF! You hit the nail on the head regarding why this would enhance gameplay for lengthy modes (survival).
  6. Something like this could be implemented into a special game mode (like Survival) if Trendy didn't want to add it to standard gameplay...
  7. Very rarely am I starved for blue mana, which means my abilities are, effectively, based solely on cooldowns. I propose that Trendy remove ability mana costs altogether (because why not?) and implement a new system of upgrading heroes in real-time during encounters. It makes sense that if green mana upgrades towers, blue mana should upgrade heroes. Here's a mock-up of what a character upgrade system could look like. Don't read too much into the ability names, I was just goofing around. But consider the concept... While we're on the topic of mana, please implement shared mana pools amongst players as it's been requested for quite some time. Love you guys!
  8. moved this post to the "Suggest a Sphere" thread https://dungeondefenders.com/2/topic/118460/suggest-a-sphere
  9. I feel the poison DoT mechanic could be much more fun with just a few system changes and tweaks to current assets. I propose adding a new uber sphere for the Huntress which converts Blaze Balloon into Toxic Balloon. All Trendy needs to do is re-skin the current Balloon object and animation so it has a green/toxic theme and booyah. Mechanic changes noted below... Toxic Balloon (uber)Releases toxic slime in an area that applies X stacks of poison per tickIncreases all poison damage done to affected mobs by X%Mobs killed while affected by toxic slime explode, dealing no damage but applying X stacks of poison to nearby enemies
  10. I feel the poison DoT mechanic could be much more fun with just a few system changes and tweaks to current assets. I propose adding a new uber sphere for the Huntress which converts Blaze Balloon into Toxic Balloon. All Trendy needs to do is re-skin the current Balloon object and animation so it has a green/toxic theme. Mechanic changes noted below... Toxic Balloon (uber)Releases toxic slime in an area that applies X stacks of poison per tickIncreases all poison damage done to affected mobs by X%Mobs killed while affected by toxic slime explode, dealing no damage but applying X stacks of poison to nearby enemiesGeneral poison mechanic changes (just my opinion)Each stack of poison should deal less damageIncrease maximum stacks to something crazy like 100Stack limit should be based on defense health stat, allowing max DPS to scale with defense healthMost mobs would die before reaching full stacks but this higher limit will allow the DoT to ramp up over time for more viability against ogresExplosive poison passive should no longer cause explosive damage upon death but rather apply X stacks of poison to surrounding mobs
  11. Replacing speed with crit was one of the worst things Trendy has done. Speed is consistent whereas crit is purely RNG based and Trendy, for some reason, wants everything to revolve around RNG despite two years of beta feedback...
  12. Trendy has focused way too much on magic damage. Physical damage needs some serious love. Any new char should focus on physical dmg.
  13. I'm curious to hear what everyone thinks about the empowerments in the different lanes--not just the physical and elemental resistances but also the Troll Blood, Grounded, Healthy, and Tenacious type buffs as well (especially grounded). Here's my analysis... Does it promote creativity? No. It forces adaptation, limiting creativity and the ability to optimize. Trendy keeps toting that they want players to come up with new builds but we are limited to designing builds that utilize only one damage type per lane--optimization is limited. How about a player who wants to design a build around the geyser + anti-air combo. Well, this works great until a lane spawns with the "grounded" passive. Then the player needs to rebuild the lane to adjust, wasting an incredible amount of DU and losing optimization, or abandon the strategy altogether, limiting creativity...Does it add a challenge to the game? Yes, absolutelyIs the game more fun with lane empowerments? Depends on the player...What player is attracted to lane empowerments? The "tactician" (ISTP, ESTP, INTP and ENTP). This player receives gratification from thinking on his/her feet and overcoming whatever new challenge is thrown at them in the moment.What player comprises the majority of the Dungeon Defenders player base? The "strategic" and "logistical" players (INTJ, ENTJ, ISTJ, ESTJ, ISFJ and ESFJ). This play style is highly patient with frustration because they know if they stick with it they can win. They aim for proficiency and logistical optimization (improving through playing the same challenge again and again). These players gain extreme satisfaction from spending countless hours making minor tweaks to a build in order to optimize efficiency (King's Game anyone?). However, if the strategy changes every match, what's the point in perfecting one's build? In the current meta, build optimization generally revolves around building one's defenses in a choke point where two lanes merge into one. This can only be accomplished (at higher levels) when the two lanes have the same resistance type. Otherwise, the player is forced to defend each lane individually but there's generally not enough DU...and the frustration ensues. SolutionsThe DD1 approach: implement a tower that negates enemy resistances--removing the threat and inconvenience at the cost of DU. Perfect!Remove resistances altogether and just let us do our thing... Keep Defending!Lockewynn
  14. This was discussed last Fall when the pre-alpha was brand new. The concept was highly accepted and agreed upon by the community but Trendy had no comments. If it's in the pipeline we won't see it for quite some time. The architecture (coding) of an auction house is a bit more complex than what most would think and I'm sure Trendy just doesn't have time to tackle that project right now. Great suggestion though Forsaken!
  15. In DD1 there was an xp gauge that showed how much xp you've accumulate during a map. This was incredibly useful when determining which maps yielded the best xp on certain difficulties. The analysis was easy and made the leveling processes very transparent. Please implement this in DD2. ^_^ On a Side note, it would be nice if large monsters (ogres, mini bosses, etc.) yielded bonus xp. So far every time I kill a large monster it doesn't seem to yield much xp. This would be a nice addition. Thanks!
×
×
  • Create New...