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Trendy Brett

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  1. The design team is looking for some feedback on shard slot balance! Notably, which shards are nearly always used in their slot, and which shards are nearly never used in their slot. An example of what we mean by this: Destruction and Blazing Phoenix both occupy a slot on a relic. If Destruction always gives better results than Blazing Phoenix, there isn't much reason to use Blazing Phoenix (even though Blazing Phoenix only works on 1 defense!).For defenses, we know this comparison is a bit easier, since each relic has only 3 shard slots. But for heroes, it's a lot more complicated, as each piece of armor (and weapons) have different slots! So share with us! Which shards do you find yourself never using? And on the opposite side, which shards do you find yourself always using? Which shard slots lack meaningful variety?Which shards slots have TOO MUCH variety?
  2. Prior to the recent fixes to Hornet's Nest that brought the defense back into the limelight, Trendy's Design Team has been mulling over the Dryad and looking at ways to improve both her builder and combat aspects. To give the community some insight into our thoughts, we've put together this post discussing possible improvements. There is no timeframe for these changes, as we are still discussing and scoping the changes. But, we wanted to share our thoughts with the community before we started any implementation, and give you all a chance to voice your thoughts as well! BUILDERThe dependency on World Trees reduces the Dryad's versatility in a multi-builder meta. We want to see the Dryad intermixed more with other heroes, and as a result, we need to modify how she relies on the World Tree as a core structure. Our thought is to change the World Tree from a 'blockade' class structure into a 'aura' or new 'pylon' class structure. It's DU and Mana cost would be severely reduced (imagine it only being a 5-10 cost defense). It's primary function would be to provide its healing aura, and, the placement aura for the rest of the Dryad's defenses. While this removes the Dryad's only blockade from her arsenal, we're not particularly happy with how the World Tree has performed as a blockade anyway. This change should greatly increase her placement flexiblity, both in terms of where she can place her own defenses, and, how she can interweave her defenses with other heroes. We're pretty stoked about those possibilities, as we really want to see more Dryad-mixed builds out there, as well as seeing her defenses used at more than typical chokepoint placements. We also want to diversify her defense's roles a bit more. She's got a lot of defenses that, well, really just deal damage. Hornet's Nest and Angry Nimbus are, in particular, a bit of overlap that we'd like to split-up. We're looking at revising the Angry Nimbus to function as a CC-class defense (like Frostbite Tower or Snaking Sands), giving it a more distinct role from the Dryad's other 'pump out the damage' defenses. The Slime Pit as well might undergo a change, switching from your basic 'deal area damage' defense to a 'apply a long-lasting poison' to enemies defense, which would go great with forward-lane placements using her new World Tree flexiblity. Lastly, we're experimenting with the Harpy's Perch as an anti-air (only) tower, which would help separate it from the Hornet's Nest as well. The Harpy's Perch somewhat slides into that role in her kit now, so we're likely to try to emphasize it by improving its range and targeting against aerial enemies. COMBATDuring combat, the Dryad has a few weakness we'd like to address, namely with Starfall. Targeting / firing Starfall interacts with the melee system in a clumsy way, and we'd like to improve that. Our current thought is to modify Starfall to fire immediately upon input, playing a quick animation that fires the projectile at a pre-determined location in front of the Dryad. This should allow her to interweave Starfalls into her melee combo with far more fluidity and far fewer button presses. While she sacrifices some of her range with this change, we think that the improvements in speed and usability are likely to be huge payoffs for a melee-centric character. Her second change would be to how we handle her Corrupt form. We love her Corrupt form, but it doesn't have enough 'oomph' behind it. Rather than being a sustained state you can keep going for a long time (especially with shards/talents), we want this to be a shorter-duration effect that has real power behind it. The duration of Corrupt form would come down, but the Corrupt versions of her abilities would be notably enhanced. Rather than being a sort of semi-permanent state toggle, Corrupt form will function more like a temporary power-up, giving the Dryad more face-melting potential for shorter periods of time. Ides include removing the Celestial Power cost from her Corrupt abilities (making them cooldown-based and increasing their damage), but also notably increasing the Celestial Power costs to transform and stay in the Corrupt form. There are a few other minor tweaks to her abilities (like improving Pure Powder Toss), but they're more like buffs than serious refactors. We'd like to know what you all think about these changes, so let us know your thoughts: World Tree - Pylon ApproachAngry Nimbus - CC DefenseSlime Pit - Poison DefenseHarpy's Perch - Anti-Air DefenseStarfall - Instant AbilityCorrupt Form - Short Duration Power-up
  3. We've been working on balance updates for the upcoming patch. We are still trying to 'bring most defenses up' rather than 'bring most defenses down'. That does not mean we will not be making changes to specific defenses seeing extremely high utilization on many different Chaos tiers. There are a couple of defenses that we feel are above a 'fair' target, so those will likely be brought down while we bring many, many others up. Here's a glimpse into what we're testing internally: Projectile Towers - Most of these are seeing substantial improvements. Cannonball Tower, Harpy's Perch, etc. are all seeing relatively huge increases in their stats.Hornet's Nest - We discovered a massive bug with this defense that was responsible for it's terrible DPS at higher stat ranges. It's fixed. It's damage is pretty solid now.High DU Defenses - Per other thread discussions, we're bringing down the DU cost (and relative stats) on many of our very underutilized, higher-DU defensesSlow ATK Rate Defenses - Due to issues with both overkilling and targeting failures, we're reducing (improving) the firing rate of many of the very-slow defenses. Earthshatter, is somewhat of the poster child of both this issue and the High-DU issue, and we wanted to make it viable again outside of being of just being used to proc Shatter combos on Frosty Proton Node. We are insuring we don't make Frosty/Shatter overpowered with this change though, so expect other changes to the Shatter combo for accountability.That's not the full list of balance changes we're testing internally, but it shows some of our concerns / focus. We're looking mostly at defenses with this patch, and will target other areas as we move forward.
  4. We're actively working on updates to many of our high DU defenses. In our internal builds, we're currently testing a number of solutions, some of them similar to what's proposed here: Slow Rate of Fire - Most defenses that have extremely slow rates of fire (Earthshatter, Ballista) are seeing updates. They'll do less damage per hit, but fire faster. This is being done to help minimize both overkill issues (dealing useless excessive damage to a target) and to help minimize targeting failures.DU Cost - Most of our higher-DU-cost defenses have not worked out quite the way we'd hoped. We wanted to see more intelligent choice between low-cost and high-cost defenses, but what's actually happened is that the entire high-cost category is being underutilized. As a result, we're bringing down both the DU cost, and stats, of some of our higher-cost DU defenses. They'll still be on the upper range of DU cost, but in most cases, should fit into placement strategies with more versatility and with less risk of being disabled / destroyed and losing the whole lane.Obelisk - This one we're testing with some pretty massive balance changes. Functionally it's the same, but we're really trying to see what we can do to solve its usability issues.
  5. There you are, I figured this would make you happy. Yeah maybe Narwhagon won't suck now thanks to the re-balance, we will see if Trendy reverted it's shield ability back to being useful, but just with a longer cool down. As for you focusing on core issues now? Yes yes you do, come join the dark side of the community and start requesting proper end game changes. We have delicious cookies. 'Reflective Shield' pet abilities will receive significant improvements in this update, including United Defense on the Narwhagon. We'll be keeping our eyes on them, as we want them to be powerful, if tricky for melee characters to use (without getting their faces smashed in).
  6. The Big Bundle of Pet Love gives a set amount of Affection per use. Higher Affection Levels require more Affection to reach!
  7. You got your wish with #1! Test them out and let us know what you think after the patch. But we're not jumping on #2 just yet. We'll see how the increase in bonus Defense Health works out!
  8. Hero Crit Chance was intended to be capped at 30%, like Defense Crit Chance, but due to a bug it is currently un-capped (theoretically could be 100%). We expect to fix that bug in the future, and hopefully will fix the Character Stat screen to display the cap.
  9. In the current gameplay, the following rules are in effect: Defenses are capped at 30% Crit ChanceBlaze Balloons are an exception, and are (un)capped at 100% Crit Chance30% Defense Crit Chance is achievable with a relatively standard set of Defense Crit Chance items and/or a few Skill Spheres. Some players have achieved as high as 40% Defense Crit Chance, and this would be overkill on anything besides a Blaze Balloon. With the Blaze Balloon specific skill spheres, you can get a Defense Crit Chance closer to 50%. New gear may appear to allow this to go higher obviously, as the Blaze Balloon still has some room to grow. There's a few bugs with displaying/generating Crit Chance that we're aiming to fix (such as the mentioned issues with the fractional displays).
  10. A few more updates will accompany this change internally: Null Void (for Training Dummy) will provide more health to the Training DummyArcane Resilience (for Arcane Barrier) will provide more health to the Arcane BarrierWe've also increased the minimum value of these stats, so the range of rolls is slightly more favorableWe're hoping to make the 'which barricade to use' competition a little more interesting with this patch. We've run a few tests on each of the barricades, and they can all achieve very high health values under their new respective formulas. Also to note, we currently do not have plans to buff Splody Harpoon, but we are looking into seeing how it interacts/stacks with other Ballista-improving passives (namely Speedy Harpoon). Buffs may be in order, but we're primarily focusing on barricade parity for this patch and at loosening the restrictions on Squire builders.
  11. Hello community! Trendy Brett here to discuss some upcoming changes to the Hearty Blockade passive. Of course, we're fixing Shields to generate with Hearty Blockade, but there's a bigger change coming next week that we'd like to discuss. We've been looking closely at Hearty Blockade since our loot update, evaluating ways to make it better and to allow for more flexibility in itemization. While we like the unique nature of converting Hero Health to Defense Health with the passive, we've also noticed that it has somewhat pigeonholed Squire builders. Most players are only stacking Defense Health and Hero Health on Squire builders, which makes them ideal for building Spike Blockades, but ill-suited to do just about anything else (especially in Nightmare!). To improve on this, we're testing a change that alters Hearty Blockade to increase Spike Blockade health based on your existing Defense Health, rather than on a different stat. This would allow players to broaden their builds to include other components, like Defense Power and Splody Harpoon, without lowering the total possible health of their Spike Blockades. The change would also make most players' Spike Blockades tougher (with the same gear), since most players generally have more Defense Health than Hero Health. Additionally, this change opens up more avenues for us to increase Hero Health on the Squire and Monk, so we can improve their viability as melee combat heroes at end game. Future patches are looking at a big increase in Hero Health, and diverging Hearty Blockade away from Hero Health gives us a lot more options that won't incidentally make Hearty Blockade builds more powerful. We recognize this is a big change to a very common and popular passive, which is why we wanted to discuss the change with the community before it goes live. So, before we put this change into a live build, we'd like to hear your thoughts! Fire away in the comments section below, and know we'll read every post! - Edit 1 A few more updates will accompany this change: Null Void (for Training Dummy) will provide more health to the Training DummyArcane Resilience (for Arcane Barrier) will provide more health to the Arcane BarrierWe've also increased the minimum value of these stats, so the range of rolls is slightly more favorableWe're hoping to make the 'which barricade to use' competition a little more interesting with this patch. We've run a few tests on each of the barricades, and they can all achieve very high health values under their new respective formulas. Also to note, we currently do not have plans to buff Splody Harpoon, but we are looking into seeing how it interacts/stacks with other Ballista-improving passives (namely Speedy Harpoon). Buffs may be in order, but we're primarily focusing on barricade parity for this patch and at loosening the restrictions on Squire builders.
  12. Hello Dungeon Defenders community! My name is Brett, and I do systems design for Trendy. The current changes to the passive system, as well as the loot system, were my brainchild, so I wanted to come to the forum to discuss these changes with you. So let’s get into it! Item Stat CombinationsIn our old loot system, items rolled their stats pretty much randomly. This would result in a huge percentage of the items rolling with low-value combinations, like Defense Crit Damage and Hero Crit Damage. The new system hasn’t eliminated the chance that these weird combinations will appear, but it reduces their frequency of appearance by a huge margin. Roughly 75% of items should drop with valuable combinations, and on top of that, highly desirable combinations (like Defense Power and Defense Health) have an even higher chance to drop than ‘average.’ We’ve weighted it such that the more valuable stat combinations will appear far more frequently than the low-value combinations. Passives GenerationAgain, in our old system, items would generate with passives randomly assigned to them. So, you’d get a lot of gear that had Defense-focused stats but Hero-focused passives. Once again, we stepped in and added a weighting system to the passives. Items with Defense-focused stats (like Defense Power) generate with Defense-focused passives (like Vector Corrector) more frequently. And again, these changes did not eliminate the possibility of weird combinations, but you should see any given passive align with the stats about 75% of the time. To note, there still isn’t the concept of a ‘passive combo.’ The game checks for each passive individually, and against all stats on the item, so you can still get unusual passive combinations. We did catch some edge cases (like weapons), so the passives on weapons only look at the secondary stat (and not just the Hero Damage primary stat). There’s still one big weakness of the new system: passives that are forced to appear on specific items (mainly build and boss-specific passives). Passives generated like this don’t care about stats, so you still get especially weird stat + passive combinations on these. We’re working on fixing that system, but it’s a completely separate one from the ‘default’ system, so it’ll take us a bit longer to get in line. The Big Passive RefactorSo the thing that’s the most contentious is the passive refactor. This included adding new passives (which everybody seems to like), removing some less popular passives (which most players liked) and splitting up some of the older passives (which hasn’t gone over as well). Cutting to the chase, we felt the breakup of old passives had to be done. The flaw of the old setup was that several of our item slots did not have enough useful passives to give the results we wanted. There just weren’t enough passives to get constantly good results. Even after creating several new passives, we found ourselves falling short of our target quality bar. So, we took the plunge, and broke up some of the slot-specific passives. This gave us enough passives to generate quality items in virtually every slot. Combined with our stat and passive generation changes noted above, this resulted in much higher quality looting dropping with much higher consistency than before. Compared to the old system, the new system gives quality upgrades on a much more consistent basis. This is a good thing for both new and old players, but especially our newer players, as they can progress through Free Play and the early End Game difficulties at a far faster pace. There’s much less of a ‘gear gate’ for getting rolling in Nightmare 1, which means that we’ll be shepherding far more players into all Nightmare difficulties. We know this changed caused some grief, so I’ll take a moment to address some of the most common concerns with the change: My Previous Grind is Now Obsolete Your old grind is not obsolete, but yes, it is no longer the ‘only’ gear you need to make a strategy work. If you had an iPWR 700 item with great stats and great passives on it, it is still a top-tier item for that slot. However, it may not be the ONLY item you need with those passives anymore, so you’ll want to jump in and find some items in different slots. Finding Small Percentages Isn’t As Fun We agree, but we felt it was worse that many item slots still generated with a lot of ‘filler’ passives. After reviewing how long it would take us to generate tons of new passives to fill up those slots, we realized we’d be stuck with these ‘filler’ passives for awhile, and so we sided with ‘less junk’ over the ‘bigger numbers’ design. We know it was a tradeoff, but we felt it was the better tradeoff for the game. Now I Have To Grind Even More To Get Back To Where I Was Yes, although the grind should be much, much shorter than what it was before. You may not get the ‘perfect’ item on your first map, and you will still see a few ‘oddball’ items, but you will get quality replacements much, much more frequently than under the old loot system. You’ll be back up to spec in no time, so please give the system a chance! I Can’t Build Hybrid Characters To Make My Hero Deck Work We know that the Hero Deck, as well as hybrid characters, are in a weak state right now. Separately, we are working on a Hero Deck refactor that should alleviate some of these issues, but we did not want to hold up the loot system revamp until we could also do a Hero Deck revamp. In the short term, the passive change will pinch hybrids, but the new Harbinger items should help compensate. Geyser Trap, for example, becomes a more viable source of damage with the Shard Spike passive, which should help it combo with other strategies with less inventory crunch. But we know that Hybrid builds aren’t really that viable and that the Hero Deck makes certain builds more desireable / flexible than others. We couldn’t tackle it with this patch, but we’re aware of it and will be tackling it in the future. Wrapping It UpThe dev team is committed to ensuring that the quality of items continues to go up and that the time / luck factor required to get those items goes down. The Harbinger Awakens update represents a fundamental shift in how we’re approaching loot in DD2, and we know it’s created a stir, but we have faith that this is the first of many good steps forward for loot. We’d like to hear your thoughts as you get a chance to experience the system, so give it a shot and let us know how it’s working out. As a parting note, we’re working on an update that will increase the frequency of desirable stat combinations and passives even more, so stay tuned for more news on that improvement in the near future! - Trendy Brett
  13. As those whom read our patch notes may have noticed, we have been doing dives into various hero combat mechanics to make them scale better with end-game gear. In an upcoming patch, the next set of hero combat changes will go in. This is a preview of the thinking behind some of these upcoming changes. To note, these changes are not builds; we aren't adding more combat-focused passives just yet. These are merely normal balance changes targeted at fixing / improving hero combat as a whole. ---- Hero DamageHero Damage-focused heroes were lagging behind Ability Power-focused heroes, and combat heroes in general needed a boost in their end-game effectiveness. As such, there will be a substantial increase in the Hero Damage scalar in an upcoming patch (affecting ALL heroes). The change will have only slight impact on the early-game, but will substantially increase in the amount of damage heroes can output with basic attacks at the end-game. Hero Crit DamageWe also wanted to make the Hero Crit Damage stat more effective, so we mostly increased it's effectiveness across the board on abilities. A few abilities actually had abnormally high Hero Crit Damage multipliers, and we brought those in-line with other abilities. The vast majority of abilities, especially high-cost abilities (Mana Bomb), will scale much better with Hero Crit Damage. Apprentice Secondary AttackWe had to make some balance changes to the Apprentice's Secondary Attack during this update. We've added falloff to the additional targets hit, and, reduced it's initial damage to bring it more in-line with the maximum potential of other Secondary Attacks (namely the Huntress). We want his charge attack to be used to fight packs of enemies, as well as to mark groups of targets simultaneously, but the old 'no falloff' model was making it incredibly difficult to balance hitting 4+ enemies at once. We're satisfied that the new approach will still allow it to be quite effective against groups of enemies, but not always superior to his Primary Attack against fewer targets. Ability Mana RegenerationAbility Mana is the fuel that runs Ability Power-focused heroes, and we felt this was too heavily weighted on skill spheres. The amount of mana provided by skill spheres contributed more to overall combat performance than any other equivalent skill sphere could, which made for boring choices. As such, we've increased the base mana regeneration of ALL heroes, but, reduced the amount of regeneration on those skill spheres to compensate. Passives that provide mana regeneration remain untouched for now, but we'll be keeping an eye on them. ---- We want combat heroes to have some choices in the gear and skill spheres they equip, and hopefully all of these changes increase the viability of combat heroes as a whole, and, open up more interesting equipment options to them. More improvements to combat heroes are coming in the future, so rest assured this is just the first step in a series of updates planned to make hero combat more effective and exciting.
  14. We are in the process of updating the placement rules for all defenses. The current live build contains a partial update to the system, but it is not the final update. There are a few known issues in the live build, so some of the placement rules will be revised as we finish rolling out the update. A future patch will adjust / revise the placement rules for a number of defenses. The benefit of this update is that it will address a number of long-standing placement bugs, and, give us much more control over tweaking the placement rules for individual defenses. We've already fixed a few things in our builds, such as reducing the Skyguard Tower's placement footprint to more closely mirror other towers. If you have feedback on defense placement, please let us know!
  15. Aura Radius and Trap Radius special stats are currently bugged and not functioning as intended. We hope to have them corrected in the near future.
  16. Tavern dummies do not display exact DPS calculations, as they only calculate DPS over a fixed time window. The Inspect window shows the actual DPS and is the most-reliable way of gauging changes in defense damage output. We may slightly increase the size of the dummy time window, to make it more a little more accurate for sustained DPS, but we want to keep it displaying feedback on a somewhat consistent / regular basis (no slower than 3-4 seconds).
  17. We plan to modify the Ping system for the Social Tavern to limit / eliminate the ability to Ping spam.
  18. Defenses are not currently not capable of landing critical hits. We may add this functionality in the future (and add stats that affect / enhance them).
  19. There is a performance-related cap on the number of pickups (aka tokens) that can be spawned on a map at any time. However, this should never be affecting mana that spawns from chests, as it's supposed to replace the oldest pickups, never the newest pickups, when it performs a cleanup. The cap is also high enough that few games should reach the limit. In summary, this sounds like a nasty bug, either with instancing or pickup cleanup. If the community notices any conditions that seem to cause this bug to reproduce more commonly, please let us know.
  20. 10-20% more exp for a more complex map? That's not a reasonable reward for the increased difficulty. We actually need more feedback on exactly in that area. In particular, we need input on: Rough time it takes to beat a map (at a level range and a difficulty) Rough total challenge of that map (compared to other maps in that level range) If it takes 5 victories on Gates to go from 8 to 10, that means it takes *Drum roll* 5 victories on the other maps as well. Even at 20% more exp, it still takes 5 victories due to math: 5 / 1.2 = 4.16 Yes, but over the long run, it does result in faster progression. You'll be 0.84 games ahead on your next level, and so forth. Given that exp rewards increase each wave[/url] and that 90% of a wave's exp comes from wave-completion... The split starts to average about 80% from wave/map victory in later level ranges. To note, level ranges 1-4 have very non-standard experience awards, for tutorial purposes. Guess where I'm going to go? Gates. Even if it's 20% less exp, I'm getting two extra wave completion bonuses and effectively getting 60% more exp for my time (or 44% if I use recorded values). We understand your point, but what we largely aim to measure is XP-per-time, modified by challenge. Maps that take more time to beat need to have bigger awards and Maps that are more challenging need to have bigger awards. There's a discrepancy between the reward vs (time + challenge) for non-Gates maps, but where we can use more Council input is in how large that gap practically is and how we need to shift it. Once you can win Ruins consistently, where does it need to be in order to be more time efficient than speed-running Gates? Does Ruins need to award 40% more XP than Gates? We do not want to prevent players from playing the less challenging maps if they so want to, but we want to reward our skilled players with faster progression when they tackle the more challenging maps. Farming the easiest maps in a level range should never be the fastest way to progress.
  21. Because it means that I subject myself to loss after loss trying to get a weapon upgrade so I can finally beat the map. Why can't we have a smooth progression curve? Why does it have to be so jumpy? The progression curve will have some spikes due to the nature of how level ranges and matchmaking work. The relative challenge within each level range is static; it does not scale or change based on your hero's level. This is to insure a consistent matchmaking experience with players whom join into a level range in a group; they always know the rough kind of challenge to expect. As a result, the longer you stay in a level range, the easier it becomes. We do not want all of the challenge of a level range to be exhausted upon first entering it; there needs to be some small progression within each level range. However, that does not imply you should have to subject yourself to 'loss over loss'. We are working on creating a smoother spectrum of progressing challenges within each level range, to provide players with some maps that are slightly easier (but less rewarding) while providing other maps that are slightly more challenging (and more rewarding). These won't be huge differences, but it is enough that you may be slightly be out-muscled if you attempt one of the more challenging maps using a hero at the bottom of the allowed level range. My comment above about beating 'some' maps was in reference to this philosophy. Upon entering any stated level range, no, we do not expect you to be able to beat every map on the first try with the lowest-level hero allowed in that level range. However, you should absolutely have some content a skilled player can defeat. This 'skill' requirement will start more relaxed and grow with each level range. And in reference to the luck comment, some maps will be harder for some heroes than others, and as the lane assignments are randomized on each play, there is an element of luck involved. Some map attempts will be harder than others, based on how well their hero(s) deal with different types of enemies appearing in different lanes at different times. Lastly, we gauge the challenge around the possibility of using all of the tools available. Early on, we want to be pretty lenient, allowing players to achieve victory without paying much attention to environmental traps and hero abilities. But as you reach later level ranges, you will absolutely need to start using the map environmental traps, and, using all of the blue mana that drops in each wave. Timing will also matter more, with the difference between stunning a group of enemies when they're within range of your defense, or, stunning them when they're just outside of it, can spell the difference between a marginal victory and a marginal defeat. [QUOTE] If I create an intelligent build (in defense type, defense placement, and player placement), I want to be rewarded by a relatively relaxed (but still doing something) play experience. If there was a threat I failed to account for, I expect things to start to get hectic. [/quote] Incoming updates to the 7-14 level range should act upon the desires expressed here. There will be a few lanes with prominent threats that require hero action, while other lanes contain simpler threats and can be handled by your defenses or with minimal hero action. While this doesn't necessarily correlate to a reduction in 'challenge' factor (it can be plenty hard with a few beefy lanes), it does make the solo experience less hectic, which we agree makes it more 'fun'. Apologies for the long post, but we hope this clears up some of our philosophical approaches to balance and challenge progression.
  22. Thanks for that, Isom. Challenge jump is only half of the (current) problem. The other half is that it takes too long to level up. Going from 8 to 10 for one hero is like 8 plays of Gates (Hard). That's about "six" too many. With the numbers in-game, we anticipate that players progressing from 8-10 on Gates-Hard, with one hero, to take roughly 5 victories. To note, Gates is one of the lowest-experience awarding maps. The Hard version does award more experience than the Normal version (by about +15%), but other, more complex maps, generally award +10-20% more experience than Gates at the same difficulty. If you are experiencing it taking 7+ victories to progress two levels (8->9 and 9->10), this is not intended. We recently fixed a number of bugs associated with maps not awarding experience at the end of waves, or upon victory, but we may still have some edge cases where the award fails. Our quick internal tests on Gates-Hard has not reproduced this bug, but it could be a server-specific issue we'll try to reproduce. Separately, we are still reviewing the total amount of experience it takes to progress from 1->25. We appreciate the Council's feedback on this subject, as we're still trying to find a happy progression pace that's not too grindy, but also doesn't result in players reaching level 25 in a small number of hours.
  23. We have confirmed an unintended increase in the 7-14 level range's relative challenge. This primarily affects solo play on normal difficulty in that level range. To explain, after we had performed our balancing pass on that level range, changes to several supporting gameplay systems resulted in an unintended increase in relative challenge. Our balancing philosophy on level ranges is roughly this: * We expect players to experience a jump in relative challenge upon entering a new level range. * Early level ranges (1-14) will have a more lenient jump. * Later level ranges (14-25) will have more challenging jump. * Regardless of jump, skilled players, using efficient hero builds and intelligent defense placement, should be able to defeat at least some of the maps, with some luck, upon first entering the new level range. The current jump in challenge going from 4-7 to 7-14 is too steep for solo players, and we'll be addressing that. We'll also look at later level ranges once we've corrected 7-14. Thanks for helping us identify this issue, we appreciate the feedback from the Defense Council greatly!
  24. The Blaze Balloon fix is in the v111 patch. You may resume use of the Blaze Balloon.
  25. EDIT v111 contains a fix for the Blaze Balloon. You may resume use of it. ORIGINAL POST We have discovered a bug with the Blaze Balloon duration. Per-charge, the damage effect is persisting for significantly longer on the ground than it should. We have fixed this internally, but the fix is not in this patch. In the interim, please discontinue use of the Blaze Balloon if you're evaluating difficulty / challenge factor. The current state of the Blaze Balloon is not indicative of it's intended balance (at all). If you need magic damage in a lane as a Huntress, please use the Poison Dart Tower in the interim.
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