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Everything posted by bergzwerver

  1. What you're describing doesn't sound different from what I've been used to since I started playing this game to be honest. If in any update 3/10 of your ult drops were actually usable you'd be very lucky, from any loot source.
  2. What he said is that by simply removing the hotkeys, and reintroducing the menu button, you would bring back the stealing glitch. The menu button was removed over hotkeys for a reason. There is more ways to access this glitch, without using hotkeys but with the menu button. Just because the community only knew about doing it with hotkeys, doesn't mean that the menu button is safe without hotkeys. Your suggested hotfix would, without further changes, inevitably reintroduce the stealing glitch. And yes, I practically spend all my DD time testing in the beta at this point, so no PuGs for me. But the point I'm trying to make is not for my personal gain. What I want to prevent from happening by introducing your hotfix (return of the stealing glitch) wouldn't affect me either. I'm arguing for the health of the game, not my personal playing experience. Directing every discussion towards the steam account of whoever disagrees with you does not help you prove a point. You can't disregard people's opinions just because you think a change wouldn't affect them.
  3. The suggestion of removing the hotkeys or doing whatever to them has already been adressed as an incomplete fix: That was one way of accessing it. Lets just say I wouldn't be happy with just removing components required for the route the community knows about. Do you honestly want them to do what you're telling them to right now, so people's stuff will be getting stolen again in like a month after that update, or do you think it's a better idea to just trust one of the devs and wait for a better solution? Be patient, I don't think bringing a button back is at the top of the priority list.
  4. Would you accept a cavalry? If so, that's my offer. Unless you upgraded it in ranked for that damage screenshot.
  5. Yes. Yes, there will be accessories left. No, they're not as good as the ones removed. I think that would pretty much come down to the same thing, so I still like that idea. I think it might be more annoying to implement though, I don't think that it'd be worth the extra time spent on that.
  6. As someone who spent a decent amount of time on lab it's hard to voice my opinion on a topic like this because there's people that will respond in one of two ways: If I disagree with the nerf I will be told that the only reason I don't want it nerfed is because I don't want my sacred ground to be touched. If I agree with the nerf I will be told that I'm only ok with it now because I've gotten what I need and am now just trying to make it harder for others. I think both aren't very good arguments. So now that that's hopefully prevented from happening; I fully support removing exclusive accessories from lab and/or adding new ones to other maps.
  7. Hello fellow defenders. I'd like to hear your opinion on introducing enrage mechanics on a future map, or multiple future maps. Here's what I had in mind; Completing a map with an enrage counter on nightmare will increase the counter by a small ammount. The higher your enrage counter, the more pissed off your enemies are and the more difficult the map becomes to complete again. The counter can be reset, this reset could be implemented in different ways, for example: Periodic reset: Once a day all counters for everyone will reset. Meaning that if you're doing better at completing this map you'll be able to farm it more frequently, or possibly continuously. In this situation there should probably be a cap on how high the enrage counter can climb. To prevent DD turning into a daily list of chores there should probably never be any significant ammount of maps with daily resets, one would probably be the max without it getting too frustrating. Reset on demand: You'll be able to reset the counter whenever you wish. In this situation higher enrage clears could have an increasingly higher chance of receiving a second drop of whatever map-specific drop is available on that map. Since you don't have the advantage of being able to farm it more frequently when better at it compared to periodic resets. This is probably easier to implement, and leaves some opportunity for leaderboards of the highest enrage clears done by the community. A cap wouldn't be necessary in this situation. An enrage reset could cost a certain ammount of mana, that is lower than the ammount you would get for clearing the map so you would never lose mana, even if you continuously reset after one clear. It could cost more for higher enrage counters, but would become relatively cheaper compared to the ammount you gained when you cleared on higher enrage. Making pushing higher more mana efficient as well. The reason why I'd like to see something like this be implemented is because it allows for the release of maps that offer the challenge desired by high-end players without forcing them to handicap themselves, yet it doesn't lock out mid-tier or casual players from this content. It would make a map enjoyable for everyone, yet it would still motivate people to improve their characters and optimise their builds. It could be a fun challenge for both mid and high level players to see how far they can push their builds. A new map with a mechanic like this could target a wider audience. Since we got embermount last patch, which was targeted more towards higher level players I'm not asking for something like this to be implemented anytime soon. Ofcourse it's the mid-tier/casual player's turn to receive some love with a map targeted at them. But I think this would be a cool idea to keep in mind for later releases. This isn't something I'd want to see on every single map either.
  8. Running dry for 50 runs wasn't uncommon before the update either.
  9. Is it possible to add a circle around mage minions when placing or moving them to show their heal range? Or maybe some other indication to see whether certain archers are safe within range or not?
  10. The places where I was talking about better nightmare chickens I was talking about better chickens compared to the ones you got earlier from insane, not compared to nightmare chickens as they are now. I never stated I want nightmare chickens to have better stats than they have now in the live game. Sorry if I wasn't being clear on that. Other than that I won't steal the final word from you unless I missread those questions as rhetorical and you actually want a response.
  11. There's different types of people playing this game, and I know for a fact I'm not the only meta-f*g in this community. If you enjoy different things you probably won't be hardcore farming loot all the time. The fact that you haven't broken 7k in 6k hours does not mean that it has to take that long. I like trying to improve my characters as efficiently as possible, while you spend a lot of your time playing random maps in public games. It's just different aspects of the game we enjoy. This doesn't mean that if you haven't gotten certain stats after that ammount of playing, no rewards should be there for people who do reach it. In fact, people who don't care about optimizing their characters enough to gain access to better chickens compared to insane chickens, probably shouldn't care about that slight upgrade anyway. There's probably better slots to upgrade first, if they even care about upgrading at all. I didn't only compare it to MMO's, for example; Monster hunter is a game that has certain items locked behind a lot higher requirements. Some of the old monster hunter games are practically single player games unless you know people nearby that play it (that doesn't happen very often). Meaning that not only is there more to do to get those final armor sets and weapons, you're also going to have to do every single step of the way yourself. The reason why a lot of the games I compared are MMO's is because we're looking at the loot aspect of this game, loot-wise DD is more like an MMO than any other genre. I mean, if we're going to compare it by the number of maps when talking about loot we might as well compare it to tekken. This game clearly has enough to be played for a long amount of time, as a lot of people have done. I never asked for a nightmare stat buff. As I said in my second post in this thread (the first sirious one), I don't want the nightmare stat buff. I fully agree on the fact that we don't need or want better chickens. I want there to be a difference in nightmare vs insane rewards. I don't think the 150^ 300 stat cap is too much of a difference, and I don't think the 175^ 400 stat cap is too small of a difference. Either of those, or different solutions would make me happy. I did not start this thread, this is not "the first thing I want to change". However, since Acen started a discussion on this, looking at this part of the game, I think there should be a change. Yes, I pretty much spent 1700 hours of those 2k farming loot, ofcourse most of it being lab assault, like you said, different people enjoy different things in this game and I'm deffinitly not the only one running lab all the time, and I'm pretty sure no one does that because they enjoy the map so much. Just because DDE was a bad game, does not mean a smooth progression curve is what makes it bad. In fact, pretty much any successful (and non successful) loot based games have a smooth progression curve, or atleast strive to have one. People have been asking for changes for years, the fact that trendy's been putting it off is no excuse that it should never happen. If people didn't want things to change, DDE would've never been released (maybe for the better). If people didn't want things to change, then why would the CDT even be here? And again, this thread is not about lab. But I aggree, you have to start somewhere. And I didn't say that if lab assault was their place to start I would've been here defending lab assault to not change. Again, I realise lab is a problem and there's more too it than chickens but there's no point in never doing anything because there's more to fix. Even though there could be multiple reasons for people to cheat, I didn't say that. What I ment is, by never having rewards for things that are hard to do you are demotivating a lot of people like me to play the game any longer. Some people don't care, but some people will feel done with the game as soon as they have access to anything usefull. Compared to the stats you CAN get and the ammount of time you CAN spend upgrading your heroes, the stats that are actually usefull in a practical way and the time you need to achieve that are way too small in my opinion. Some people don't care, and enjoy playing the game just for the sake of playing, but others feel like there's nothing left to do since they already have what they need. The players who just continue playing the game for the sake of playing enjoy different things and probably won't and shouldn't care about the slight difference in chickens anyway. I don't think that catering your game around potential cheaters is a better option than catering your loot-based games around people who like loot. If nightmare would be a somewhat significantly better source for other pets like fairies, that would make me just as happy. As for the "your" and the other pokes at trying to make this a personal thing by trying to imply that I shouldn't care about this because I probably don't even play tinkerers lab, that's exactly why this matters to me. Tinkerers nightmare is a waste of time, a difference in loot between nightmare and insane will help make it less of a waste of time. That's what I care about, if I'm spending my time in a valuable manner. You're probably gonna mock me for that, but again, different people enjoy different things in games.
  12. I'm not sure if traces should be public information like that. People could potentially pick and choose a trace, dupe an event, rename a steam account to said trace owner, trade themselves the duped event and then take a screenshot and register the trade to steal the trace from someone. If the other person then complains that the trade never happened it just becomes a game of "he said, she said".
  13. How does it feel to know I eat your family for breakfast?
  14. TLNMHC survival is even challenging for 6ks... makes to get a good chicken almost impossible for a huge chunk of the community. Despite the fact the community wanted shorter survival runs, and now you are breaking it with your butt while turning around. I don't see any legit way to start TLNMHC on wave 32 (not even on 28) unless you gas the spawns. As high-end player you definitely think that InsaneHC feels too easy for such an high-end item (hence my disagreement to shorten survival run time), but why would you like to change this single item when Lab Assault needs even less effort for even better rewards? That's something completely odd to like a nerf of a map which is already harder than the one everyone runs day in and day out. Considering that TLNMHC survival requires such high stats across a couple of heroes and you are liking a nerf of Insane, feels like you want to keep the gap between High-End and Mediocre players. The game doesn't have to follow a perfect logic in every aspect. Currently High-End players have the option, isn't it great? You don't think your logic is over the top? However we do have the scenario pretty much, no? Lab Assault? I don't think people cheat because they want ultimate gear, I believe they are cheating because they get frustrated by loosing over and over again trying to get an item high-end (here chicken). In reality it is most likely a mix of both. Anyways having very good rewards behind a grind wall of several thousands hours (talking about 7k+ to make TLNMHC "doable") is a big "No No". I see your point, but I don't think 7k stats is all that much of an extreme requirement for something like this. Especially if you look at some other loot based games where sometimes even pretty much completing an entire MMO, which takes conciderably longer still unlocks you content that will help you significantly. in some games you're still unlocking new enemies to fight with new rewards after thousands of hours of gameplay. In some MMO's, you litterally double the rate at which you can gain currency for completing a large portion of the game which would also take thousands of hours in some cases. Heck, in WoW some items will litterally take you month after month after month to get because of daily/weekly lockouts, and those items offer a much greater advantage than this chicken change would. Compare this to getting 7k stats to gain 8% damage on your pet that's already best in slot, and guess what, you will probably never even need that 8% extra damage on your pet. In fact, that 8% damage will probably never even help you in a significant way. You might save 3 seconds of your life at a boss at some point or whatever. Ofcourse I'm not saying DD should be like every other game out there but the loot progression is really jagged in this game right now. After you get through the core game it turns to complete and utter unguided chaos. As someone who's really into RPG's especially for the progression, the fact that so soon in a game where I want to spend so much time on you get to a point where you can still improve your characters by a lot, but no where along the way will you ever unlock something "usefull" makes me a bit sad. It's come to the point where stats are pretty much cosmetics. I realise lab assault is deffinitly a big part of that problem but it was clearly stated that this post wasn't supposed to be about lab assault. Obviously there's more too it than just chickens, but you have to start somewhere. In my opinion actually having a practical use in increasing your stats, instead of just the ability to play hard maps that don't actually reward you for your time, is something that I would really want to be in one of my favourite games. Nerfing insane chickens would be a good start to realise something like this. After more changes, maybe we'll get to the point where everytime you improve your characters a certain ammount, you unlock the ability to gain access to some new, cool and better items/content. This would be contrary to motivating people to cheat, as they frequently unlock new and usefull things, instead of there being a giant gap of nothingness where you basically just want those ult items so you can be as cool as all the other people running around, but you don't want to invest the time because it just takes so long and nothing interesting happpens in the mean time. This would also mean that this "gap between high-end and mediocre" wouldn't be as much of a gap, it would be a smooth path that you walk. And yes, there's always going to people who are rich, and people who are not. That's not a problem. That's litterally unavoidable in a game where loot plays such a major role. Furthermore, leaving the chickens as is motivates people to cheat as much as it demotivates people to play who are looking for a smooth progression curve. As a lot of you seem to dissagree with the nerf so I don't expect it to be a thing anytime soon. But what would you guys think of increasing the amount of chickens you get, or increasing the chances for getting better chickens on nightmare? This way the same chickens would still be available to people who can't handle nightmare tink. This would make those long nightmare tink runs feel like less of a waste of time to people who care about efficiency. Would a change like that also be problematic?
  15. I think new players aren't going to be picky enough to have a problem with having 34k chickens instead of a 37k ones. They're still growing after all, and will be able to get the better ones later. The pet itself would still accessable, they probably won't even notice the 8% ish difference in pet damage, resulting in maybe 5% damage difference overall.
  16. EagleOne quote: "failed quote, was on my phone :/" I think the argument of good chickens needing to be available to mediocre characters is slightly flawed. Most of the game is already rediculously easy. In my eyes NM should definitely have better rewards compared to lower difficulty. 99% of anything farmable is already available to low-statted players. I feel like there could definitely be a little more attention to actually rewarding the hundreds and thousands of hours people spent to upgrade their characters and actually allow better characters to actually be useful. You can't never have a rewarding challenge in a game because it would motivate people to cheat. We might as well remove all difficulty settings and add nightmare rewards to easy mode at that point. I think the fact that it's completely unclear to new players how to get their first pieces of mythical and transcendent armor, or the fact that it takes a long time to collect good ult or better sets is a bigger bump in the road and reason to start cheating than the fact that the chickens they farm might deal slightly less damage. Ofcourse I love the idea of buffing other pets. Some competition for the chicken that isn't as rare as they are now is more than welcome in my eyes.
  17. On a more sirious note; Although the buff option sounds really cool as it would provide an incentive to go farm new chickens (it's been ages since a new, good DPS pet to farm was introduced), I feel like it is kind of out of place to buff something that's already as powerful as it is. Therefor nerfing the insane versions of it seems like a more appropriate solution in my opinion. I don't think the values proposed are too extreme. As for the blasters, I see no problem in buffing the nightmare versions of those beyond insane stats at all.
  18. Make nightmare chickens fatter as no one will go for a skinny chick if you could get one that's thick af.
  19. So clickbait is everywhere now?
  20. I must say I haven't read this entire thread so sorry if I talk about stuff that's already been talked about. Is changing mechanics a possibility? I feel like towers like slice'n dices can't properly be balanced by just changing damage or health numbers. Giving it enough health to comfortably survive for a long time might be broken, giving them enough damage to one shot everything will make them broken and otherwise they're just useless due to the fact that they have to be manually repaired and WILL take damage by stuff that doesn't instantly die. If we'd like to be in constant stress of something breaking we'd be playing DD2. You could make them stagger enemies and increase their range so ogres won't charge in and instantly start damaging it. You could make them healable by themselves or different towers like mages heal minions. Using the mage itself would probable make summoner even more of a necessity, but maybe there could be a tower version of it, maybe using healing aura's for that is a good option. When building something I rarely pay attention to stuff like damage output as mechanics are ussually much much much more important and I feel like balancing should be applied accordingly . You don't use harpoons instead of apprentice towers because they deal more damage, you use them because they pierce and thus do a lot better of a job at luring. You don't use electric aura's over electric apprentice towers because they deal more damage, but because they're not limited in number of targets and drain at a predictable rate and thus probably will never down. You don't use minions over apprentice towers because they deal more damage, but because they're self-sustainable and are free DU-wise. I realise this would require a lot of work and testing to balance properly, however, I think it's worth it since only slapping around the numbers a bit will do practically nothing to actually make some of these towers viable without making them over-powered. Don't start ranting at me, they're just ideas and I realise some of them would probably never work out. I'm just bringing some food for thought to the table.
  21. Awesome! Gratz to all the other winners!
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