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Sn/+/per

Defender-In-Training
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  1. A bug? More like a design oversight. Currently, the Inferno Traps' Attack Rate starts out maxed and there's no way to increase it. Defense Speed just lowers Reset Time now.
  2. I'm not bothered by DPS dips (if there were any). Having been with Trendy (now CG) for so long, I've been able to deduce that they're notoriously bad at math. It's highly unlikely there were any DPS dips going on. And I got the occasional performance dips (as I do with any game). DD1 wasn't the most optimized game but everyone still played it. You could have the best graphics card and get single digits with certain builds on certain maps. You could also have a potato PC and still get low fps on the lowest settings. Regardless of the performance, you were likely to have a good time bec
  3. I didn't take it as an ad hominem attack. Was simply stating it was an attack against my premise, not my personal character. Au contraire, in DD1, we could level up to 4 heroes simultaneously through the use of split-screen. Each hero was awarded the same exp, not a fixed divided amount like in this game. If players decided to play with others, they would get the full map exp for the hero they were playing, not 1/4th. If they ran split-screen with or without other players, they'd still get the full map exp per hero in their split-screen session. In DDA, once people have two
  4. Notice: If you're going to ignore the issue to only attack my premise, don't bother posting. If you're going to argue my premise is false without proof, also don't bother posting. Whether I'm right or mistaken on how things were in this game is irrelevant to the point I'm trying to make - it's an unwelcome change that wasn't present in DD1, so why should it be this way in DDA? If it means so much to the people reading this that my premise is false, I'll admit I'm mistaken but it doesn't change the issue I'm trying to point out. If you agree/disagree with the point, please comment; otherwi
  5. I never tested how much exp individual heroes got before when heroes were taken out of the deck because there was never a need. However, I did notice exp was divided equally among the non-maxed heroes when I had maxed heroes in my deck prior to the patch. Unfortunately, there isn't a good way to prove it even with my past screenshots of my match exp as it wouldn't show how many maxed/non-maxed heroes I had in my deck. In any case, the exp shouldn't be divided the way it is. We should have some choice of how many heroes we want to level up at a time without having to trade-off our exp. Thi
  6. After playing a few games of NMHCMM earlier this evening, I found that exp is no longer divided between non-maxed heroes equally. Rather, we're now awarded 1/4th the map's exp per hero regardless whether we have other maxed/non-maxed heroes in our decks or not. I'm not sure why the change but I feel it really needs to go back to how it was. The exp grind was already slow before, especially if soloing but now it's just ridiculous that we can't focus more than a quarter of the map's exp onto specific heroes. What this means for split-screen (should it ever be a thing) is that we'll be earning ex
  7. Can we get more contrasting colors within the UI please? Before, it was easy to tell apart Legendaries, Mythicals and Transcendents. Now, with these black/red backgrounds and colored outlines, telling the difference is gonna be hard on the eyes. Here's what it looked like before: https://i.imgur.com/2RpNk3d.png And here's what it looks like now: https://i.imgur.com/qk43AnP.png The majority of the items in the after screenshot are Transcendent, not Legendary. Even before, it was difficult to tell the difference between a Legendary and a Transcendent drop based on
  8. My favorite memory was finding games where people were respectful and wouldn't expect you to build unless you offered to. I often resorted to playing as lower level characters to experience these good times again. https://steamcommunity.com/profiles/76561197963358811/
  9. Current favorite item since returning from my 4-5 year hiatus: My Ult++ Classic's Eagle Crested Standard New favorite item: TBD https://steamcommunity.com/profiles/76561197963358811/
  10. Does that include the old veteran user ranks and defense council titles? Not to mention the inflated post counts.
  11. Not necessarily; just have a mode you can toggle into where you highlight the items you want to move and after selecting them all, choose another bag to move those items to. The highlighting could be done one at a time (with 'A' and 'X') and in the same manner as 'Shift + Click' where you highlight one item and go across a few items/rows/columns to highlight another item to mass highlight items. The 'Shift + Click' action could let you set a range for as long as you held in a button. I'm all in favor of adding a transfer system like this. It would save a good deal of time when managing my inve
  12. No , shards gives same. Dryad world tree just have 3500 max range. My apologies if I didn't make what I was saying clear enough. I wasn't saying the shards were changed but rather the defense's internal range value itself (which would water down the effect of the Vicious Strikes). Tooltip range is different from the range in the inventory. You could call this internal range. However, after doing some math and checking past range values with current range, I found that: Nigiri is right in saying 'almost' every defense has a range cap.Tree range is calculated differently than other defenses.Wit
  13. I noticed a difference with the range as well (it's about a 25% reduction). The base range and the Deadly Strikes range look normal, it's just the Vicious Strikes range that seems to be affected. My guess is the defense's range value (not tooltip value) was tweaked to go up in value causing the Vicious Strikes to have less of an effect overall.
  14. ^ I second that. Assassins got nerfed enough since they were first introduced. Skarnash is the only tough assassin around, imo.
  15. Just need to bring back the "Any" Mode and "Any" Difficulty selection options we had before. I'm not sure why they were taken out unless it was because we could find unavailable game modes as in the case of Onslaught before it got revamped.
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