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About SoulStealer64

  1. Apprentice currently has 3/4 elements covered with his towers, fire, earth and water. Arcane Barrier just doesn't really fit in with the theme, nor is it really a very good tower (at least for most of the game) I'd like to see a wind based barrier replace it, that is similar mechanic wise. It starts as a wall, very similar to the current arcane barrier, but if it loses all its HP, it turns into a wind funnel, forcing the enemies that are currently in front of it backward and becoming a slowing field for all units moving toward it, but speeding up those moving away from it. At the end of the wa
  2. This is a great idea. The alternative is have different poison effects for the different towers, each one with different damage and different caps, so using a combination of the gas balloon and dart tower would lead to insane DOT, but you wouldn't unbalance the individual effects of either one on its own. I'd also like to see poison as a element on weapons (maybe specifically for the huntress) that applies a stacking DOT effect (potentially scaling with AP or Hero Damage stats?)
  3. I think that this is exactly what trendy intended, this hero is the "Triage" as you called it. Not only is there a new hero to gear and play, but you have something to work towards, getting said hero. On top of that, they have directly responded to player feedback, which was that "if we want something we should be able to farm it non-stop" which was the main complaint about Wyvern Tokens. Trendy is definately heading in the right direction with this update. If you don't want to play this game when there is still a whole hero to farm for and play, that's your prerogative I do agree that Trendy
  4. Lets look at this from a different approach shall we? So what you are saying is that while a ton of people have been happy to spend 70 USD on this game for NOTHING BUT COSMETIC STUFF, its completely unreasonable to pay 15 USD for the ability to skip a grind to get a whole new character, who in theory should add to the replayability of this game immensely. Why, oh why do people complain so much. Having bought the character already, I can attest that it is immensely cool, fun to play, and based on the value scale of video games (I generally consider any less than 1 hour of gameplay per dollar s
  5. Hey guys, I've already done this thread once (probably almost a year ago) and it shocked me when i came back to play the latest patch that nothing had been done about it. When you look at a hero description, on all the abilities and towers there is a little note saying "Detailed descriptions are on the way!" I know that you are constantly changing, balancing and rebalancing stuff, but how hard would it be to put a small tooltip in there saying the explosive trap deals (TrapLVL*DP) damage with an attack rate scaling of X or the lightning aura deals (0.6*DP)+(0.3*DP per AuraLVL) and has an a
  6. Currently the abyss lord has short range AOE covered with his left click attack, long range AOE covered with his charged right click attack, but did you know that you can get some pretty serious long range single target dps by spamming the right click button and making a wall of green ghosts to wipe your enemies to shreds? I'm assuming this is a bug, as it feels like its not working as intended, but if I am wrong and its not a full on bug, I suggest rescaling the minimum charge damage of the right click attack of the Abyss Lord.
  7. A while back I suggested that the Devs have a permanent sticky thread in their patch notes section that includes all of the potential patch notes (including the not finalized ones) for the next upcoming patch. This idea got a reasonable amount of support, and one of the devs (I think it was pmasher) said that he would suggest it to the dev team. Despite this, nothing came of it. It would be really nice (especially while this game is early access) to be able to see the potential patch notes and be able to discuss the upcoming changes and whether or not they will be beneficial or if they could
  8. They are small bonuses. Bonuses almost every MMO has for monthly-paying members and considering DD2 is becoming F2P, it wouldn't be a bad idea at all. It'd just make things slightly easier for paying members which is how it should be. The game needs income and income = more updates for all players. I suppose you are right, it just depends on how closely Trendy wants to follow their original plans of not having gameplay affected by real world transactions. Just as long as they don't do things like give extra wyvern tokens to members, and never give Defence Councillors any unique gear etc the
  9. Faster leveling, monthly items and other boosts are directly affecting the gameplay. Trendy specifically said that they wouldn't have anything buyable with real money that would affect the gameplay. Pay-to-win probably wasnt the right term to use, but anything that directly affects gameplay should not be a boost that can be bought with real money.
  10. Yuck, council being a monthly thing sounds awful, I don't even understand what kind of advantage someone would get from being a councilour considering we barely get anything different ourselves. Special monthly items, daily gift boxes, bonus exp and gold. There's a lot of things council members could get. All of those things would be seen as "pay-to-win" and that is something that I'm pretty sure no-one wants.
  11. It has a lower DPS and range than the flameburst because it has a much larger AOE (in which it does full damage instead of a small % of the damage), increased fire rate, scales rather well with crit and doesn't pull aggro. However, it does still need a buff, to its health if not its damage, as often the odd enemy will step off the path and walk into it, which aggros to it, and then it dies in 0.3 seconds. If you can do a crit build with it, it seems pretty strong. And in terms of damage, it scales better than a lightning aura dps wise, with the only downside being the possibility of it dying
  12. Well, you are a terribly unpleasant person. As to the game being "pre-alpha", I'd rather that trendy took as much time as needed to make this game into a great one, rather than going "Oh no... everyone is complaining that it is still pre-alpha after a year so we should rush ahead of ourselves despite the game not being ready." I agree you should speak your mind... just not in this thread. Sorry you are too young for an argument with an adult. You didn't have to insult him/her. Even if your point was valid (which by all means it isn't) I would still be frustrated with your comments because you
  13. I like this idea, only problem is that if it is implemented, then there will only be pet food as a consistant gold sink (though this could be seen as a positive, as pet feeding takes enourmous amounts of gold).
  14. Crits are kind of weak at the moment, and since the devs have said that they want some abilities to proc on cirt, I suggest changing the current %chance skill spheres (such as earthshatters % chance to knock up, or explosive traps % chance to double explode) to on crit. This would give a much greater incentive to build towards crit, especially with how powerful a crit build could become if the player stacked it. It would also have the bonus of potentially pulling some of the weaker spheres into line with the stronger ones. This could also be implemented onto the Huntress charge shot sphere, m
  15. I'm pretty sure they did away with it, and good riddance!
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